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Oct 27

TactileNet: Bridging the Accessibility Gap with AI-Generated Tactile Graphics for Individuals with Vision Impairment

Tactile graphics are essential for providing access to visual information for the 43 million people globally living with vision loss. Traditional methods for creating these graphics are labor-intensive and cannot meet growing demand. We introduce TactileNet, the first comprehensive dataset and AI-driven framework for generating embossing-ready 2D tactile templates using text-to-image Stable Diffusion (SD) models. By integrating Low-Rank Adaptation (LoRA) and DreamBooth, our method fine-tunes SD models to produce high-fidelity, guideline-compliant graphics while reducing computational costs. Quantitative evaluations with tactile experts show 92.86% adherence to accessibility standards. Structural fidelity analysis revealed near-human design similarity, with an SSIM of 0.538 between generated graphics and expert-designed tactile images. Notably, our method preserves object silhouettes better than human designs (SSIM = 0.259 vs. 0.215 for binary masks), addressing a key limitation of manual tactile abstraction. The framework scales to 32,000 images (7,050 high-quality) across 66 classes, with prompt editing enabling customizable outputs (e.g., adding or removing details). By automating the 2D template generation step-compatible with standard embossing workflows-TactileNet accelerates production while preserving design flexibility. This work demonstrates how AI can augment (not replace) human expertise to bridge the accessibility gap in education and beyond. Code, data, and models will be publicly released to foster further research.

  • 5 authors
·
Apr 7, 2025

TexSenseGAN: A User-Guided System for Optimizing Texture-Related Vibrotactile Feedback Using Generative Adversarial Network

Vibration rendering is essential for creating realistic tactile experiences in human-virtual object interactions, such as in video game controllers and VR devices. By dynamically adjusting vibration parameters based on user actions, these systems can convey spatial features and contribute to texture representation. However, generating arbitrary vibrations to replicate real-world material textures is challenging due to the large parameter space. This study proposes a human-in-the-loop vibration generation model based on user preferences. To enable users to easily control the generation of vibration samples with large parameter spaces, we introduced an optimization model based on Differential Subspace Search (DSS) and Generative Adversarial Network (GAN). With DSS, users can employ a one-dimensional slider to easily modify the high-dimensional latent space to ensure that the GAN can generate desired vibrations. We trained the generative model using an open dataset of tactile vibration data and selected five types of vibrations as target samples for the generation experiment. Extensive user experiments were conducted using the generated and real samples. The results indicated that our system could generate distinguishable samples that matched the target characteristics. Moreover, we established a correlation between subjects' ability to distinguish real samples and their ability to distinguish generated samples.

  • 4 authors
·
Jul 16, 2024

Tactile MNIST: Benchmarking Active Tactile Perception

Tactile perception has the potential to significantly enhance dexterous robotic manipulation by providing rich local information that can complement or substitute for other sensory modalities such as vision. However, because tactile sensing is inherently local, it is not well-suited for tasks that require broad spatial awareness or global scene understanding on its own. A human-inspired strategy to address this issue is to consider active perception techniques instead. That is, to actively guide sensors toward regions with more informative or significant features and integrate such information over time in order to understand a scene or complete a task. Both active perception and different methods for tactile sensing have received significant attention recently. Yet, despite advancements, both fields lack standardized benchmarks. To bridge this gap, we introduce the Tactile MNIST Benchmark Suite, an open-source, Gymnasium-compatible benchmark specifically designed for active tactile perception tasks, including localization, classification, and volume estimation. Our benchmark suite offers diverse simulation scenarios, from simple toy environments all the way to complex tactile perception tasks using vision-based tactile sensors. Furthermore, we also offer a comprehensive dataset comprising 13,500 synthetic 3D MNIST digit models and 153,600 real-world tactile samples collected from 600 3D printed digits. Using this dataset, we train a CycleGAN for realistic tactile simulation rendering. By providing standardized protocols and reproducible evaluation frameworks, our benchmark suite facilitates systematic progress in the fields of tactile sensing and active perception.

  • 6 authors
·
Jun 13, 2025

TacSL: A Library for Visuotactile Sensor Simulation and Learning

For both humans and robots, the sense of touch, known as tactile sensing, is critical for performing contact-rich manipulation tasks. Three key challenges in robotic tactile sensing are 1) interpreting sensor signals, 2) generating sensor signals in novel scenarios, and 3) learning sensor-based policies. For visuotactile sensors, interpretation has been facilitated by their close relationship with vision sensors (e.g., RGB cameras). However, generation is still difficult, as visuotactile sensors typically involve contact, deformation, illumination, and imaging, all of which are expensive to simulate; in turn, policy learning has been challenging, as simulation cannot be leveraged for large-scale data collection. We present TacSL (taxel), a library for GPU-based visuotactile sensor simulation and learning. TacSL can be used to simulate visuotactile images and extract contact-force distributions over 200times faster than the prior state-of-the-art, all within the widely-used Isaac Gym simulator. Furthermore, TacSL provides a learning toolkit containing multiple sensor models, contact-intensive training environments, and online/offline algorithms that can facilitate policy learning for sim-to-real applications. On the algorithmic side, we introduce a novel online reinforcement-learning algorithm called asymmetric actor-critic distillation (\sysName), designed to effectively and efficiently learn tactile-based policies in simulation that can transfer to the real world. Finally, we demonstrate the utility of our library and algorithms by evaluating the benefits of distillation and multimodal sensing for contact-rich manip ulation tasks, and most critically, performing sim-to-real transfer. Supplementary videos and results are at https://iakinola23.github.io/tacsl/.

  • 5 authors
·
Aug 12, 2024 2

TouchSDF: A DeepSDF Approach for 3D Shape Reconstruction using Vision-Based Tactile Sensing

Humans rely on their visual and tactile senses to develop a comprehensive 3D understanding of their physical environment. Recently, there has been a growing interest in exploring and manipulating objects using data-driven approaches that utilise high-resolution vision-based tactile sensors. However, 3D shape reconstruction using tactile sensing has lagged behind visual shape reconstruction because of limitations in existing techniques, including the inability to generalise over unseen shapes, the absence of real-world testing, and limited expressive capacity imposed by discrete representations. To address these challenges, we propose TouchSDF, a Deep Learning approach for tactile 3D shape reconstruction that leverages the rich information provided by a vision-based tactile sensor and the expressivity of the implicit neural representation DeepSDF. Our technique consists of two components: (1) a Convolutional Neural Network that maps tactile images into local meshes representing the surface at the touch location, and (2) an implicit neural function that predicts a signed distance function to extract the desired 3D shape. This combination allows TouchSDF to reconstruct smooth and continuous 3D shapes from tactile inputs in simulation and real-world settings, opening up research avenues for robust 3D-aware representations and improved multimodal perception in robotics. Code and supplementary material are available at: https://touchsdf.github.io/

  • 6 authors
·
Nov 21, 2023

UniVTAC: A Unified Simulation Platform for Visuo-Tactile Manipulation Data Generation, Learning, and Benchmarking

Robotic manipulation has seen rapid progress with vision-language-action (VLA) policies. However, visuo-tactile perception is critical for contact-rich manipulation, as tasks such as insertion are difficult to complete robustly using vision alone. At the same time, acquiring large-scale and reliable tactile data in the physical world remains costly and challenging, and the lack of a unified evaluation platform further limits policy learning and systematic analysis. To address these challenges, we propose UniVTAC, a simulation-based visuo-tactile data synthesis platform that supports three commonly used visuo-tactile sensors and enables scalable and controllable generation of informative contact interactions. Based on this platform, we introduce the UniVTAC Encoder, a visuo-tactile encoder trained on large-scale simulation-synthesized data with designed supervisory signals, providing tactile-centric visuo-tactile representations for downstream manipulation tasks. In addition, we present the UniVTAC Benchmark, which consists of eight representative visuo-tactile manipulation tasks for evaluating tactile-driven policies. Experimental results show that integrating the UniVTAC Encoder improves average success rates by 17.1% on the UniVTAC Benchmark, while real-world robotic experiments further demonstrate a 25% improvement in task success. Our webpage is available at https://univtac.github.io/.

  • 16 authors
·
Feb 9

HapticWAM: Distilling Imagined Touch into a World-Action Model without Inference-Time Tactile Sensing

Contact-rich manipulation requires estimating forces, slip and contact geometry that can remain ambiguous in scene images. Optical tactile sensors provide both visual observations of the contact surface and mechanical measurements, yet learning from these signals raises two challenges: representing contact beyond appearance and transferring its benefits to a policy that does not require fingertip observations at deployment. We introduce HapticWAM, a world-action model that combines heterogeneous tactile encoding, structured contact prediction and teacher-student distillation. Its teacher encodes gel images together with deformation, shear, distributed forces, resultant wrench and derived contact state into a frozen video backbone. Rather than predicting tactile pixels alone, the model jointly generates actions and a contact package describing future events and mechanics. Anticipatory Contact Coupling uses the previously imagined package to condition attention, preserving a contact-related input when direct tactile observations are unavailable. Haptic-Imagination Distillation transfers both contact futures and action predictions to a student that retains the generative contact head but removes its fingertip input branches. On a real-world setup, across three contact-rich pick-and-place tasks, HapticWAM Student achieves a 77% per-task mean success rate (41 of 50 starts, 82% pooled), reaching 95% on one of the tasks, outperforming the evaluated teacher and baseline configurations.

HT-Bench: Benchmarking and Learning Dexterous Full-Hand Tactile Representations with Egocentric Vision

Establishing a universal benchmark for tactile representation learning in robotic manipulation remains challenging due to the diversity of tactile sensor designs, data formats, and robot embodiments. Rather than seeking to establish such, we explore a scalable and promising direction for future development: egocentric vision paired with full-hand tactile data. To this end, we introduce HT-Bench, a large-scale multi-task benchmark for dexterous full-hand tactile sensing, comprising 10M RGB frames and 7.8M tactile frames collected across 226 tasks. HT-Bench evaluates tactile representations from three key perspectives: whether they encode meaningful contact geometry, whether they can align tactile observations with visual information, and whether they generalize to unseen tasks. To assess these capabilities, HT-Bench includes four tasks: fine-grained tactile similarity retrieval, masked tactile inpainting, vision-to-tactile synthesis, and multimodal tactile frame prediction. We further propose HandTouch, a vector-quantized vision--tactile encoder that learns tactile representations through progressive spatial, cross-modal, and temporal training. Across HT-Bench, HandTouch consistently outperforms representative tactile encoder baselines, improving Recall@5 on fine-grained tactile similarity retrieval from 74.65\% to 85.23\%, reducing RMSE on masked tactile inpainting from 0.022 to 0.010, and increasing OOD cIoU on vision-to-tactile synthesis from 0.628 to 0.705. These results demonstrate the effectiveness of HandTouch and suggest that large-scale egocentric full-hand tactile data provides a scalable basis for evaluating and advancing tactile representation learning in dexterous manipulation.

  • 9 authors
·
Jun 16

DIFFTACTILE: A Physics-based Differentiable Tactile Simulator for Contact-rich Robotic Manipulation

We introduce DIFFTACTILE, a physics-based differentiable tactile simulation system designed to enhance robotic manipulation with dense and physically accurate tactile feedback. In contrast to prior tactile simulators which primarily focus on manipulating rigid bodies and often rely on simplified approximations to model stress and deformations of materials in contact, DIFFTACTILE emphasizes physics-based contact modeling with high fidelity, supporting simulations of diverse contact modes and interactions with objects possessing a wide range of material properties. Our system incorporates several key components, including a Finite Element Method (FEM)-based soft body model for simulating the sensing elastomer, a multi-material simulator for modeling diverse object types (such as elastic, elastoplastic, cables) under manipulation, a penalty-based contact model for handling contact dynamics. The differentiable nature of our system facilitates gradient-based optimization for both 1) refining physical properties in simulation using real-world data, hence narrowing the sim-to-real gap and 2) efficient learning of tactile-assisted grasping and contact-rich manipulation skills. Additionally, we introduce a method to infer the optical response of our tactile sensor to contact using an efficient pixel-based neural module. We anticipate that DIFFTACTILE will serve as a useful platform for studying contact-rich manipulations, leveraging the benefits of dense tactile feedback and differentiable physics. Code and supplementary materials are available at the project website https://difftactile.github.io/.

  • 7 authors
·
Mar 13, 2024

DeCAL: Towards Physically-Grounded Dexterous Vision-Language-Action Models via Contact-Aware Latent Co-Imagination

Dexterous manipulation involves contact-rich and fine-grained interactions with the physical world, posing significant challenges for existing vision-language-action (VLA) models due to severe visual occlusions and complex contact dynamics. While recent works have incorporated tactile sensing into robotic manipulation, most approaches still rely on homogeneous multimodal fusion, lacking adaptive tactile integration and explicit modeling of physical dynamics. In this work, we present DeCAL, a physically-grounded dexterous vision-language-action model that unifies understanding, imagination and action generation for contact-rich dexterous manipulation. Built upon a Mixture-of-Transformers (MoT) architecture, DeCAL leverages specialized experts for each capability while enabling efficient information flow among them. To effectively leverage tactile information, we introduce Adaptive Visuo-Tactile Fusion that dynamically regulates tactile interactions via a contact-aware gating strategy. Furthermore, we propose Visuo-Tactile Latent Co-Imagination to jointly model visual and tactile dynamics, equipping the policy with implicit physical world knowledge. Experimental results show that DeCAL consistently achieves state-of-the-art performance across all tasks, attaining a 71% average success rate and an 83.4% progress success rate, while also demonstrating strong generalization to unseen scenarios. The website is available at https://aureleopku.github.io/DeCAL.

  • 8 authors
·
Sep 7

Unified Visual-Tactile-Action Modeling from Human Demonstrations for Dexterous Manipulation

Dexterous manipulation requires tactile feedback. However, robot tactile demonstrations are difficult to scale,because dexterous-hand teleoperation provides limited tactile feedback to the operator. In contrast, human demonstrations offer a substantially more scalable source of diverse tactile interactions. Motivated by a simple premise: hands can change, but the underlying physics of interaction does not. We leverage human tactile data to improve dexterous manipulation policies. Specifically, we first build a tactile motion-capture system that synchronously records images, tactile signals, and hand motions. Using this system, we construct the UVTA dataset spanning five contact-rich tasks, with 1,000 human demonstrations covering diverse interaction patterns and 150 robot demonstrations per task. To transfer the underlying physics of human interaction to robot control, we propose a Unified Visual-Tactile-Action Model that maps both embodiments into aligned tactile and action representations and jointly predicts future action and tactile trajectories. The joint objective enables human demonstrations to supervise contact-aware representation learning, while only robot actions are executed during deployment. In real-robot evaluations across five tasks, our method achieves an average success rate of 70%, outperforming the strongest visual-tactile baseline, which achieves 29%, and an architecture ablation, which achieves 42%. Performance improves consistently with additional human demonstrations and exhibits no saturation at 1,000 demonstrations per task, validating the effectiveness of scalable human tactile data for dexterous manipulation. Project page is available at https://uni-vta.github.io/.

  • 8 authors
·
Sep 28

MLA: A Multisensory Language-Action Model for Multimodal Understanding and Forecasting in Robotic Manipulation

Vision-language-action models (VLAs) have shown generalization capabilities in robotic manipulation tasks by inheriting from vision-language models (VLMs) and learning action generation. Most VLA models focus on interpreting vision and language to generate actions, whereas robots must perceive and interact within the spatial-physical world. This gap highlights the need for a comprehensive understanding of robotic-specific multisensory information, which is crucial for achieving complex and contact-rich control. To this end, we introduce a multisensory language-action (MLA) model that collaboratively perceives heterogeneous sensory modalities and predicts future multisensory objectives to facilitate physical world modeling. Specifically, to enhance perceptual representations, we propose an encoder-free multimodal alignment scheme that innovatively repurposes the large language model itself as a perception module, directly interpreting multimodal cues by aligning 2D images, 3D point clouds, and tactile tokens through positional correspondence. To further enhance MLA's understanding of physical dynamics, we design a future multisensory generation post-training strategy that enables MLA to reason about semantic, geometric, and interaction information, providing more robust conditions for action generation. For evaluation, the MLA model outperforms the previous state-of-the-art 2D and 3D VLA methods by 12% and 24% in complex, contact-rich real-world tasks, respectively, while also demonstrating improved generalization to unseen configurations. Project website: https://sites.google.com/view/open-mla

  • 13 authors
·
Sep 30, 2025

Tactile-JEPA: Topology-Aware Self-Supervised Representation Learning for Distributed Tactile Sensors

Tactile sensing is an essential modality for robots performing contact-rich, dexterous manipulation, particularly under visual occlusion. While pre-trained image encoders are standard in robot learning pipelines, tactile encoders are still commonly trained from scratch from raw, noisy signals, which might limit their expressivity. Existing self-supervised learning (SSL) approaches focus predominantly on vision-based tactile sensors, leaving distributed electronic skins largely unaddressed. These sensors, however, have a distinctive property: their sensing elements are sparse and irregularly arranged over the surface they cover, which makes direct reuse of visual SSL methods suboptimal. We present Tactile-JEPA, an efficient self-supervised pre-training method that uses the spatial arrangement of tactile sensors to learn topology-aware representations. Specifically, it is trained to predict the embeddings of masked sensing elements from the unmasked remainder, using the sensor connectivity graph to guide spatial masking. Our analysis shows that effective tactile representations require capturing both local contact details and the global state of the tactile surface, which we achieve through dual-scale masking. Across three diverse datasets spanning magnetic and piezoresistive sensors, different robot embodiments, and single- and paired-sensor configurations, Tactile-JEPA reduces force estimation error by 6.3% and in-hand orientation error by 20.8% over the prior state-of-the-art, with consistent gains in other downstream applications, including policy learning. Overall, our results demonstrate that the benefit of tactile sensing depends critically on the quality of encoder pre-training, a problem which Tactile-JEPA addresses directly. Code is available at https://github.com/E-Kovtun/tactile.

  • 4 authors
·
Sep 20 2

DOT-Sim: Differentiable Optical Tactile Simulation with Precise Real-to-Sim Physical Calibration

Simulating optical tactile sensors presents significant challenges due to their high deformability and intricate optical properties. To address these issues and enable a physically accurate simulation, we propose DOT-Sim: Differentiable Optical Tactile Simulation. Unlike prior simulators that rely on simplified models of deformable sensors, DOT-Sim accurately captures the physical behavior of soft sensors by modeling them as elastic materials using the Material Point Method (MPM). DOT-Sim enables rapid calibration of optical tactile sensor simulation using a small number of demonstrations within minutes, which is substantially faster than existing methods. Compared to current baselines, our approach supports much larger and non-linear deformations. To handle the optical aspect, we propose a novel approach to simulating optical responses by learning a residual image relative to the real-world idle state. We validate the physical and visual realism of our method through a series of zero-shot sim-to-real tasks. Our experiments show that DOT-Sim (1) accurately replicates the physical dynamics of a DenseTact optical tactile sensor in reality, (2) generates realistic optical outputs in contact-rich scenarios, (3) enables direct deployment of simulation-trained classifiers in the real world, achieving 85% classification accuracy on challenging objects and 90% accuracy in embedded tumor-type detection, and (4) allows precise trajectory following with a policy trained from demonstrations in simulation, with an average error of less than 0.9 mm.

  • 6 authors
·
Apr 29

Bench2Dex: Benchmarking Visuo-Tactile Bimanual Dexterous Manipulation Across Dexterous Hands

Tactile sensing provides contact information that can be difficult to infer from vision alone, but tactile hardware for dexterous hands has not converged to a common design. Dexterous hands differ in finger structure, contact surfaces, and sensor layouts, while simulated tactile signals still differ from measurements produced by physical sensors. These factors make it difficult to study visuo-tactile manipulation across diverse dexterous hands within a consistent experimental setting. We present Bench2Dex, a simulation benchmark for visuo-tactile bimanual manipulation across 12 dexterous hands. We adapt existing robot models with a shared simulated tactile interface that converts local contact geometry into image-like tactile observations. The interface provides a consistent observation format across different hand morphologies without attempting to reproduce the output of a specific physical tactile sensor. Bench2Dex includes 26 bimanual manipulation tasks that involve tool use, articulated-object interaction, and multi-stage manipulation, together with about 1.3K human-teleoperated demonstrations. The benchmark provides synchronized visual, tactile, proprioceptive, action, and object-state observations, together with executable task metrics. For robustness, we group seven perturbation types into invariance axis, where the correct action does not change, and equivariance axis, where the correct action changes together with the perturbation. We evaluate ACT, Diffusion Policy, pi0.5, and GR00T N1.5 on Bench2Dex and report their performance and failure modes. Bench2Dex is meant as a platform for studying visuo-tactile learning across dexterous hands. It does not assume that simulated tactile observations can replace real tactile sensing; it offers a shared setting for algorithm development while tactile hardware and simulation models are still evolving.

  • 24 authors
·
Sep 13

Language-Guided Representation Learning for Robust Cross-Sensor Material Recognition

Robots need touch to manipulate objects safely and reliably, as many properties, such as softness, texture, and contact stability, are hard to infer from vision alone. However, vision-based tactile sensors yield different observations of the same material due to variations in optics, elastomer properties, and illumination, leading to poor generalization when trained on a single or multiple sensors. We propose a language-guided distillation framework for learning sensor-robust tactile representations. Language encodes high-level semantic properties of touch (e.g., rough, soft, slippery) that remain invariant across sensing hardware, providing a natural sensor-agnostic supervisory signal. We construct a 39K-sample touch-language dataset with human-annotated material labels and train a tactile encoder to align sensor-specific tactile images with language embeddings in a shared semantic space. We evaluate our approach for few-shot learning and cross-sensor transfer and benchmark it on six existing tactile datasets. Our method achieves 95% accuracy in the 100-shot setting, improves cross-sensor transfer by an average of 13.3% accuracy, and yields up to 19% accuracy gains across six existing tactile datasets. These results demonstrate that language-guided distillation enables scalable and hardware-agnostic tactile representation learning. Code and dataset are available at https://mashood3624.github.io/Language_Tactile/

  • 5 authors
·
Sep 12

Digitizing Touch with an Artificial Multimodal Fingertip

Touch is a crucial sensing modality that provides rich information about object properties and interactions with the physical environment. Humans and robots both benefit from using touch to perceive and interact with the surrounding environment (Johansson and Flanagan, 2009; Li et al., 2020; Calandra et al., 2017). However, no existing systems provide rich, multi-modal digital touch-sensing capabilities through a hemispherical compliant embodiment. Here, we describe several conceptual and technological innovations to improve the digitization of touch. These advances are embodied in an artificial finger-shaped sensor with advanced sensing capabilities. Significantly, this fingertip contains high-resolution sensors (~8.3 million taxels) that respond to omnidirectional touch, capture multi-modal signals, and use on-device artificial intelligence to process the data in real time. Evaluations show that the artificial fingertip can resolve spatial features as small as 7 um, sense normal and shear forces with a resolution of 1.01 mN and 1.27 mN, respectively, perceive vibrations up to 10 kHz, sense heat, and even sense odor. Furthermore, it embeds an on-device AI neural network accelerator that acts as a peripheral nervous system on a robot and mimics the reflex arc found in humans. These results demonstrate the possibility of digitizing touch with superhuman performance. The implications are profound, and we anticipate potential applications in robotics (industrial, medical, agricultural, and consumer-level), virtual reality and telepresence, prosthetics, and e-commerce. Toward digitizing touch at scale, we open-source a modular platform to facilitate future research on the nature of touch.

  • 23 authors
·
Nov 4, 2024

AnyTouch 2: General Optical Tactile Representation Learning For Dynamic Tactile Perception

Real-world contact-rich manipulation demands robots to perceive temporal tactile feedback, capture subtle surface deformations, and reason about object properties as well as force dynamics. Although optical tactile sensors are uniquely capable of providing such rich information, existing tactile datasets and models remain limited. These resources primarily focus on object-level attributes (e.g., material) while largely overlooking fine-grained tactile temporal dynamics during physical interactions. We consider that advancing dynamic tactile perception requires a systematic hierarchy of dynamic perception capabilities to guide both data collection and model design. To address the lack of tactile data with rich dynamic information, we present ToucHD, a large-scale hierarchical tactile dataset spanning tactile atomic actions, real-world manipulations, and touch-force paired data. Beyond scale, ToucHD establishes a comprehensive tactile dynamic data ecosystem that explicitly supports hierarchical perception capabilities from the data perspective. Building on it, we propose AnyTouch 2, a general tactile representation learning framework for diverse optical tactile sensors that unifies object-level understanding with fine-grained, force-aware dynamic perception. The framework captures both pixel-level and action-specific deformations across frames, while explicitly modeling physical force dynamics, thereby learning multi-level dynamic perception capabilities from the model perspective. We evaluate our model on benchmarks that covers static object properties and dynamic physical attributes, as well as real-world manipulation tasks spanning multiple tiers of dynamic perception capabilities-from basic object-level understanding to force-aware dexterous manipulation. Experimental results demonstrate consistent and strong performance across sensors and tasks.

  • 9 authors
·
Feb 10

Learning to Feel the Future: DreamTacVLA for Contact-Rich Manipulation

Vision-Language-Action (VLA) models have shown remarkable generalization by mapping web-scale knowledge to robotic control, yet they remain blind to physical contact. Consequently, they struggle with contact-rich manipulation tasks that require reasoning about force, texture, and slip. While some approaches incorporate low-dimensional tactile signals, they fail to capture the high-resolution dynamics essential for such interactions. To address this limitation, we introduce DreamTacVLA, a framework that grounds VLA models in contact physics by learning to feel the future. Our model adopts a hierarchical perception scheme in which high-resolution tactile images serve as micro-vision inputs coupled with wrist-camera local vision and third-person macro vision. To reconcile these multi-scale sensory streams, we first train a unified policy with a Hierarchical Spatial Alignment (HSA) loss that aligns tactile tokens with their spatial counterparts in the wrist and third-person views. To further deepen the model's understanding of fine-grained contact dynamics, we finetune the system with a tactile world model that predicts future tactile signals. To mitigate tactile data scarcity and the wear-prone nature of tactile sensors, we construct a hybrid large-scale dataset sourced from both high-fidelity digital twin and real-world experiments. By anticipating upcoming tactile states, DreamTacVLA acquires a rich model of contact physics and conditions its actions on both real observations and imagined consequences. Across contact-rich manipulation tasks, it outperforms state-of-the-art VLA baselines, achieving up to 95% success, highlighting the importance of understanding physical contact for robust, touch-aware robotic agents.

  • 7 authors
·
May 5

Multi-Resolution Tactile Imitation Learning for Contact-Rich Robotic Manipulation

Touch sensing is beneficial for solving a wide variety of manipulation tasks. While there exists a wide range of tactile sensors with different properties, exploiting the fusion of multiple heterogeneous tactile sensors to improve manipulation learning remains underexplored. We present Multi-Resolution Tactile Sensing (MiTaS), a representation framework that leverages multiple tactile sensors operating at different temporal resolutions in order to solve complex contact-rich manipulation tasks. We propose a novel architecture using modality-specific convolutional stems and transformer-based fusion that effectively fuses information from an RGB camera stream, a vision-based GelSight Mini sensor and a high-frequency event-based Evetac sensor. This multi-sensor representation then conditions a flow-matching policy for solving downstream tasks. Experimental results across five contact-rich manipulation tasks demonstrate the effectiveness of multi-resolution tactile features in imitation learning. MiTaS achieves an average success rate of 80 %, while vision-only (31 %) and visual-tactile (54 %) baselines cannot solve the task reliably. Co-training a visuo-tactile model with multi-tactile data boosts performance by over 10 \% in certain tasks, without having access to the Evetac sensor during policy evaluation. A detailed sensor-reading and attention analysis reveals the importance of different sensors throughout task execution, validating our multi-resolution tactile sensing approach. Project Page: http://mitas-touch.github.io.

  • 6 authors
·
Jun 3

TAMEn: Tactile-Aware Manipulation Engine for Closed-Loop Data Collection in Contact-Rich Tasks

Handheld paradigms offer an efficient and intuitive way for collecting large-scale demonstration of robot manipulation. However, achieving contact-rich bimanual manipulation through these methods remains a pivotal challenge, which is substantially hindered by hardware adaptability and data efficacy. Prior hardware designs remain gripper-specific and often face a trade-off between tracking precision and portability. Furthermore, the lack of online feasibility checking during demonstration leads to poor replayability. More importantly, existing handheld setups struggle to collect interactive recovery data during robot execution, lacking the authentic tactile information necessary for robust policy refinement. To bridge these gaps, we present TAMEn, a tactile-aware manipulation engine for closed-loop data collection in contact-rich tasks. Our system features a cross-morphology wearable interface that enables rapid adaptation across heterogeneous grippers. To balance data quality and environmental diversity, we implement a dual-modal acquisition pipeline: a precision mode leveraging motion capture for high-fidelity demonstrations, and a portable mode utilizing VR-based tracking for in-the-wild acquisition and tactile-visualized recovery teleoperation. Building on this hardware, we unify large-scale tactile pretraining, task-specific bimanual demonstrations, and human-in-the-loop recovery data into a pyramid-structured data regime, enabling closed-loop policy refinement. Experiments show that our feasibility-aware pipeline significantly improves demonstration replayability, and that the proposed visuo-tactile learning framework increases task success rates from 34% to 75% across diverse bimanual manipulation tasks. We further open-source the hardware and dataset to facilitate reproducibility and support research in visuo-tactile manipulation.

  • 9 authors
·
Apr 7

TouchScale: 500 Hours of Human Vision and Touch for Visual-Tactile Learning

Large-scale egocentric human interaction data is becoming an important source of physical supervision for embodied learning, yet video alone leaves the contact and pressure that characterize physical interaction unrecorded. Recent visual-tactile datasets provide this missing supervision, but their synchronized tactile data remain far smaller in volume than human video. Moreover, the largest resources often merge recordings from different sensors or annotation procedures, which makes the effect of data scale difficult to isolate. We therefore introduce TouchScale, a 500-hour dataset of contact-rich human interaction recorded with a single unified wearable setup. Its approximately 2K predefined task descriptions span everyday activities and structured manipulation, and each recording temporally aligns egocentric RGB-D video with wrist RGB video and dense full-hand bimanual tactile measurements. Compared with prior tactile data, training on the full TouchScale raises zero-shot contact IoU on data from an unseen tactile sensor from 0.134 to 0.383. Pretraining a visual encoder on TouchScale also yields the highest action recognition accuracy on three benchmarks among the compared visual-tactile datasets. Used for visual-tactile mid-training of a robot policy, TouchScale improves the average real-world success rate across four contact-rich manipulation tasks from 22.5% to 57.5%. With the sensor and collection protocol held fixed, both zero-shot tactile prediction and robot success show an overall upward trend as more TouchScale data is used. These results suggest that human visual-tactile data collected at scale with consistent sensing benefits both perception and robot manipulation. We will publicly release TouchScale, including all synchronized visual-tactile recordings and reconstructed object models, to support future research on scalable visual-tactile learning.

2077AIDataFoundation 2077AI
·
Oct 6 2

TacDyn-WAM: Learning Implicit Tactile Dynamics in a Heterogeneous Visuo-Tactile World Action Model

World action models improve robotic manipulation by conditioning actions on predicted futures, yet existing tactile variants largely inherit video-generation pipelines that reconstruct future tactile observations through iterative denoising. Such prediction can become unreliable under deployment drift: small changes in contact position or force may substantially alter tactile pixels even when the underlying contact evolution remains predictable. We introduce TacDyn-WAM, a heterogeneous visuo-tactile world action model that predicts implicit tactile dynamics rather than reconstructing future tactile observations. It learns TacRep, a dynamics-aware tactile target space trained through masked spatio-temporal prediction on tactile clips and regularized by relational structure distillation. A visual expert and an Implicit Tactile Dynamics Expert predict future visual and tactile representations in separate target spaces while interacting through joint attention; the tactile expert predicts future representations and their changes at multiple horizons in a single forward pass, and a read-only tactile memory supplies the current tactile state. On UniVTAC, TacDyn-WAM achieves an average success rate of 81.5% using only the provided demonstrations, reaching state-of-the-art-level performance and remaining competitive with models pretrained on large-scale visuo-tactile trajectories. Ablations confirm the benefits of both tactile pathways and TacRep over pixel-reconstruction and static alternatives. On five real-robot tasks, TacDyn-WAM reaches 71.0% average success, and modest-scale pretraining raises it to 85.0%, further validating our method.

  • 15 authors
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Sep 29

N_0-TWAM: Scaling Tactile-Native World-Action Model for Contact-Rich Manipulation

We present N_0-TWAM, a tactile-native world-action model for contact-rich manipulation that predicts both future vision and future contact. To our knowledge, it is the first tactile world-action model trained at large scale, and it shows strong capability on contact-rich tasks. We pre-train N_0-TWAM at large scale with visuo-tactile joint training over tactile-rich demonstrations spanning six embodiments and 450 tasks. We use NeoForce, a unified force-based tactile representation, to form a physically grounded contact signal that conditions action generation. To improve long-horizon and multi-stage manipulation, we introduce tactile contact events for task staging and advance through them during execution. For real-time efficiency, we adopt an asymmetric Mixture-of-Transformers architecture that pairs a full-width expert for video prediction with slim experts for downstream action and tactile prediction. Evaluations on both real and simulated benchmarks justify the capabilities of N_0-TWAM across a range of contact-rich tasks, and demonstrate the benefit of data scaling for precise tactile and action prediction. In summary, N_0-TWAM endows a world-action model with predictive capabilities to foresee vision, touch and action, building a solid foundation for fine-grained manipulation on open contact-rich tasks. The codebase and model checkpoints will be made publicly available to foster further research and development in tactile-enabled robotic manipulation.

NeoteAIEmbodied NeoteAI
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Jul 25 2

Generating Compositional Scenes via Text-to-image RGBA Instance Generation

Text-to-image diffusion generative models can generate high quality images at the cost of tedious prompt engineering. Controllability can be improved by introducing layout conditioning, however existing methods lack layout editing ability and fine-grained control over object attributes. The concept of multi-layer generation holds great potential to address these limitations, however generating image instances concurrently to scene composition limits control over fine-grained object attributes, relative positioning in 3D space and scene manipulation abilities. In this work, we propose a novel multi-stage generation paradigm that is designed for fine-grained control, flexibility and interactivity. To ensure control over instance attributes, we devise a novel training paradigm to adapt a diffusion model to generate isolated scene components as RGBA images with transparency information. To build complex images, we employ these pre-generated instances and introduce a multi-layer composite generation process that smoothly assembles components in realistic scenes. Our experiments show that our RGBA diffusion model is capable of generating diverse and high quality instances with precise control over object attributes. Through multi-layer composition, we demonstrate that our approach allows to build and manipulate images from highly complex prompts with fine-grained control over object appearance and location, granting a higher degree of control than competing methods.

  • 5 authors
·
Nov 16, 2024 2

DexTacWAM: A Visuo-Tactile World-Action Model for Dexterous Manipulation

Dexterous manipulation depends on contact dynamics that are often only partially observable from vision. Recent World-Action Models (WAMs) couple predictive video world modeling with action generation, but remain largely vision-centric and therefore cannot directly model these contact dynamics. We present DexTacWAM, a visuo-tactile WAM that encodes each fingertip independently, aggregates the resulting features through a finger- and pose-aware tactile compressor, and injects the tactile latent into a video diffusion world model for joint visuo-tactile world modeling. Across six contact-rich dexterous manipulation tasks on a 22-DoF bimanual platform, DexTacWAM achieves the highest score on every task, averaging 70.6 versus 38.0 for the strongest baseline. Ablations attribute the gain to modeling contact evolution as part of the predicted world state rather than tactile conditioning alone: removing tactile world modeling reduces the four-task mean from 74.7 to 26.6 while keeping the same tactile features and action expert. After four hours of tactile-encoder adaptation with a frozen pretrained vision VAE, our continual vision-to-touch learning extends the pretrained video model to touch using roughly 100 demonstrations per task without tactile midtraining, while retaining visual prediction quality within 0.5 dB of vision-only counterparts. The compressor retains 89.4% of pre-fusion contact recall while enabling 2.26x faster training and 1.29x faster inference. Together, these results show that pretrained video priors can be extended to distributed multi-finger contact dynamics in a data- and compute-efficient manner.

  • 7 authors
·
Sep 20

N_0-Foundation: Towards the Age of Tactile Intelligence

We present N_0-Foundation, a paradigm for tactile-enabled embodied manipulation, which integrates tactile sensing hardware, large-scale multimodal data, tactile representation learning, and standardized evaluation. First, we engineer the infrastructure for scalable data collection, including a vision-based tactile sensor, a tactile Universal Manipulation Interface (UMI), and a synchronized visuo-tactile data collection system supporting both robot embodiments and UMI-based demonstrations. Leveraging this infrastructure, we construct NeoData, which contains more than 30000 hours of synchronized visual and tactile demonstrations, spanning six embodiments, 450 tasks, and billions of paired RGB and tactile frames collected through a mixture of real-robot teleoperation and UMI-based demonstrations. To facilitate open research, we further release OpenNeoData, a 5000-hour open-source subset of NeoData. The dataset addresses a central limitation of existing manipulation corpora, critical for deformable-object manipulation, precise assembly, delicate force control, and sustained surface interaction. Capitalizing on the large-scale, heterogeneous tactile measurements, we propose NeoForce, a visuo-tactile representation model that learn transferable tactile representations across different sensor designs. To enable systematic evaluation of tactile embodied models built upon our infrastructure, datasets and tactile representations, we further propose a comprehensive benchmark, which combines the real-world NeoReal suite and the simulated NeoSim suite for standardized evaluation. Experiments across both suites show that policies benefit from the physical contact state rather than from the device-specific appearance of the tactile signal. We release the dataset, the representation, and the benchmark, aiming at supporting future work on tactile-enabled embodied manipulation.

  • 2 authors
·
Sep 19

Simultaneous Tactile-Visual Perception for Learning Multimodal Robot Manipulation

Robotic manipulation requires both rich multimodal perception and effective learning frameworks to handle complex real-world tasks. See-through-skin (STS) sensors, which combine tactile and visual perception, offer promising sensing capabilities, while modern imitation learning provides powerful tools for policy acquisition. However, existing STS designs lack simultaneous multimodal perception and suffer from unreliable tactile tracking. Furthermore, integrating these rich multimodal signals into learning-based manipulation pipelines remains an open challenge. We introduce TacThru, an STS sensor enabling simultaneous visual perception and robust tactile signal extraction, and TacThru-UMI, an imitation learning framework that leverages these multimodal signals for manipulation. Our sensor features a fully transparent elastomer, persistent illumination, novel keyline markers, and efficient tracking, while our learning system integrates these signals through a Transformer-based Diffusion Policy. Experiments on five challenging real-world tasks show that TacThru-UMI achieves an average success rate of 85.5%, significantly outperforming the baselines of alternating tactile-visual (66.3%) and vision-only (55.4%). The system excels in critical scenarios, including contact detection with thin and soft objects and precision manipulation requiring multimodal coordination. This work demonstrates that combining simultaneous multimodal perception with modern learning frameworks enables more precise, adaptable robotic manipulation.

PekingUniversity Peking University
·
Dec 10, 2025 2

SD-πXL: Generating Low-Resolution Quantized Imagery via Score Distillation

Low-resolution quantized imagery, such as pixel art, is seeing a revival in modern applications ranging from video game graphics to digital design and fabrication, where creativity is often bound by a limited palette of elemental units. Despite their growing popularity, the automated generation of quantized images from raw inputs remains a significant challenge, often necessitating intensive manual input. We introduce SD-πXL, an approach for producing quantized images that employs score distillation sampling in conjunction with a differentiable image generator. Our method enables users to input a prompt and optionally an image for spatial conditioning, set any desired output size H times W, and choose a palette of n colors or elements. Each color corresponds to a distinct class for our generator, which operates on an H times W times n tensor. We adopt a softmax approach, computing a convex sum of elements, thus rendering the process differentiable and amenable to backpropagation. We show that employing Gumbel-softmax reparameterization allows for crisp pixel art effects. Unique to our method is the ability to transform input images into low-resolution, quantized versions while retaining their key semantic features. Our experiments validate SD-πXL's performance in creating visually pleasing and faithful representations, consistently outperforming the current state-of-the-art. Furthermore, we showcase SD-πXL's practical utility in fabrication through its applications in interlocking brick mosaic, beading and embroidery design.

  • 2 authors
·
Oct 7, 2024

TaF-VLA: Tactile-Force Alignment in Vision-Language-Action Models for Force-aware Manipulation

Vision-Language-Action (VLA) models have recently emerged as powerful generalists for robotic manipulation. However, due to their predominant reliance on visual modalities, they fundamentally lack the physical intuition required for contact-rich tasks that require precise force regulation and physical reasoning. Existing attempts to incorporate vision-based tactile sensing into VLA models typically treat tactile inputs as auxiliary visual textures, thereby overlooking the underlying correlation between surface deformation and interaction dynamics. To bridge this gap, we propose a paradigm shift from tactile-vision alignment to tactile-force alignment. Here, we introduce TaF-VLA, a framework that explicitly grounds high-dimensional tactile observations in physical interaction forces. To facilitate this, we develop an automated tactile-force data acquisition device and curate the TaF-Dataset, comprising over 10 million synchronized tactile observations, 6-axis force/torque, and matrix force map. To align sequential tactile observations with interaction forces, the central component of our approach is the Tactile-Force Adapter (TaF-Adapter), a tactile sensor encoder that extracts discretized latent information for encoding tactile observations. This mechanism ensures that the learned representations capture history-dependent, noise-insensitive physical dynamics rather than static visual textures. Finally, we integrate this force-aligned encoder into a VLA backbone. Extensive real-world experiments demonstrate that TaF-VLA policy significantly outperforms state-of-the-art tactile-vision-aligned and vision-only baselines on contact-rich tasks, verifying its ability to achieve robust, force-aware manipulation through cross-modal physical reasoning.

  • 8 authors
·
Jan 29

ProSpect: Prompt Spectrum for Attribute-Aware Personalization of Diffusion Models

Personalizing generative models offers a way to guide image generation with user-provided references. Current personalization methods can invert an object or concept into the textual conditioning space and compose new natural sentences for text-to-image diffusion models. However, representing and editing specific visual attributes such as material, style, and layout remains a challenge, leading to a lack of disentanglement and editability. To address this problem, we propose a novel approach that leverages the step-by-step generation process of diffusion models, which generate images from low to high frequency information, providing a new perspective on representing, generating, and editing images. We develop the Prompt Spectrum Space P*, an expanded textual conditioning space, and a new image representation method called \sysname. ProSpect represents an image as a collection of inverted textual token embeddings encoded from per-stage prompts, where each prompt corresponds to a specific generation stage (i.e., a group of consecutive steps) of the diffusion model. Experimental results demonstrate that P* and ProSpect offer better disentanglement and controllability compared to existing methods. We apply ProSpect in various personalized attribute-aware image generation applications, such as image-guided or text-driven manipulations of materials, style, and layout, achieving previously unattainable results from a single image input without fine-tuning the diffusion models. Our source code is available athttps://github.com/zyxElsa/ProSpect.

  • 9 authors
·
May 25, 2023

StructDiff: A Structure-Preserving and Spatially Controllable Diffusion Model for Single-Image Generation

This paper introduces StructDiff, a generative framework based on a single-scale diffusion model for single-image generation. Single-image generation aims to synthesize diverse samples with similar visual content to the source image by capturing its internal statistics, without relying on external data. However, existing methods often struggle to preserve the structural layout, especially for images with large rigid objects or strict spatial constraints. Moreover, most approaches lack spatial controllability, making it difficult to guide the structure or placement of generated content. To address these challenges, StructDiff introduces an adaptive receptive field module to maintain both global and local distributions. Building on this foundation, StructDiff incorporates 3D positional encoding (PE) as a spatial prior, allowing flexible control over positions, scale, and local details of generated objects. To our knowledge, this spatial control capability represents the first exploration of PE-based manipulation in single-image generation. Furthermore, we propose a novel evaluation criterion for single-image generation based on large language models (LLMs). This criterion specifically addresses the limitations of existing objective metrics and the high labor costs associated with user studies. StructDiff also demonstrates broad applicability across downstream tasks, such as text-guided image generation, image editing, outpainting, and paint-to-image synthesis. Extensive experiments demonstrate that StructDiff outperforms existing methods in structural consistency, visual quality, and spatial controllability. The project page is available at https://butter-crab.github.io/StructDiff/.

  • 5 authors
·
Apr 13

DexSkin: High-Coverage Conformable Robotic Skin for Learning Contact-Rich Manipulation

Human skin provides a rich tactile sensing stream, localizing intentional and unintentional contact events over a large and contoured region. Replicating these tactile sensing capabilities for dexterous robotic manipulation systems remains a longstanding challenge. In this work, we take a step towards this goal by introducing DexSkin. DexSkin is a soft, conformable capacitive electronic skin that enables sensitive, localized, and calibratable tactile sensing, and can be tailored to varying geometries. We demonstrate its efficacy for learning downstream robotic manipulation by sensorizing a pair of parallel jaw gripper fingers, providing tactile coverage across almost the entire finger surfaces. We empirically evaluate DexSkin's capabilities in learning challenging manipulation tasks that require sensing coverage across the entire surface of the fingers, such as reorienting objects in hand and wrapping elastic bands around boxes, in a learning-from-demonstration framework. We then show that, critically for data-driven approaches, DexSkin can be calibrated to enable model transfer across sensor instances, and demonstrate its applicability to online reinforcement learning on real robots. Our results highlight DexSkin's suitability and practicality for learning real-world, contact-rich manipulation. Please see our project webpage for videos and visualizations: https://dex-skin.github.io/.

  • 8 authors
·
Sep 23, 2025

Alfie: Democratising RGBA Image Generation With No $$$

Designs and artworks are ubiquitous across various creative fields, requiring graphic design skills and dedicated software to create compositions that include many graphical elements, such as logos, icons, symbols, and art scenes, which are integral to visual storytelling. Automating the generation of such visual elements improves graphic designers' productivity, democratizes and innovates the creative industry, and helps generate more realistic synthetic data for related tasks. These illustration elements are mostly RGBA images with irregular shapes and cutouts, facilitating blending and scene composition. However, most image generation models are incapable of generating such images and achieving this capability requires expensive computational resources, specific training recipes, or post-processing solutions. In this work, we propose a fully-automated approach for obtaining RGBA illustrations by modifying the inference-time behavior of a pre-trained Diffusion Transformer model, exploiting the prompt-guided controllability and visual quality offered by such models with no additional computational cost. We force the generation of entire subjects without sharp croppings, whose background is easily removed for seamless integration into design projects or artistic scenes. We show with a user study that, in most cases, users prefer our solution over generating and then matting an image, and we show that our generated illustrations yield good results when used as inputs for composite scene generation pipelines. We release the code at https://github.com/aimagelab/Alfie.

  • 4 authors
·
Aug 27, 2024

FlexPainter: Flexible and Multi-View Consistent Texture Generation

Texture map production is an important part of 3D modeling and determines the rendering quality. Recently, diffusion-based methods have opened a new way for texture generation. However, restricted control flexibility and limited prompt modalities may prevent creators from producing desired results. Furthermore, inconsistencies between generated multi-view images often lead to poor texture generation quality. To address these issues, we introduce FlexPainter, a novel texture generation pipeline that enables flexible multi-modal conditional guidance and achieves highly consistent texture generation. A shared conditional embedding space is constructed to perform flexible aggregation between different input modalities. Utilizing such embedding space, we present an image-based CFG method to decompose structural and style information, achieving reference image-based stylization. Leveraging the 3D knowledge within the image diffusion prior, we first generate multi-view images simultaneously using a grid representation to enhance global understanding. Meanwhile, we propose a view synchronization and adaptive weighting module during diffusion sampling to further ensure local consistency. Finally, a 3D-aware texture completion model combined with a texture enhancement model is used to generate seamless, high-resolution texture maps. Comprehensive experiments demonstrate that our framework significantly outperforms state-of-the-art methods in both flexibility and generation quality.

  • 10 authors
·
Jun 3, 2025 2

OmniVTA: Visuo-Tactile World Modeling for Contact-Rich Robotic Manipulation

Contact-rich manipulation tasks, such as wiping and assembly, require accurate perception of contact forces, friction changes, and state transitions that cannot be reliably inferred from vision alone. Despite growing interest in visuo-tactile manipulation, progress is constrained by two persistent limitations: existing datasets are small in scale and narrow in task coverage, and current methods treat tactile signals as passive observations rather than using them to model contact dynamics or enable closed-loop control explicitly. In this paper, we present OmniViTac, a large-scale visuo-tactile-action dataset comprising 21{,}000+ trajectories across 86 tasks and 100+ objects, organized into six physics-grounded interaction patterns. Building on this dataset, we propose OmniVTA, a world-model-based visuo-tactile manipulation framework that integrates four tightly coupled modules: a self-supervised tactile encoder, a two-stream visuo-tactile world model for predicting short-horizon contact evolution, a contact-aware fusion policy for action generation, and a 60Hz reflexive controller that corrects deviations between predicted and observed tactile signals in a closed loop. Real-robot experiments across all six interaction categories show that OmniVTA outperforms existing methods and generalizes well to unseen objects and geometric configurations, confirming the value of combining predictive contact modeling with high-frequency tactile feedback for contact-rich manipulation. All data, models, and code will be made publicly available on the project website at https://mrsecant.github.io/OmniVTA.

  • 14 authors
·
Mar 22

Pandora3D: A Comprehensive Framework for High-Quality 3D Shape and Texture Generation

This report presents a comprehensive framework for generating high-quality 3D shapes and textures from diverse input prompts, including single images, multi-view images, and text descriptions. The framework consists of 3D shape generation and texture generation. (1). The 3D shape generation pipeline employs a Variational Autoencoder (VAE) to encode implicit 3D geometries into a latent space and a diffusion network to generate latents conditioned on input prompts, with modifications to enhance model capacity. An alternative Artist-Created Mesh (AM) generation approach is also explored, yielding promising results for simpler geometries. (2). Texture generation involves a multi-stage process starting with frontal images generation followed by multi-view images generation, RGB-to-PBR texture conversion, and high-resolution multi-view texture refinement. A consistency scheduler is plugged into every stage, to enforce pixel-wise consistency among multi-view textures during inference, ensuring seamless integration. The pipeline demonstrates effective handling of diverse input formats, leveraging advanced neural architectures and novel methodologies to produce high-quality 3D content. This report details the system architecture, experimental results, and potential future directions to improve and expand the framework. The source code and pretrained weights are released at: https://github.com/Tencent/Tencent-XR-3DGen.

  • 10 authors
·
Feb 19, 2025 2

VitaTouch: Property-Aware Vision-Tactile-Language Model for Robotic Quality Inspection in Manufacturing

Quality inspection in smart manufacturing requires identifying intrinsic material and surface properties beyond visible geometry, yet vision-only methods remain vulnerable to occlusion and reflection. We propose VitaTouch, a property-aware vision-tactile-language model for material-property inference and natural-language attribute description. VitaTouch uses modality-specific encoders and a dual Q-Former to extract language-relevant visual and tactile features, which are compressed into prefix tokens for a large language model. We align each modality with text and explicitly couple vision and touch through contrastive learning. We also construct VitaSet, a multimodal dataset with 186 objects, 52k images, and 5.1k human-verified instruction-answer pairs. VitaTouch achieves the best performance on HCT and the overall TVL benchmark, while remaining competitive on SSVTP. On VitaSet, it reaches 88.89% hardness accuracy, 75.13% roughness accuracy, and 54.81% descriptor recall; the material-description task further achieves a peak semantic similarity of 0.9009. With LoRA-based fine-tuning, VitaTouch attains 100.0%, 96.0%, and 92.0% accuracy for 2-, 3-, and 5-category defect recognition, respectively, and delivers 94.0% closed-loop recognition accuracy and 94.0% end-to-end sorting success in 100 laboratory robotic trials. More details are available at the project page: https://vitatouch.github.io/

  • 8 authors
·
Apr 1

Taxim: An Example-based Simulation Model for GelSight Tactile Sensors

Simulation is widely used in robotics for system verification and large-scale data collection. However, simulating sensors, including tactile sensors, has been a long-standing challenge. In this paper, we propose Taxim, a realistic and high-speed simulation model for a vision-based tactile sensor, GelSight. A GelSight sensor uses a piece of soft elastomer as the medium of contact and embeds optical structures to capture the deformation of the elastomer, which infers the geometry and forces applied at the contact surface. We propose an example-based method for simulating GelSight: we simulate the optical response to the deformation with a polynomial look-up table. This table maps the deformed geometries to pixel intensity sampled by the embedded camera. In order to simulate the surface markers' motion that is caused by the surface stretch of the elastomer, we apply the linear elastic deformation theory and the superposition principle. The simulation model is calibrated with less than 100 data points from a real sensor. The example-based approach enables the model to easily migrate to other GelSight sensors or its variations. To the best of our knowledge, our simulation framework is the first to incorporate marker motion field simulation that derives from elastomer deformation together with the optical simulation, creating a comprehensive and computationally efficient tactile simulation framework. Experiments reveal that our optical simulation has the lowest pixel-wise intensity errors compared to prior work and can run online with CPU computing. Our code and supplementary materials are open-sourced at https://github.com/CMURoboTouch/Taxim.

  • 2 authors
·
Dec 13, 2021

SoftVTBench: A Deformation-Aware Visuo-Tactile Dataset and Benchmark for Deformable-Object Manipulation

Physical interaction quality is central to deformable-object manipulation, yet most benchmarks evaluate task success alone. A policy may complete the task while allowing slip or causing excessive compression. A primary bottleneck is the absence of visuo-tactile datasets that pair policy-visible contact observations with independent physical ground truth over complete tasks. We introduce SoftVTBench, a visuo-tactile dataset for physical-interaction-aware deformable-object manipulation. It contains 4,000 expert demonstrations and more than 50 assets, including volumetric deformable objects and visually matched rigid twins. At 20 Hz, each episode synchronizes multi-view RGB, dual-finger tactile RGB and marker motion, proprioception, language, and binary and continuous gripper actions, alongside evaluator-only finite-element (FEM) states. Building upon this dataset, we establish a closed-loop benchmark that uses fixed object-specific calibration to define the Deformation-aware Success Rate (DSR), which counts a rollout as successful only when it completes the task and keeps peak normalized deformation within tolerance. Across Diffusion Policy, π_{0.5}, and FastWAM, all 12 in-distribution configurations contain successful rollouts that violate the deformation tolerance, accounting for 0.7--24% of each configuration's successes. Under distribution shift, visuo-tactile variants achieve higher task success in all six policy--suite comparisons and higher DSR in five, whereas their in-distribution benefits are mixed. These results show that making touch available does not by itself ensure effective multimodal fusion. SoftVTBench therefore provides a common visuo-tactile resource for studying not only whether a policy succeeds, but how it physically interacts with deformable objects and when touch improves that interaction.

Painting Change Map as guidance for generating painting processes

Digital art generation has undergone a massive paradigm shift, moving from static image synthesis to dynamic video generation that can mimic the human painting process. While existing models can synthesize visually stunning time-lapses of paintings being created or "unpainted," they largely treat the creative process as a black box. Current conditioning mechanisms are either too rigid, relying on static geometric cues like Canny edges or depth maps, or too holistic, utilizing simple scalar progress variables that offer no localized control. Consequently, users lack the agency to steer how a painting evolves over time. In this work, we argue that true control over the video generation of artwork requires a joint understanding of two fundamental dimensions: where an artist acts, and when those actions take place. To achieve this, we introduce the Painting Change Map, a novel spatio-temporal control mechanism that explicitly tracks normalized structural changes across a 1,000-timestep continuum, a resolution sufficient to capture fine-grained stroke-level changes while remaining computationally tractable. By mapping localized visual differences into an encoded RGB space, our representation enables fine-grained guidance for both the forward painting and reverse unpainting processes. Extensive benchmarking demonstrates the efficacy of our approach. We outperform existing control baselines and achieve competitive or superior results compared to state-of-the-art painting methods. Furthermore, under oracle conditions, our method surpasses all baselines by a significant margin. Code is available at https://github.com/Markus-Pobitzer/painting-change-map.

KineDex: Learning Tactile-Informed Visuomotor Policies via Kinesthetic Teaching for Dexterous Manipulation

Collecting demonstrations enriched with fine-grained tactile information is critical for dexterous manipulation, particularly in contact-rich tasks that require precise force control and physical interaction. While prior works primarily focus on teleoperation or video-based retargeting, they often suffer from kinematic mismatches and the absence of real-time tactile feedback, hindering the acquisition of high-fidelity tactile data. To mitigate this issue, we propose KineDex, a hand-over-hand kinesthetic teaching paradigm in which the operator's motion is directly transferred to the dexterous hand, enabling the collection of physically grounded demonstrations enriched with accurate tactile feedback. To resolve occlusions from human hand, we apply inpainting technique to preprocess the visual observations. Based on these demonstrations, we then train a visuomotor policy using tactile-augmented inputs and implement force control during deployment for precise contact-rich manipulation. We evaluate KineDex on a suite of challenging contact-rich manipulation tasks, including particularly difficult scenarios such as squeezing toothpaste onto a toothbrush, which require precise multi-finger coordination and stable force regulation. Across these tasks, KineDex achieves an average success rate of 74.4%, representing a 57.7% improvement over the variant without force control. Comparative experiments with teleoperation and user studies further validate the advantages of KineDex in data collection efficiency and operability. Specifically, KineDex collects data over twice as fast as teleoperation across two tasks of varying difficulty, while maintaining a near-100% success rate, compared to under 50% for teleoperation.

  • 6 authors
·
May 3, 2025

Pinching Tactile Display: A Cloth that Changes Tactile Sensation by Electrostatic Adsorption

Haptic displays play an important role in enhancing the sense of presence in VR and telepresence. Displaying the tactile properties of fabrics has potential in the fashion industry, but there are difficulties in dynamically displaying different types of tactile sensations while maintaining their flexible properties. The vibrotactile stimulation of fabrics is an important element in the tactile properties of fabrics, as it greatly affects the way a garment feels when rubbed against the skin. To dynamically change the vibrotactile stimuli, many studies have used mechanical actuators. However, when combined with fabric, the soft properties of the fabric are compromised by the stiffness of the actuator. In addition, because the vibration generated by such actuators is applied to a single point, it is not possible to provide a uniform tactile sensation over the entire surface of the fabric, resulting in an uneven tactile sensation. In this study, we propose a Pinching Tactile Display: a conductive cloth that changes the tactile sensation by controlling electrostatic adsorption. By controlling the voltage and frequency applied to the conductive cloth, different tactile sensations can be dynamically generated. This makes it possible to create a tactile device in which tactile sensations are applied to the entire fabric while maintaining the thin and soft characteristics of the fabric. As a result, users could experiment with tactile sensations by picking up and rubbing the fabric in the same way they normally touch it. This mechanism has the potential for dynamic tactile transformation of soft materials.

  • 5 authors
·
May 6, 2024

Touch2Insert: Zero-Shot Peg Insertion by Touching Intersections of Peg and Hole

Reliable insertion of industrial connectors remains a central challenge in robotics, requiring sub-millimeter precision under uncertainty and often without full visual access. Vision-based approaches struggle with occlusion and limited generalization, while learning-based policies frequently fail to transfer to unseen geometries. To address these limitations, we leverage tactile sensing, which captures local surface geometry at the point of contact and thus provides reliable information even under occlusion and across novel connector shapes. Building on this capability, we present Touch2Insert, a tactile-based framework for arbitrary peg insertion. Our method reconstructs cross-sectional geometry from high-resolution tactile images and estimates the relative pose of the hole with respect to the peg in a zero-shot manner. By aligning reconstructed shapes through registration, the framework enables insertion from a single contact without task-specific training. To evaluate its performance, we conducted experiments with three diverse connectors in both simulation and real-robot settings. The results indicate that Touch2Insert achieved sub-millimeter pose estimation accuracy for all connectors in simulation, and attained an average success rate of 86.7\% on the real robot, thereby confirming the robustness and generalizability of tactile sensing for real-world robotic connector insertion.

  • 5 authors
·
Mar 3

TexTile: A Differentiable Metric for Texture Tileability

We introduce TexTile, a novel differentiable metric to quantify the degree upon which a texture image can be concatenated with itself without introducing repeating artifacts (i.e., the tileability). Existing methods for tileable texture synthesis focus on general texture quality, but lack explicit analysis of the intrinsic repeatability properties of a texture. In contrast, our TexTile metric effectively evaluates the tileable properties of a texture, opening the door to more informed synthesis and analysis of tileable textures. Under the hood, TexTile is formulated as a binary classifier carefully built from a large dataset of textures of different styles, semantics, regularities, and human annotations.Key to our method is a set of architectural modifications to baseline pre-train image classifiers to overcome their shortcomings at measuring tileability, along with a custom data augmentation and training regime aimed at increasing robustness and accuracy. We demonstrate that TexTile can be plugged into different state-of-the-art texture synthesis methods, including diffusion-based strategies, and generate tileable textures while keeping or even improving the overall texture quality. Furthermore, we show that TexTile can objectively evaluate any tileable texture synthesis method, whereas the current mix of existing metrics produces uncorrelated scores which heavily hinders progress in the field.

  • 4 authors
·
Mar 19, 2024

DexViTac: Collecting Human Visuo-Tactile-Kinematic Demonstrations for Contact-Rich Dexterous Manipulation

Large-scale, high-quality multimodal demonstrations are essential for robot learning of contact-rich dexterous manipulation. While human-centric data collection systems lower the barrier to scaling, they struggle to capture the tactile information during physical interactions. Motivated by this, we present DexViTac, a portable, human-centric data collection system tailored for contact-rich dexterous manipulation. The system enables the high-fidelity acquisition of first-person vision, high-density tactile sensing, end-effector poses, and hand kinematics within unstructured, in-the-wild environments. Building upon this hardware, we propose a kinematics-grounded tactile representation learning algorithm that effectively resolves semantic ambiguities within tactile signals. Leveraging the efficiency of DexViTac, we construct a multimodal dataset comprising over 2,400 visuo-tactile-kinematic demonstrations. Experiments demonstrate that DexViTac achieves a collection efficiency exceeding 248 demonstrations per hour and remains robust against complex visual occlusions. Real-world deployment confirms that policies trained with the proposed dataset and learning strategy achieve an average success rate exceeding 85% across four challenging tasks. This performance significantly outperforms baseline methods, thereby validating the substantial improvement the system provides for learning contact-rich dexterous manipulation. Project page: https://xitong-c.github.io/DexViTac/.

  • 4 authors
·
Mar 17

Birth of a Painting: Differentiable Brushstroke Reconstruction

Painting embodies a unique form of visual storytelling, where the creation process is as significant as the final artwork. Although recent advances in generative models have enabled visually compelling painting synthesis, most existing methods focus solely on final image generation or patch-based process simulation, lacking explicit stroke structure and failing to produce smooth, realistic shading. In this work, we present a differentiable stroke reconstruction framework that unifies painting, stylized texturing, and smudging to faithfully reproduce the human painting-smudging loop. Given an input image, our framework first optimizes single- and dual-color Bezier strokes through a parallel differentiable paint renderer, followed by a style generation module that synthesizes geometry-conditioned textures across diverse painting styles. We further introduce a differentiable smudge operator to enable natural color blending and shading. Coupled with a coarse-to-fine optimization strategy, our method jointly optimizes stroke geometry, color, and texture under geometric and semantic guidance. Extensive experiments on oil, watercolor, ink, and digital paintings demonstrate that our approach produces realistic and expressive stroke reconstructions, smooth tonal transitions, and richly stylized appearances, offering a unified model for expressive digital painting creation. See our project page for more demos: https://yingjiang96.github.io/DiffPaintWebsite/.

  • 7 authors
·
Nov 17, 2025

CLAY: A Controllable Large-scale Generative Model for Creating High-quality 3D Assets

In the realm of digital creativity, our potential to craft intricate 3D worlds from imagination is often hampered by the limitations of existing digital tools, which demand extensive expertise and efforts. To narrow this disparity, we introduce CLAY, a 3D geometry and material generator designed to effortlessly transform human imagination into intricate 3D digital structures. CLAY supports classic text or image inputs as well as 3D-aware controls from diverse primitives (multi-view images, voxels, bounding boxes, point clouds, implicit representations, etc). At its core is a large-scale generative model composed of a multi-resolution Variational Autoencoder (VAE) and a minimalistic latent Diffusion Transformer (DiT), to extract rich 3D priors directly from a diverse range of 3D geometries. Specifically, it adopts neural fields to represent continuous and complete surfaces and uses a geometry generative module with pure transformer blocks in latent space. We present a progressive training scheme to train CLAY on an ultra large 3D model dataset obtained through a carefully designed processing pipeline, resulting in a 3D native geometry generator with 1.5 billion parameters. For appearance generation, CLAY sets out to produce physically-based rendering (PBR) textures by employing a multi-view material diffusion model that can generate 2K resolution textures with diffuse, roughness, and metallic modalities. We demonstrate using CLAY for a range of controllable 3D asset creations, from sketchy conceptual designs to production ready assets with intricate details. Even first time users can easily use CLAY to bring their vivid 3D imaginations to life, unleashing unlimited creativity.

  • 9 authors
·
May 30, 2024 2

Interact-Custom: Customized Human Object Interaction Image Generation

Compositional Customized Image Generation aims to customize multiple target concepts within generation content, which has gained attention for its wild application. Existing approaches mainly concentrate on the target entity's appearance preservation, while neglecting the fine-grained interaction control among target entities. To enable the model of such interaction control capability, we focus on human object interaction scenario and propose the task of Customized Human Object Interaction Image Generation(CHOI), which simultaneously requires identity preservation for target human object and the interaction semantic control between them. Two primary challenges exist for CHOI:(1)simultaneous identity preservation and interaction control demands require the model to decompose the human object into self-contained identity features and pose-oriented interaction features, while the current HOI image datasets fail to provide ideal samples for such feature-decomposed learning.(2)inappropriate spatial configuration between human and object may lead to the lack of desired interaction semantics. To tackle it, we first process a large-scale dataset, where each sample encompasses the same pair of human object involving different interactive poses. Then we design a two-stage model Interact-Custom, which firstly explicitly models the spatial configuration by generating a foreground mask depicting the interaction behavior, then under the guidance of this mask, we generate the target human object interacting while preserving their identities features. Furthermore, if the background image and the union location of where the target human object should appear are provided by users, Interact-Custom also provides the optional functionality to specify them, offering high content controllability. Extensive experiments on our tailored metrics for CHOI task demonstrate the effectiveness of our approach.

  • 4 authors
·
Aug 27, 2025

Human-Centric Transferable Tactile Pre-Training for Dexterous Robotic Manipulation

As an essential modality for dexterous and contact-rich tasks, tactile sensing provides precise force feedback that cannot be reliably inferred from vision. However, limited by hardware and data collection systems, existing datasets with tactility remain small in scale and narrow in contact coverage. Meanwhile, Vision-Language-Action (VLA) models with tactile modality are constrained on dynamics-agnostic post-training, which limits the performance ceiling on downstream tasks. In this paper, we present H-Tac, a large-scale tactile-action dataset with 160-hour egocentric human videos containing more than 300 tasks and 135k episodes. Building upon this, we propose Transferable Tactile Pre-Training (TTP), a system of tactile-based pre-training on human data for fine-grained robotic tasks. To bridge the gap between humans and robots, we use unified tactile and action spaces throughout the pre-training and post-training phases, preserving prior knowledge during human-to-robot transfer. By leveraging a tactile expert for future tactile prediction, our framework explicitly models the contact dynamics and precise physical interactions. Extensive experiments in simulation and on real robots demonstrate that our model achieves superior performance, exhibiting robust generalization and fine-grained manipulation capabilities. TTP paves the way for scalable tactile pre-training via human-to-robot transfer.

  • 9 authors
·
Jun 30

VTAM: Video-Tactile-Action Models for Complex Physical Interaction Beyond VLAs

Video-Action Models (VAMs) have emerged as a promising framework for embodied intelligence, learning implicit world dynamics from raw video streams to produce temporally consistent action predictions. Although such models demonstrate strong performance on long-horizon tasks through visual reasoning, they remain limited in contact-rich scenarios where critical interaction states are only partially observable from vision alone. In particular, fine-grained force modulation and contact transitions are not reliably encoded in visual tokens, leading to unstable or imprecise behaviors. To bridge this gap, we introduce the Video-Tactile Action Model (VTAM), a multimodal world modeling framework that incorporates tactile perception as a complementary grounding signal. VTAM augments a pretrained video transformer with tactile streams via a lightweight modality transfer finetuning, enabling efficient cross-modal representation learning without tactile-language paired data or independent tactile pretraining. To stabilize multimodal fusion, we introduce a tactile regularization loss that enforces balanced cross-modal attention, preventing visual latent dominance in the action model. VTAM demonstrates superior performance in contact-rich manipulation, maintaining a robust success rate of 90 percent on average. In challenging scenarios such as potato chip pick-and-place requiring high-fidelity force awareness, VTAM outperforms the pi 0.5 baseline by 80 percent. Our findings demonstrate that integrating tactile feedback is essential for correcting visual estimation errors in world action models, providing a scalable approach to physically grounded embodied foundation models.

Touch-R1: Reinforcing Touch Reasoning in MLLMs

While rule-based reinforcement learning has recently catalyzed explicit reasoning in multimodal models, tactile reasoning remains largely underexplored. Existing tactile-language models primarily rely on supervised or contrastive objectives, which limits their capacity to ground predictions in physical evidence or rectify misleading visual priors. Tactile reasoning introduces two modality-specific challenges: the ordinal nature of physical attributes (e.g., hardness, roughness) and the cross-sensor distribution shifts inherent in optical tactile hardware. In this work, we introduce TouchReason-1M, a large-scale multimodal dataset comprising over 1M synchronized tactile pairs across four distinct sensors, and TouchReason-Bench, a rigorous framework for evaluating tactile perception and visual-tactile conflict resolution. Building upon these, we propose Touch-R1, a tactile reasoning MLLM based on Qwen2.5-VL-7B. Touch-R1 is trained via a tactile-grounded GRPO objective that combines ordinal-aware accuracy, cross-sensor physical consistency, structured-format control, and an input-side tactile grounding objective. Specifically, the tactile-use reward assigns credit only when authentic tactile inputs yield superior correctness relative to counterfactual controls where the tactile stream is removed, shuffled, or noise-masked. On TouchReason-Bench, Touch-R1-7B outperforms Octopi-13B by 18.4\% and GPT-4o by 24.7\% on average. Its structured reasoning traces reveal emergent behaviors of probing, comparison, and revision, demonstrating that R1-style reasoning can be effectively grounded in physical contact.

  • 5 authors
·
May 25

Zero-shot spatial layout conditioning for text-to-image diffusion models

Large-scale text-to-image diffusion models have significantly improved the state of the art in generative image modelling and allow for an intuitive and powerful user interface to drive the image generation process. Expressing spatial constraints, e.g. to position specific objects in particular locations, is cumbersome using text; and current text-based image generation models are not able to accurately follow such instructions. In this paper we consider image generation from text associated with segments on the image canvas, which combines an intuitive natural language interface with precise spatial control over the generated content. We propose ZestGuide, a zero-shot segmentation guidance approach that can be plugged into pre-trained text-to-image diffusion models, and does not require any additional training. It leverages implicit segmentation maps that can be extracted from cross-attention layers, and uses them to align the generation with input masks. Our experimental results combine high image quality with accurate alignment of generated content with input segmentations, and improve over prior work both quantitatively and qualitatively, including methods that require training on images with corresponding segmentations. Compared to Paint with Words, the previous state-of-the art in image generation with zero-shot segmentation conditioning, we improve by 5 to 10 mIoU points on the COCO dataset with similar FID scores.

  • 5 authors
·
Jun 23, 2023 1

GenClaw: Code-Driven Agentic Image Generation

Image generation models have evolved from text-conditioned pixel synthesis toward multimodal agents endowed with visual comprehension and tool invocation capabilities. Yet, existing agents remain at the mercy of underlying black-box image models. Their workflow is trapped in a repetitive cycle of prompt rewriting for generation refinement, leaving them with no mechanism to directly manipulate the canvas. In essence, the potential of LLMs to serve as a genuine "brush" for precise visual construction remains largely untapped. In this paper, we propose GenClaw, a code-driven agentic image generation paradigm that empowers the agent to create like a human artist: first conceptualizing, then sketching, and finally coloring. Specifically, the agent first constructs the conceptual knowledge and context through search and reasoning. It then utilizes code (e.g., SVG, HTML, Three.js) to render executable visual sketches. Finally, it employs an image generation model to supplement textures, materials, and photorealism. In this workflow, code serves as a controllable intermediate canvas bridging linguistic reasoning and pixel synthesis, seamlessly integrating programmatic logic with the visual expressiveness of generative models. By transforming image generation from a black-box paradigm into a staged process akin to authentic human creation, GenClaw offers a step toward for highly controllable and interpretable visual generation systems.

TouchAnything: A Dataset and Framework for Bimanual Tactile Estimation from Egocentric Video

Egocentric human video data, which captures rich human-environment interactions and can be collected at scale, has become a key driver of embodied intelligence research. However, existing egocentric datasets typically lack tactile sensing, a critical modality that provides direct cues about contact, force, and pressure in human-object interaction. Without such signals, models struggle to learn physically grounded representations of real-world interaction dynamics. While tactile sensors provide these cues, deploying high-quality tactile hardware at scale remains expensive and cumbersome. This raises a central question: can tactile feedback be inferred directly from visual observations, enabling scalable tactile supervision for egocentric video data and supporting physically grounded embodied learning? To enable research in this direction, we introduce EgoTouch, a large-scale multi-view egocentric dataset with dense tactile supervision for bimanual hand-object interaction. EgoTouch comprises 208 manipulation tasks spanning 1,891 episodes in diverse indoor and outdoor environments, with synchronized multi-view RGB (head-mounted egocentric and dual wrist-mounted cameras), bimanual 3D hand pose, and continuous pressure maps from wearable tactile sensors. Building on EgoTouch, we introduce TouchAnything, a baseline multi-view vision-to-touch prediction framework that uses the egocentric view as the primary input and flexibly leverages available wrist-mounted views at inference time. Experiments show that incorporating wrist-mounted views generally improves tactile prediction over egocentric-only input, achieving up to 5.0% relative improvement in Contact IoU and 6.1% relative improvement in Volumetric IoU. We will publicly release the dataset, code, and benchmark.

  • 14 authors
·
May 12

Sketch-Guided Scene Image Generation

Text-to-image models are showcasing the impressive ability to create high-quality and diverse generative images. Nevertheless, the transition from freehand sketches to complex scene images remains challenging using diffusion models. In this study, we propose a novel sketch-guided scene image generation framework, decomposing the task of scene image scene generation from sketch inputs into object-level cross-domain generation and scene-level image construction. We employ pre-trained diffusion models to convert each single object drawing into an image of the object, inferring additional details while maintaining the sparse sketch structure. In order to maintain the conceptual fidelity of the foreground during scene generation, we invert the visual features of object images into identity embeddings for scene generation. In scene-level image construction, we generate the latent representation of the scene image using the separated background prompts, and then blend the generated foreground objects according to the layout of the sketch input. To ensure the foreground objects' details remain unchanged while naturally composing the scene image, we infer the scene image on the blended latent representation using a global prompt that includes the trained identity tokens. Through qualitative and quantitative experiments, we demonstrate the ability of the proposed approach to generate scene images from hand-drawn sketches surpasses the state-of-the-art approaches.

  • 4 authors
·
Jul 8, 2024

Bridging the Gap: Studio-like Avatar Creation from a Monocular Phone Capture

Creating photorealistic avatars for individuals traditionally involves extensive capture sessions with complex and expensive studio devices like the LightStage system. While recent strides in neural representations have enabled the generation of photorealistic and animatable 3D avatars from quick phone scans, they have the capture-time lighting baked-in, lack facial details and have missing regions in areas such as the back of the ears. Thus, they lag in quality compared to studio-captured avatars. In this paper, we propose a method that bridges this gap by generating studio-like illuminated texture maps from short, monocular phone captures. We do this by parameterizing the phone texture maps using the W^+ space of a StyleGAN2, enabling near-perfect reconstruction. Then, we finetune a StyleGAN2 by sampling in the W^+ parameterized space using a very small set of studio-captured textures as an adversarial training signal. To further enhance the realism and accuracy of facial details, we super-resolve the output of the StyleGAN2 using carefully designed diffusion model that is guided by image gradients of the phone-captured texture map. Once trained, our method excels at producing studio-like facial texture maps from casual monocular smartphone videos. Demonstrating its capabilities, we showcase the generation of photorealistic, uniformly lit, complete avatars from monocular phone captures. http://shahrukhathar.github.io/2024/07/22/Bridging.html{The project page can be found here.}

  • 5 authors
·
Jul 28, 2024 1