Loading video...

Video Failed to Load

Go Home

Robot hands still break most simulators. Meta Reality Labs just open-sourced Project SuperDex — a contact-first physics engine built for the hard part: multi-finger grasps, in-hand reorientation, soft contact, tactile sensing. VR teleop for cheap demo data. Gym-style RL on top. projectsuperdex. com

27,627 views • 12 days ago •via X (Twitter)

0 Comments

No comments available

Comments from the original post will appear here

Related Videos

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 around, a contact-first physics engine with the whole platform stacked on top of it. The cool part is that it's on GitHub. The engine runs one solver across rigid bodies, soft bodies, rods and tendons, shells and cloth, in the same model. → Non-convex collision with accurate contact force distributions, so a multi-finger grasp gets simulated rather than approximated → Tactile sensors and soft contact as first-class primitives → Numerical stability without the tight time-step limits explicit solvers force on you → Constraint-aware inverse kinematics running on the same optimization core as the forward dynamics Then the data layer. Put on a Quest 3, teleoperate the simulated hand with haptic feedback, and generate demonstration datasets without touching real hardware. They show a shape-sorting policy trained entirely in simulation and deployed zero-shot on a real robotic hand. Robot hands are getting good. Data for them isn't that fast. Meta is betting the cheapest way to collect contact-rich demonstrations is a headset people already own, pointed at a simulator instead of a game. 🔗 Here's the project page: ~~ ♻️ Join the weekly robotics newsletter, and never miss any news →

Lukas Ziegler

59,571 views • 13 days ago

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

12,769 views • 3 months ago

The sense of touch is the most criminally under-explored modality in robotics. Imagine doing sleight of hand wearing thick oven mitts. That's exactly how a robot feels today if it were alive. A magnetic piece snapping into place, a paper cup peeling out of a stack, a USB negotiating its way into the port - all invisible to the camera. Learning how to feel must be a full-stack co-designed effort. We are open-sourcing a principled methodology called "T-Rex": 1. Tactile as first-class citizen of the model. Our mixture-of-transformer runs two clocks asynchronously: a slow visuomotor expert plans the motion, and a fast tactile expert refines it in real time with high-frequency corrections at 4 "touch ticks" per vision tick. Forces change faster than frames arrive, so the architecture had to as well. 2. Open data. The largest tactile dataset ever released to our knowledge: a 50-hour (~5,500 episodes) high-quality, carefully synchronized robot play corpus, collected on SOTA tactile hand hardware with 22 degrees of freedom. Available today on HuggingFace! 3. Training recipe: T-Rex extends our prior work, EgoScale. Human egocentric videos for pretraining, a diverse dose of tactile robot play for mid-training. Our experiments show this bridges contact-free pretraining to contact-rich manipulation remarkably well. Pixels are cheap and everywhere, but they run out of steam at the moment of contact. Tactile will carry the last mile. The next scaling curve will be measured in hours of touch. T-Rex is a great collaboration between NVIDIA and Berkeley: 🧵

Jim Fan

169,322 views • 19 days ago

Everything you love about generative models — now powered by real physics! Announcing the Genesis project — after a 24-month large-scale research collaboration involving over 20 research labs — a generative physics engine able to generate 4D dynamical worlds powered by a physics simulation platform designed for general-purpose robotics and physical AI applications. Genesis's physics engine is developed in pure Python, while being 10-80x faster than existing GPU-accelerated stacks like Isaac Gym and MJX. It delivers a simulation speed ~430,000 faster than in real-time, and takes only 26 seconds to train a robotic locomotion policy transferrable to the real world on a single RTX4090 (see tutorial: The Genesis physics engine and simulation platform is fully open source at We'll gradually roll out access to our generative framework in the near future. Genesis implements a unified simulation framework all from scratch, integrating a wide spectrum of state-of-the-art physics solvers, allowing simulation of the whole physical world in a virtual realm with the highest realism. We aim to build a universal data engine that leverages an upper-level generative framework to autonomously create physical worlds, together with various modes of data, including environments, camera motions, robotic task proposals, reward functions, robot policies, character motions, fully interactive 3D scenes, open-world articulated assets, and more, aiming towards fully automated data generation for robotics, physical AI and other applications. Open Source Code: Project webpage: Documentation: 1/n

Zhou Xian

3,820,855 views • 1 year ago

🔥 JUST IN: Open-source robotics dataset from 100% real-world scenarios! 🤯 Chinese robotics company AGIBOT just released AGIBOT WORLD 2026, an open-source dataset systematically covering key embodied AI research directions. Built entirely from real-world environments: commercial spaces, and homes. Collected using AGIBOT G2 robots in free-form collection mode, providing structured, accurately annotated, high-quality data. Digital twin technology creates 1:1 scale replicas in simulation matching the real environments. Both real-world and simulation data are open-sourced. The AGIBOT G2 platform collects multiple data types simultaneously: RGB(D) cameras, tactile sensors, force sensors, LiDAR, IMU, and full-body joint states. Whole-body control coordinates arms, waist, and hands for complex tasks. First-person teleoperation lets operators control the robot from its perspective. The tasks covered are fine-grained manipulation, ultra-long-horizon tasks, spatial navigation, dual-arm coordination, and multi-agent/human-robot collaboration. The dataset includes error-recovery trajectories with annotations. Most datasets only show successful demonstrations. AGIBOT includes failures and how the robot recovers, teaching models how to handle mistakes. After collection, data is tested through policy training and real-robot deployment to ensure quality. Then processed through industrial quality control with multiple screening and cleaning rounds. Making it open-source accelerates embodied AI research by giving researchers access to high-quality real-world robot data at scale. 🇨🇳 Learn more here: ~~ ♻️ Join the weekly robotics newsletter, and never miss any news →

Lukas Ziegler

40,583 views • 5 months ago

New research: a hand is now a standalone robot! I love this project involving Sikai Li, Haochen Shi, Shuran Song, Mingyu Ding, and others. Called Handroid, it is an open-source, desktop-scale research robot (0.33 m tall, 2.05 kg, 27 DoF) that is both a dexterous anthropomorphic hand and a walking mini-humanoid. How cool is that ?! The same articulated electromechanical modules reconfigured allow the fingers to literally double as limbs. It is able to perform dexterous grasping, in-hand cube reorientation, pick-and-place, pouring, and bipedal squat/walk/turn, plus long-horizon tasks where it reconfigures its own embodiment (between bipedal humanoid and hand) mid-run (dock, locomote, manipulate). The project publishes GitHub code, OnShape CAD, and a Google-Sheets bill of materials, fully open, 3D printable -> you can build your own todat I really like that it is the most genuinely novel mechanical idea I have seen in a long time: not two robots in a box, but a robot whose fingers become its legs. Worth mentioning: Shuran Song's lab (Shuran Song) created UMI, the cheap hand gripper that became a standard for data acquisition. -> the people who built the dominant data-collection interface are now building cheap reconfigurable hardware. I believe this is a tell about where the frontier academic labs are now pushing the frontier: not another VLA, but better/cheaper embodiments to study on. Handroid's ability to transform between hand-mode and humanoid-mode is a genuinely different capability from every other robot we have seen lately, as most other robots have fixed embodiement, besides the ability to pick and use a tool. Morphology as a controllable variable is genuinely new, afaik. Enjoy watching this little robot as much as I do. Here it is able to plan a long horizon task, decompose it in steps, and behaves sequentially as either a hand or a humanoid (4x sped up):

Léo

15,214 views • 1 month ago

We believe we’re the first robotics company to demonstrate a robot peeling an apple with dual dexterous human-like hands. This breakthrough closes a key gap in robotics, achieving bimanual, contact-rich manipulation and moving far beyond the limits of simple grippers. 🧵↓ Today’s AI models (VLMs) are excellent at perception but struggle with action. Controlling high-degree-of-freedom hands for tasks like this is incredibly complex, and precise finger-level teleoperation is nearly impossible for humans. Our first step was a shared-autonomy system: rather than controlling every finger, the operator triggers pre-learned skills like a “rotate apple or tennis ball” primitive via a keyboard press or pedal. This makes scalable data collection and RL training possible. How does the AI manage this? We created "MoDE-VLA" (Mixture of Dexterous Experts). It fuses vision, language, force, and touch data by using a team of specialist "experts," making control in high-dimensional spaces stable and effective. The combination of these two innovations allows for seamless, contact-rich manipulation. The human provides high-level guidance, and the robot executes the complex in-hand coordination required. This work paves the way for robots that can safely handle delicate tasks in human environments. Want the full technical details? 📄 Read the full research paper: Visit us at NVIDIA GTC Booth #1838, Hall 3 to learn more! #Robotics #AI #DexterousManipulation #VLA #NVIDIAGTC Nancy Villicaña NVIDIA GTC

Sharpa

20,429 views • 6 months ago

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

317,293 views • 3 months ago

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 views • 3 months ago