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Jens Lundell

Publications and source records attributed to Jens Lundell.

At least 19 recordsLinked to original sources

MoDex: A Diffusion Policy for Sequential Multi-Object Dexterous Grasping

This work addresses sequentially grasping multiple objects with a single dexterous hand without releasing those already held. Most dexterous grasping methods commit all of the hand's degrees of freedom to a single object, underutilizing its dexterity and leaving no redundancy for subsequent grasps. The proposed solution, MoDex, is a diffusion policy that predicts the next gripper pose directly from observations, conditioned on an opposition space and point cloud. The opposition space condition specifies which fingers participate in the current grasp, enabling the gripper to use only a subset of its available degrees of freedom while reserving the remaining degrees of freedom for subsequent grasps. To facilitate sim-to-real transfer, MoDex is trained in two stages: first through imitation learning on expert demonstrations, and subsequently through reinforcement learning fine-tuning, which consistently improves success rates over the pre-trained policy. We evaluate MoDex in simulation on a MuJoCo-based Franka Emika Panda robot equipped with an Allegro Hand and on the corresponding real-world hardware platform. Across both simulation and real-world experiments, MoDex achieves higher success rates than the evaluated learning-based baselines, improving performance by 2.92-17.92% and 6.67-17.78%, respectively. Project page: https://modex2026.github.io/.

cs.RO

Reduced-order Control and Geometric Structure of Learned Lagrangian Latent Dynamics

Model-based controllers can offer strong guarantees on stability and convergence by relying on physically accurate dynamic models. However, these are rarely available for high-dimensional mechanical systems such as deformable objects or soft robots. While neural architectures can learn to approximate complex dynamics, they are either limited to low-dimensional systems or provide only limited formal control guarantees due to a lack of embedded physical structure. This paper introduces a latent control framework based on learned structure-preserving reduced-order dynamics for high-dimensional Lagrangian systems. We derive a reduced tracking law for fully actuated systems and adopt a Riemannian perspective on projection-based model-order reduction to study the resulting latent and projected closed-loop dynamics. By quantifying the sources of modeling error, we derive interpretable conditions for stability and convergence. We extend the proposed controller and analysis to underactuated systems by introducing learned actuation patterns. Experimental results on simulated and real-world systems validate our theoretical investigation and the accuracy of our controllers.

cs.RO

Grasping a Handful: Sequential Multi-Object Dexterous Grasp Generation

We introduce the sequential multi-object robotic grasp sampling algorithm SeqGrasp that can robustly synthesize stable grasps on diverse objects using the robotic hand's partial Degrees of Freedom (DoF). We use SeqGrasp to construct the large-scale Allegro Hand sequential grasping dataset SeqDataset and use it for training the diffusion-based sequential grasp generator SeqDiffuser. We experimentally evaluate SeqGrasp and SeqDiffuser against the state-of-the-art non-sequential multi-object grasp generation method MultiGrasp in simulation and on a real robot. The experimental results demonstrate that SeqGrasp and SeqDiffuser reach an 8.71%-43.33% higher grasp success rate than MultiGrasp. Furthermore, SeqDiffuser is approximately 1000 times faster at generating grasps than SeqGrasp and MultiGrasp. Project page: https://yulihn.github.io/SeqGrasp/.

cs.RO

A Non-Adversarial Approach to Idempotent Generative Modelling

Idempotent Generative Networks (IGNs) are deep generative models that also function as local data manifold projectors, mapping arbitrary inputs back onto the manifold. They are trained to act as identity operators on the data and as idempotent operators off the data manifold. However, IGNs suffer from mode collapse, mode dropping, and training instability due to their objectives, which contain adversarial components and can cause the model to cover the data manifold only partially -- an issue shared with generative adversarial networks. We introduce Non-Adversarial Idempotent Generative Networks (NAIGNs) to address these issues. Our loss function combines reconstruction with the non-adversarial generative objective of Implicit Maximum Likelihood Estimation (IMLE). This improves on IGN's ability to restore corrupted data and generate new samples that closely match the data distribution. We moreover demonstrate that NAIGNs implicitly learn the distance field to the data manifold, as well as an energy-based model.

cs.LG

FLoRA: Sample-Efficient Preference-based RL via Low-Rank Style Adaptation of Reward Functions

Preference-based reinforcement learning (PbRL) is a suitable approach for style adaptation of pre-trained robotic behavior: adapting the robot's policy to follow human user preferences while still being able to perform the original task. However, collecting preferences for the adaptation process in robotics is often challenging and time-consuming. In this work we explore the adaptation of pre-trained robots in the low-preference-data regime. We show that, in this regime, recent adaptation approaches suffer from catastrophic reward forgetting (CRF), where the updated reward model overfits to the new preferences, leading the agent to become unable to perform the original task. To mitigate CRF, we propose to enhance the original reward model with a small number of parameters (low-rank matrices) responsible for modeling the preference adaptation. Our evaluation shows that our method can efficiently and effectively adjust robotic behavior to human preferences across simulation benchmark tasks and multiple real-world robotic tasks.

cs.RO

Pushing Everything Everywhere All At Once: Probabilistic Prehensile Pushing

We address prehensile pushing, the problem of manipulating a grasped object by pushing against the environment. Our solution is an efficient nonlinear trajectory optimization problem relaxed from an exact mixed integer non-linear trajectory optimization formulation. The critical insight is recasting the external pushers (environment) as a discrete probability distribution instead of binary variables and minimizing the entropy of the distribution. The probabilistic reformulation allows all pushers to be used simultaneously, but at the optimum, the probability mass concentrates onto one due to the entropy minimization. We numerically compare our method against a state-of-the-art sampling-based baseline on a prehensile pushing task. The results demonstrate that our method finds trajectories 8 times faster and at a 20 times lower cost than the baseline. Finally, we demonstrate that a simulated and real Franka Panda robot can successfully manipulate different objects following the trajectories proposed by our method. Supplementary materials are available at https://probabilistic-prehensile-pushing.github.io/.

cs.RO

A Riemannian Framework for Learning Reduced-order Lagrangian Dynamics

By incorporating physical consistency as inductive bias, deep neural networks display increased generalization capabilities and data efficiency in learning nonlinear dynamic models. However, the complexity of these models generally increases with the system dimensionality, requiring larger datasets, more complex deep networks, and significant computational effort. We propose a novel geometric network architecture to learn physically-consistent reduced-order dynamic parameters that accurately describe the original high-dimensional system behavior. This is achieved by building on recent advances in model-order reduction and by adopting a Riemannian perspective to jointly learn a non-linear structure-preserving latent space and the associated low-dimensional dynamics. Our approach enables accurate long-term predictions of the high-dimensional dynamics of rigid and deformable systems with increased data efficiency by inferring interpretable and physically-plausible reduced Lagrangian models.

cs.LG

Cloth-Splatting: 3D Cloth State Estimation from RGB Supervision

We introduce Cloth-Splatting, a method for estimating 3D states of cloth from RGB images through a prediction-update framework. Cloth-Splatting leverages an action-conditioned dynamics model for predicting future states and uses 3D Gaussian Splatting to update the predicted states. Our key insight is that coupling a 3D mesh-based representation with Gaussian Splatting allows us to define a differentiable map between the cloth state space and the image space. This enables the use of gradient-based optimization techniques to refine inaccurate state estimates using only RGB supervision. Our experiments demonstrate that Cloth-Splatting not only improves state estimation accuracy over current baselines but also reduces convergence time.

cs.CV

DexDiffuser: Generating Dexterous Grasps with Diffusion Models

We introduce DexDiffuser, a novel dexterous grasping method that generates, evaluates, and refines grasps on partial object point clouds. DexDiffuser includes the conditional diffusion-based grasp sampler DexSampler and the dexterous grasp evaluator DexEvaluator. DexSampler generates high-quality grasps conditioned on object point clouds by iterative denoising of randomly sampled grasps. We also introduce two grasp refinement strategies: Evaluator-Guided Diffusion (EGD) and Evaluator-based Sampling Refinement (ESR). The experiment results demonstrate that DexDiffuser consistently outperforms the state-of-the-art multi-finger grasp generation method FFHNet with an, on average, 9.12% and 19.44% higher grasp success rate in simulation and real robot experiments, respectively. Supplementary materials are available at https://yulihn.github.io/DexDiffuser_page/

cs.RO

CAPGrasp: An $\mathbb{R}^3\times \text{SO(2)-equivariant}$ Continuous Approach-Constrained Generative Grasp Sampler

We propose CAPGrasp, an $\mathbb{R}^3\times \text{SO(2)-equivariant}$ 6-DoF continuous approach-constrained generative grasp sampler. It includes a novel learning strategy for training CAPGrasp that eliminates the need to curate massive conditionally labeled datasets and a constrained grasp refinement technique that improves grasp poses while respecting the grasp approach directional constraints. The experimental results demonstrate that CAPGrasp is more than three times as sample efficient as unconstrained grasp samplers while achieving up to 38% grasp success rate improvement. CAPGrasp also achieves 4-10% higher grasp success rates than constrained but noncontinuous grasp samplers. Overall, CAPGrasp is a sample-efficient solution when grasps must originate from specific directions, such as grasping in confined spaces.

cs.RO

GoNet: An Approach-Constrained Generative Grasp Sampling Network

This work addresses the problem of learning approach-constrained data-driven grasp samplers. To this end, we propose GoNet: a generative grasp sampler that can constrain the grasp approach direction to a subset of SO(3). The key insight is to discretize SO(3) into a predefined number of bins and train GoNet to generate grasps whose approach directions are within those bins. At run-time, the bin aligning with the second largest principal component of the observed point cloud is selected. GoNet is benchmarked against GraspNet, a state-of-the-art unconstrained grasp sampler, in an unconfined grasping experiment in simulation and on an unconfined and confined grasping experiment in the real world. The results demonstrate that GoNet achieves higher success-over-coverage in simulation and a 12%-18% higher success rate in real-world table-picking and shelf-picking tasks than the baseline.

cs.RO

Constrained Generative Sampling of 6-DoF Grasps

Most state-of-the-art data-driven grasp sampling methods propose stable and collision-free grasps uniformly on the target object. For bin-picking, executing any of those reachable grasps is sufficient. However, for completing specific tasks, such as squeezing out liquid from a bottle, we want the grasp to be on a specific part of the object's body while avoiding other locations, such as the cap. This work presents a generative grasp sampling network, VCGS, capable of constrained 6 Degrees of Freedom (DoF) grasp sampling. In addition, we also curate a new dataset designed to train and evaluate methods for constrained grasping. The new dataset, called CONG, consists of over 14 million training samples of synthetically rendered point clouds and grasps at random target areas on 2889 objects. VCGS is benchmarked against GraspNet, a state-of-the-art unconstrained grasp sampler, in simulation and on a real robot. The results demonstrate that VCGS achieves a 10-15% higher grasp success rate than the baseline while being 2-3 times as sample efficient. Supplementary material is available on our project website.

cs.RO

Enabling Robot Manipulation of Soft and Rigid Objects with Vision-based Tactile Sensors

Endowing robots with tactile capabilities opens up new possibilities for their interaction with the environment, including the ability to handle fragile and/or soft objects. In this work, we equip the robot gripper with low-cost vision-based tactile sensors and propose a manipulation algorithm that adapts to both rigid and soft objects without requiring any knowledge of their properties. The algorithm relies on a touch and slip detection method, which considers the variation in the tactile images with respect to reference ones. We validate the approach on seven different objects, with different properties in terms of rigidity and fragility, to perform unplugging and lifting tasks. Furthermore, to enhance applicability, we combine the manipulation algorithm with a grasp sampler for the task of finding and picking a grape from a bunch without damaging~it.

cs.RO

A Novel Simulation-Based Quality Metric for Evaluating Grasps on 3D Deformable Objects

Evaluation of grasps on deformable 3D objects is a little-studied problem, even if the applicability of rigid object grasp quality measures for deformable ones is an open question. A central issue with most quality measures is their dependence on contact points which for deformable objects depend on the deformations. This paper proposes a grasp quality measure for deformable objects that uses information about object deformation to calculate the grasp quality. Grasps are evaluated by simulating the deformations during grasping and predicting the contacts between the gripper and the grasped object. The contact information is then used as input for a new grasp quality metric to quantify the grasp quality. The approach is benchmarked against two classical rigid-body quality metrics on over 600 grasps in the Isaac gym simulation and over 50 real-world grasps. Experimental results show an average improvement of 18\% in the grasp success rate for deformable objects compared to the classical rigid-body quality metrics.

cs.RO

Active Visuo-Haptic Object Shape Completion

Recent advancements in object shape completion have enabled impressive object reconstructions using only visual input. However, due to self-occlusion, the reconstructions have high uncertainty in the occluded object parts, which negatively impacts the performance of downstream robotic tasks such as grasping. In this work, we propose an active visuo-haptic shape completion method called Act-VH that actively computes where to touch the objects based on the reconstruction uncertainty. Act-VH reconstructs objects from point clouds and calculates the reconstruction uncertainty using IGR, a recent state-of-the-art implicit surface deep neural network. We experimentally evaluate the reconstruction accuracy of Act-VH against five baselines in simulation and in the real world. We also propose a new simulation environment for this purpose. The results show that Act-VH outperforms all baselines and that an uncertainty-driven haptic exploration policy leads to higher reconstruction accuracy than a random policy and a policy driven by Gaussian Process Implicit Surfaces. As a final experiment, we evaluate Act-VH and the best reconstruction baseline on grasping 10 novel objects. The results show that Act-VH reaches a significantly higher grasp success rate than the baseline on all objects. Together, this work opens up the door for using active visuo-haptic shape completion in more complex cluttered scenes.

cs.RO

Deformation-Aware Data-Driven Grasp Synthesis

Grasp synthesis for 3D deformable objects remains a little-explored topic, most works aiming to minimize deformations. However, deformations are not necessarily harmful -- humans are, for example, able to exploit deformations to generate new potential grasps. How to achieve that on a robot is though an open question. This paper proposes an approach that uses object stiffness information in addition to depth images for synthesizing high-quality grasps. We achieve this by incorporating object stiffness as an additional input to a state-of-the-art deep grasp planning network. We also curate a new synthetic dataset of grasps on objects of varying stiffness using the Isaac Gym simulator for training the network. We experimentally validate and compare our proposed approach against the case where we do not incorporate object stiffness on a total of 2800 grasps in simulation and 420 grasps on a real Franka Emika Panda. The experimental results show significant improvement in grasp success rate using the proposed approach on a wide range of objects with varying shapes, sizes, and stiffness. Furthermore, we demonstrate that the approach can generate different grasping strategies for different stiffness values, such as pinching for soft objects and caging for hard objects. Together, the results clearly show the value of incorporating stiffness information when grasping objects of varying stiffness.

cs.RO

DDGC: Generative Deep Dexterous Grasping in Clutter

Recent advances in multi-fingered robotic grasping have enabled fast 6-Degrees-Of-Freedom (DOF) single object grasping. Multi-finger grasping in cluttered scenes, on the other hand, remains mostly unexplored due to the added difficulty of reasoning over obstacles which greatly increases the computational time to generate high-quality collision-free grasps. In this work we address such limitations by introducing DDGC, a fast generative multi-finger grasp sampling method that can generate high quality grasps in cluttered scenes from a single RGB-D image. DDGC is built as a network that encodes scene information to produce coarse-to-fine collision-free grasp poses and configurations. We experimentally benchmark DDGC against the simulated-annealing planner in GraspIt! on 1200 simulated cluttered scenes and 7 real world scenes. The results show that DDGC outperforms the baseline on synthesizing high-quality grasps and removing clutter while being 5 times faster. This, in turn, opens up the door for using multi-finger grasps in practical applications which has so far been limited due to the excessive computation time needed by other methods.

cs.RO

Towards synthesizing grasps for 3D deformable objects with physics-based simulation

Grasping deformable objects is not well researched due to the complexity in modelling and simulating the dynamic behavior of such objects. However, with the rapid development of physics-based simulators that support soft bodies, the research gap between rigid and deformable objects is getting smaller. To leverage the capability of such simulators and to challenge the assumption that has guided robotic grasping research so far, i.e., object rigidity, we proposed a deep-learning based approach that generates stiffness-dependent grasps. Our network is trained on purely synthetic data generated from a physics-based simulator. The same simulator is also used to evaluate the trained network. The results show improvement in terms of grasp ranking and grasp success rate. Furthermore, our network can adapt the grasps based on the stiffness. We are currently validating the proposed approach on a larger test dataset in simulation and on a physical robot.

cs.RO