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Meta just open-sourced its dexterity stack! 🪬 Most physics simulators were built for things that move through space. Walking robots, drones, cars. Contact is the part they approximate worst, and obviously dexterous manipulation is nothing but contact. Project SuperDex, from Meta Reality Labs Research, is built the other way...

60,922 görüntüleme • 2 ay önce •via X (Twitter)

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Gill profil fotoğrafı
Gill2 ay önce

Physics engines usually ignore soft contacts so this could change robotics sim a lot.

Vad | Exylos Robotics profil fotoğrafı
Vad | Exylos Robotics2 ay önce

Went through the repo today and the Quest teleop part isn't in there yet. Waiting for that piece to land to test it properly, mostly curious how much of the desktop engine actually runs natively on the headset.

Michael profil fotoğrafı
Michael2 ay önce

@pangram

Dima Nurm profil fotoğrafı
Dima Nurm2 ay önce

fine motor skills for Robo Touch

Muhammad Ahmed profil fotoğrafı
Muhammad Ahmed1 ay önce

Contact is where small simulation errors become obvious. Does SuperDex explicitly model fingertip compliance and friction variation, or depend mainly on domain randomization for sim-to-real transfer?

Adrian Xue profil fotoğrafı
Adrian Xue2 ay önce

So are the data collection gloves still valuable?

Telixia profil fotoğrafı
Telixia2 ay önce

A contact-first engine solves the biggest bottleneck in robotic manipulation. Leveraging Quest 3 headsets to collect synthetic demonstration data at scale is a brilliant move that will fast-track zero-shot deployment for complex physical AI. @lukas_m_ziegler.Thanks for sharing

Diego Boss profil fotoğrafı
Diego Boss2 ay önce

Super interesting

Sebastian Buzdugan profil fotoğrafı
Sebastian Buzdugan2 ay önce

better contact simulation still misses tendon friction, which often breaks transfer to real hands

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A policy that teaches robot hands to touch things the way humans do... not just grab and move, but feel and adjust in real time. Robot manipulation research often stops at picking up objects and placing them. CGP goes further: it handles tasks like opening jars, flipping objects in-hand, wiping dishes, and grasping fragile eggs, the kind of dexterous, contact-rich skills that require constant micro-adjustments based on what the fingers are actually feeling. The robot doesn't just see what it's doing; it predicts what contact should feel like at each step, then checks whether reality matches the prediction. If a finger is slipping, the policy knows before the object drops. Works on real robot hands (both 4-finger and 5-finger designs) with tactile sensors embedded in the fingertips Robust to visual distractions! The robot keeps flipping a box correctly even when the camera view is disrupted, because it's grounding decisions in touch, not just vision. Baseline policies without contact grounding fail in predictable ways: slipping mid-task, incomplete motions, loss of grasp, CGP avoids these This is a meaningful step toward robots that can handle the physical world with the kind of reliable, adaptive grip that humans take for granted. Relevant for manufacturing, logistics, assistive robotics, and anywhere fragile or irregular objects need to be handled carefully. Published at RSS 2026, developed with Meta Reality Labs Research. Thanks for sharing, Zhengtong Xu / Zhengtong Xu ——- Weekly robotics and AI insights. Subscribe free:

Ilir Aliu

12,860 görüntüleme • 4 ay önce

That's sick! 🤯 Genesis AI simulates robots playing yo-yo! 🪀 Genesis AI just open-sourced Genesis World 1.0, and it might be one of the most important infrastructure releases in robotics this year. Robotics is still bottlenecked by the 1× speed of the physical world. Every model needs to be tested on real hardware, slowly, expensively, with limited coverage. Genesis World 1.0 from Genesis AI flips that equation: One hour in reality becomes 100 days in simulation. That turns a wall-clock bottleneck into a compute problem. And compute problems are solvable. The technical stack they rebuilt from scratch is serious: → GPU-accelerated cross-platform compiler via Quadrants, 10x faster launch time and up to 4.6x runtime vs the initial Genesis release → Penetration-free multi-physics contact solvers, the thing that makes simulation actually trustworthy → Unified rigid AND deformable physics in a single engine → Nyx, a high-performance path-traced rendering engine purpose-built for physical AI The sim-to-real gap has historically been the graveyard of robotics research. Policies that work beautifully in simulation fall apart on real hardware. Genesis World 1.0 is a direct attack on that problem. And it's fully open-source. The companies that master simulation infrastructure will train better robots faster than anyone else. Find it here: Genesis World 1.0: Quadrants: Nyx: Theophile Gervet, Zhou Xian congrats! 👏🏼 ~~ ♻️ Join the weekly robotics newsletter, and never miss any news →

Lukas Ziegler

57,061 görüntüleme • 5 ay önce

We are back again :) After three weeks of quiet building. Introducing Genesis World 1.0, our latest simulation platform, the second release in our full-stack suite. Open-sourced. Robotics is still bottlenecked by the 1× speed of the physical world. Every model, checkpoint, and data recipe eventually needs to be tested on physical hardware, slowly, expensively, and with limited coverage. One hour in reality can become 100 days in simulation. That is how robotics model iteration moves from a wall-clock bottleneck to a compute problem. To make this work, simulation has to be both fast and trustworthy. Over the past year, we rebuilt the entire stack: a GPU-accelerated cross-platform compiler, penetration-free multi-physics contact solvers, unified rigid and deformable physics, and a photo-realistic renderer purpose-built for physical AI applications. We built Nyx, a high-performance path-traced rendering engine for robotics application. Genesis World 1.0 achieves near realtime performance with our latest development for penetration-free IPC solver, supporting various types of deformables beyond rigid bodies. It supports contact-rich, dexterous manipulation simulation across different embodiments: unitree, sharpa, wuji, genesis hand and various types of grippers. Under the hood is Quadrants, our effort in pushing forward cross-platform GPU-accelerated computation. Quadrants started as a fork of Taichi, and we rebuilt most of the critical parts for optimizing simulation workloads, giving 10x faster launch time and up to 4.6x runtime performance compared to the initial Genesis release. Together, they bring us to an unprecedentedly low sim-to-real gap, enabling zero-shot real-to-sim model evaluation and much faster iteration of GENE. All available today. Genesis World 1.0: Quadrants: Nyx:

Genesis AI

326,131 görüntüleme • 5 ay önce

Force-sensing fingers! 🧤 Stanford researchers just released UMI-FT, a handheld data collection platform that puts compact six-axis force/torque sensors on each finger, enabling finger-level wrench measurements alongside RGB, depth, and pose data. Many manipulation tasks require careful force modulation: too little force and the task fails, too much and you cause damage. But commercial force/torque sensors are expensive, bulky, and fragile, which has limited large-scale force-aware policy learning. UMI-FT changes the economics. The platform uses an iPhone for RGB vision, ultrawide RGB, depth, and pose via ARKit, with each finger sensorized using a CoinFT sensor to capture per-finger wrench information during manipulation. This multimodal data trains an adaptive compliance policy that predicts position targets, grasp force, and stiffness for execution on standard compliance controllers. The learned policy runs slowest and generates reference targets, while model-based compliance and force controllers provide delicate 6D compliance control and real-time force modulation. They tested on three contact-rich, force-sensitive tasks: whiteboard wiping (locate eraser, grasp, wipe until clean), skewering zucchini (grasp slice firmly, push onto stick until punctured), and lightbulb insertion (grasp bulb, align bayonet pin with socket slit, insert while overcoming spring force, rotate to light up). The results are clear. Policies without compliance struggle to modulate contact force and trigger safety faults from excessive force. Policies without force sensing fail to grasp unseen objects or resist reaction forces, causing slippage. Here's the project page: ~~ ♻️ Join the weekly robotics newsletter, and never miss any news →

Lukas Ziegler

12,868 görüntüleme • 9 ay önce