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Floris Erich

Publications and source records attributed to Floris Erich.

11 recordsLinked to original sources

Non-Prehensile Throwing: A Reinforcement Learning Perspective

Robotic throwing enables fast object transport and extends a robot's reachable workspace beyond traditional pick-and-place. While prehensile (grasp-based) throwing works well for graspable items, non-prehensile (grasp-free) throwing is better suited for large, heavy, and/or deformable objects. Existing approaches rely on model-based optimization with simplified contact models (e.g., dynamic grasping) and low-dimensional trajectory parameterizations, which limit solution quality and reachable workspace. We propose a reinforcement learning approach that additionally leverages sliding and rolling contact modes and directly optimizes joint-space trajectories without analytical contact models or custom parameterizations. The Markov Decision Process (MDP) is formulated as a dynamical system that evolves the robot's joint state conditioned on the throwing target, object model, and initial configuration. Joint-jerk trajectories are planned offline at a low control rate and upsampled into smooth, high-rate velocity commands for deployment. For sim-to-real transfer, we minimize the robot-dynamics gap through minimum-jerk system identification and train uncertainty-aware policies to mitigate object-modeling errors, particularly sensitivity to dynamic friction. In simulation, the policy achieves 99% success across thousands of configurations and generalizes to unseen objects. Sensitivity analysis shows robustness to mass uncertainty but high sensitivity to dynamic friction, consistent with the sliding-based release mechanism. Deployed zero-shot on a UR5e operating near its physical limits (5 m/s end-effector velocity), our method throws diverse objects including heavy (790 g) and large (20x20x28 cm) items to targets up to 350 cm distance or 180 cm elevation, achieving a 97% real-world success rate.

cs.RO

Peg-in-Bench: A Modular Benchmark for High-Precision Robotic Insertion

High-precision insertion remains a fundamental challenge in robotic manipulation due to the strict alignment requirements and contact-rich interactions involved. Although peg-in-hole tasks are widely used for evaluation, existing bench- marks often rely on fixed task configurations, limiting their ability to assess robustness and generalization across different insertion scenarios. This paper introduces a reconfigurable peg-in-hole benchmark designed to evaluate task generalization in high-precision insertion. The benchmark consists of a set of fully 3D-printable modular components, including multiple peg geometries, tolerance levels, and configurable base structures that can be combined to generate a large variety of insertion and assembly tasks. By varying object layouts, orientations, and task structures while maintaining controlled physical conditions, the benchmark enables systematic evaluation of adaptation to unseen scenarios. To support reproducibility, we additionally provide a scenario generation tool capable of producing standardized task configurations and machine-readable task descriptions. The scenario generation tool and the STL files of the benchmark pieces are available through the project repository: https://github.com/aistairc/peg-in-bench.

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Learning to Predict Contact Force Distributions from Vision Leveraging Object Geometry Priors

Based on vision and prior experience, humans can make rough physical predictions and adjust their manipulation strategies. This paper aims to endow robots with a similar ability. To collect paired data of vision and forces, we use a rigid-body simulator commonly adopted in robotics. However, unlike simulators that output noisy point forces, humans are able to make consistent predictions even in unfamiliar situations. Based on this observation, we hypothesize that predicting smooth force distributions rather than raw point forces can improve both force prediction itself and downstream task performance. To validate this hypothesis, we construct a model that predicts three-dimensional force distributions from a single RGB image of piled daily objects. The target distribution is generated by applying statistical smoothing to point forces obtained from the simulator. Moreover, by incorporating object geometry into the smoothing process, we aim to account for variations in contact states and achieve more consistent vision-based predictions. We conduct extensive evaluations in both simulation and real environments. Results show that our approach improves prediction accuracy, enhances downstream task performance through smoothing, and further benefits from geometry-guided smoothing. Remarkably, the trained model generalizes effectively to real-world scenes despite being trained solely in simulation.

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YUBI: Yielding Universal Bidigital Interface for Bimanual Dexterous Manipulation at Scale

We introduce Yielding Universal Bidigital Interface (YUBI), a finger-aligned gripper designed to enable intuitive, ergonomic, and scalable data collection for bimanual dexterous manipulation. While handheld data collection systems such as Universal Manipulation Interface (UMI) enable affordable data collection, their bulky pistol-grip designs can pose ergonomic and usability challenges for fine-grained, dexterous manipulation tasks. To address this, YUBI presents a distinct design principle: yielding, finger-driven actuation that directly maps human finger movements to gripper jaw motion. Using the YUBI devices, we set up a data collection system with integrated VR-based 6 DoF tracking of the gripper, ensuring high-fidelity trajectory data acquisition. We curate a UMI-based dataset of unprecedented scale: 8,434 hours across 1.20M episodes and 119 tasks. Experiments show that YUBI offers advantages over the UMI gripper in versatility for complex bimanual tasks, dexterity, and operational efficiency. A single policy trained on the YUBI dataset transfers across multiple bimanual robots (UR, Franka, and ELEY) simply by mounting the gripper on each platform, confirming that the collected data are directly executable as policy supervision. We release the gripper hardware, data-collection software, and dataset as one integrated stack, offering the open community a reproducible path to large-scale data acquisition for advancing robotic foundation models.

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A Flexible Field-Based Policy Learning Framework for Diverse Robotic Systems and Sensors

We present a cross robot visuomotor learning framework that integrates diffusion policy based control with 3D semantic scene representations from D3Fields to enable category level generalization in manipulation. Its modular design supports diverse robot camera configurations including UR5 arms with Microsoft Azure Kinect arrays and bimanual manipulators with Intel RealSense sensors through a low latency control stack and intuitive teleoperation. A unified configuration layer enables seamless switching between setups for flexible data collection training and evaluation. In a grasp and lift block task the framework achieved an 80 percent success rate after only 100 demonstration episodes demonstrating robust skill transfer between platforms and sensing modalities. This design paves the way for scalable real world studies in cross robotic generalization.

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NeuralMeshing: Complete Object Mesh Extraction from Casual Captures

How can we extract complete geometric models of objects that we encounter in our daily life, without having access to commercial 3D scanners? In this paper we present an automated system for generating geometric models of objects from two or more videos. Our system requires the specification of one known point in at least one frame of each video, which can be automatically determined using a fiducial marker such as a checkerboard or Augmented Reality (AR) marker. The remaining frames are automatically positioned in world space by using Structure-from-Motion techniques. By using multiple videos and merging results, a complete object mesh can be generated, without having to rely on hole filling. Code for our system is available from https://github.com/FlorisE/NeuralMeshing.

cs.CV

Learning Bimanual Manipulation via Action Chunking and Inter-Arm Coordination with Transformers

Robots that can operate autonomously in a human living environment are necessary to have the ability to handle various tasks flexibly. One crucial element is coordinated bimanual movements that enable functions that are difficult to perform with one hand alone. In recent years, learning-based models that focus on the possibilities of bimanual movements have been proposed. However, the high degree of freedom of the robot makes it challenging to reason about control, and the left and right robot arms need to adjust their actions depending on the situation, making it difficult to realize more dexterous tasks. To address the issue, we focus on coordination and efficiency between both arms, particularly for synchronized actions. Therefore, we propose a novel imitation learning architecture that predicts cooperative actions. We differentiate the architecture for both arms and add an intermediate encoder layer, Inter-Arm Coordinated transformer Encoder (IACE), that facilitates synchronization and temporal alignment to ensure smooth and coordinated actions. To verify the effectiveness of our architectures, we perform distinctive bimanual tasks. The experimental results showed that our model demonstrated a high success rate for comparison and suggested a suitable architecture for the policy learning of bimanual manipulation.

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Visual Imitation Learning of Non-Prehensile Manipulation Tasks with Dynamics-Supervised Models

Unlike quasi-static robotic manipulation tasks like pick-and-place, dynamic tasks such as non-prehensile manipulation pose greater challenges, especially for vision-based control. Successful control requires the extraction of features relevant to the target task. In visual imitation learning settings, these features can be learnt by backpropagating the policy loss through the vision backbone. Yet, this approach tends to learn task-specific features with limited generalizability. Alternatively, learning world models can realize more generalizable vision backbones. Utilizing the learnt features, task-specific policies are subsequently trained. Commonly, these models are trained solely to predict the next RGB state from the current state and action taken. But only-RGB prediction might not fully-capture the task-relevant dynamics. In this work, we hypothesize that direct supervision of target dynamic states (Dynamics Mapping) can learn better dynamics-informed world models. Beside the next RGB reconstruction, the world model is also trained to directly predict position, velocity, and acceleration of environment rigid bodies. To verify our hypothesis, we designed a non-prehensile 2D environment tailored to two tasks: "Balance-Reaching" and "Bin-Dropping". When trained on the first task, dynamics mapping enhanced the task performance under different training configurations (Decoupled, Joint, End-to-End) and policy architectures (Feedforward, Recurrent). Notably, its most significant impact was for world model pretraining boosting the success rate from 21% to 85%. Although frozen dynamics-informed world models could generalize well to a task with in-domain dynamics, but poorly to a one with out-of-domain dynamics.

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PEGASUS: Physically Enhanced Gaussian Splatting Simulation System for 6DoF Object Pose Dataset Generation

We introduce Physically Enhanced Gaussian Splatting Simulation System (PEGASUS) for 6DOF object pose dataset generation, a versatile dataset generator based on 3D Gaussian Splatting. Environment and object representations can be easily obtained using commodity cameras to reconstruct with Gaussian Splatting. PEGASUS allows the composition of new scenes by merging the respective underlying Gaussian Splatting point cloud of an environment with one or multiple objects. Leveraging a physics engine enables the simulation of natural object placement within a scene through interaction between meshes extracted for the objects and the environment. Consequently, an extensive amount of new scenes - static or dynamic - can be created by combining different environments and objects. By rendering scenes from various perspectives, diverse data points such as RGB images, depth maps, semantic masks, and 6DoF object poses can be extracted. Our study demonstrates that training on data generated by PEGASUS enables pose estimation networks to successfully transfer from synthetic data to real-world data. Moreover, we introduce the Ramen dataset, comprising 30 Japanese cup noodle items. This dataset includes spherical scans that captures images from both object hemisphere and the Gaussian Splatting reconstruction, making them compatible with PEGASUS.

cs.CV

NeuralLabeling: A versatile toolset for labeling vision datasets using Neural Radiance Fields

We present NeuralLabeling, a labeling approach and toolset for annotating 3D scenes using either bounding boxes or meshes and generating segmentation masks, affordance maps, 2D bounding boxes, 3D bounding boxes, 6DOF object poses, depth maps, and object meshes. NeuralLabeling uses Neural Radiance Fields (NeRF) as a renderer, allowing labeling to be performed using 3D spatial tools while incorporating geometric clues such as occlusions, relying only on images captured from multiple viewpoints as input. To demonstrate the applicability of NeuralLabeling to a practical problem in robotics, we added ground truth depth maps to 30000 frames of transparent object RGB and noisy depth maps of glasses placed in a dishwasher captured using an RGBD sensor, yielding the Dishwasher30k dataset. We show that training a simple deep neural network with supervision using the annotated depth maps yields a higher reconstruction performance than training with the previously applied weakly supervised approach. We also show how instance segmentation and depth completion datasets generated using NeuralLabeling can be incorporated into a robot application for grasping transparent objects placed in a dishwasher with an accuracy of 83.3%, compared to 16.3% without depth completion.

cs.CV

A Systematic Literature Review of Experiments in Socially Assistive Robotics using Humanoid Robots

We perform a Systematic Literature Review to discover how Humanoid robots are being applied in Socially Assistive Robotics experiments. Our search returned 24 papers, from which 16 were included for closer analysis. To do this analysis we used a conceptual framework inspired by Behavior-based Robotics. We were interested in finding out which robot was used (most use the robot NAO), what the goals of the application were (teaching, assisting, playing, instructing), how the robot was controlled (manually in most of the experiments), what kind of behaviors the robot exhibited (reacting to touch, pointing at body parts, singing a song, dancing, among others), what kind of actuators the robot used (always motors, sometimes speakers, hardly ever any other type of actuator) and what kind of sensors the robot used (in many studies the robot did not use any sensors at all, in others the robot frequently used camera and/or microphone). The results of this study can be used for designing software frameworks targeting Humanoid Socially Assistive Robotics, especially in the context of Software Product Line Engineering projects.

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