Tingfan Wu

RO
h-index34
13papers
332citations
Novelty59%
AI Score55

13 Papers

ROOct 3, 2023
What do we learn from a large-scale study of pre-trained visual representations in sim and real environments?

Sneha Silwal, Karmesh Yadav, Tingfan Wu et al.

We present a large empirical investigation on the use of pre-trained visual representations (PVRs) for training downstream policies that execute real-world tasks. Our study involves five different PVRs, each trained for five distinct manipulation or indoor navigation tasks. We performed this evaluation using three different robots and two different policy learning paradigms. From this effort, we can arrive at three insights: 1) the performance trends of PVRs in the simulation are generally indicative of their trends in the real world, 2) the use of PVRs enables a first-of-its-kind result with indoor ImageNav (zero-shot transfer to a held-out scene in the real world), and 3) the benefits from variations in PVRs, primarily data-augmentation and fine-tuning, also transfer to the real-world performance. See project website for additional details and visuals.

RODec 9, 2025Code
OSMO: Open-Source Tactile Glove for Human-to-Robot Skill Transfer

Jessica Yin, Haozhi Qi, Youngsun Wi et al.

Human video demonstrations provide abundant training data for learning robot policies, but video alone cannot capture the rich contact signals critical for mastering manipulation. We introduce OSMO, an open-source wearable tactile glove designed for human-to-robot skill transfer. The glove features 12 three-axis tactile sensors across the fingertips and palm and is designed to be compatible with state-of-the-art hand-tracking methods for in-the-wild data collection. We demonstrate that a robot policy trained exclusively on human demonstrations collected with OSMO, without any real robot data, is capable of executing a challenging contact-rich manipulation task. By equipping both the human and the robot with the same glove, OSMO minimizes the visual and tactile embodiment gap, enabling the transfer of continuous shear and normal force feedback while avoiding the need for image inpainting or other vision-based force inference. On a real-world wiping task requiring sustained contact pressure, our tactile-aware policy achieves a 72% success rate, outperforming vision-only baselines by eliminating contact-related failure modes. We release complete hardware designs, firmware, and assembly instructions to support community adoption.

ROApr 20
PTLD: Sim-to-real Privileged Tactile Latent Distillation for Dexterous Manipulation

Rosy Chen, Mustafa Mukadam, Michael Kaess et al.

Tactile dexterous manipulation is essential to automating complex household tasks, yet learning effective control policies remains a challenge. While recent work has relied on imitation learning, obtaining high quality demonstrations for multi-fingered hands via robot teleoperation or kinesthetic teaching is prohibitive. Alternatively, with reinforcement we can learn skills in simulation, but fast and realistic simulation of tactile observations is challenging. To bridge this gap, we introduce PTLD: sim-to-real Privileged Tactile Latent Distillation, a novel approach to learning tactile manipulation skills without requiring tactile simulation. Instead of simulating tactile sensors or relying purely on proprioceptive policies to transfer zero-shot sim-to-real, our key idea is to leverage privileged sensors in the real world to collect real-world tactile policy data. This data is then used to distill a robust state estimator that operates on tactile input. We demonstrate from our experiments that PTLD can be used to improve proprioceptive manipulation policies trained in simulation significantly by incorporating tactile sensing. On the benchmark in-hand rotation task, PTLD achieves a 182% improvement over a proprioception only policy. We also show that PTLD enables learning the challenging task of tactile in-hand reorientation where we see a 57% improvement in the number of goals reached over using proprioception alone. Website: https://akashsharma02.github.io/ptld-website/.

RONov 4, 2024Code
Digitizing Touch with an Artificial Multimodal Fingertip

Mike Lambeta, Tingfan Wu, Ali Sengul et al.

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.

RONov 12, 2025
SPIDER: Scalable Physics-Informed Dexterous Retargeting

Chaoyi Pan, Changhao Wang, Haozhi Qi et al.

Learning dexterous and agile policy for humanoid and dexterous hand control requires large-scale demonstrations, but collecting robot-specific data is prohibitively expensive. In contrast, abundant human motion data is readily available from motion capture, videos, and virtual reality, which could help address the data scarcity problem. However, due to the embodiment gap and missing dynamic information like force and torque, these demonstrations cannot be directly executed on robots. To bridge this gap, we propose Scalable Physics-Informed DExterous Retargeting (SPIDER), a physics-based retargeting framework to transform and augment kinematic-only human demonstrations to dynamically feasible robot trajectories at scale. Our key insight is that human demonstrations should provide global task structure and objective, while large-scale physics-based sampling with curriculum-style virtual contact guidance should refine trajectories to ensure dynamical feasibility and correct contact sequences. SPIDER scales across diverse 9 humanoid/dexterous hand embodiments and 6 datasets, improving success rates by 18% compared to standard sampling, while being 10X faster than reinforcement learning (RL) baselines, and enabling the generation of a 2.4M frames dynamic-feasible robot dataset for policy learning. As a universal physics-based retargeting method, SPIDER can work with diverse quality data and generate diverse and high-quality data to enable efficient policy learning with methods like RL.

RODec 20, 2023
Neural feels with neural fields: Visuo-tactile perception for in-hand manipulation

Sudharshan Suresh, Haozhi Qi, Tingfan Wu et al.

To achieve human-level dexterity, robots must infer spatial awareness from multimodal sensing to reason over contact interactions. During in-hand manipulation of novel objects, such spatial awareness involves estimating the object's pose and shape. The status quo for in-hand perception primarily employs vision, and restricts to tracking a priori known objects. Moreover, visual occlusion of objects in-hand is imminent during manipulation, preventing current systems to push beyond tasks without occlusion. We combine vision and touch sensing on a multi-fingered hand to estimate an object's pose and shape during in-hand manipulation. Our method, NeuralFeels, encodes object geometry by learning a neural field online and jointly tracks it by optimizing a pose graph problem. We study multimodal in-hand perception in simulation and the real-world, interacting with different objects via a proprioception-driven policy. Our experiments show final reconstruction F-scores of $81$% and average pose drifts of $4.7\,\text{mm}$, further reduced to $2.3\,\text{mm}$ with known CAD models. Additionally, we observe that under heavy visual occlusion we can achieve up to $94$% improvements in tracking compared to vision-only methods. Our results demonstrate that touch, at the very least, refines and, at the very best, disambiguates visual estimates during in-hand manipulation. We release our evaluation dataset of 70 experiments, FeelSight, as a step towards benchmarking in this domain. Our neural representation driven by multimodal sensing can serve as a perception backbone towards advancing robot dexterity. Videos can be found on our project website https://suddhu.github.io/neural-feels/

ROMar 5, 2025
OTTER: A Vision-Language-Action Model with Text-Aware Visual Feature Extraction

Huang Huang, Fangchen Liu, Letian Fu et al.

Vision-Language-Action (VLA) models aim to predict robotic actions based on visual observations and language instructions. Existing approaches require fine-tuning pre-trained visionlanguage models (VLMs) as visual and language features are independently fed into downstream policies, degrading the pre-trained semantic alignments. We propose OTTER, a novel VLA architecture that leverages these existing alignments through explicit, text-aware visual feature extraction. Instead of processing all visual features, OTTER selectively extracts and passes only task-relevant visual features that are semantically aligned with the language instruction to the policy transformer. This allows OTTER to keep the pre-trained vision-language encoders frozen. Thereby, OTTER preserves and utilizes the rich semantic understanding learned from large-scale pre-training, enabling strong zero-shot generalization capabilities. In simulation and real-world experiments, OTTER significantly outperforms existing VLA models, demonstrating strong zeroshot generalization to novel objects and environments. Video, code, checkpoints, and dataset: https://ottervla.github.io/.

ROFeb 6, 2025
DexterityGen: Foundation Controller for Unprecedented Dexterity

Zhao-Heng Yin, Changhao Wang, Luis Pineda et al. · cmu, meta-ai

Teaching robots dexterous manipulation skills, such as tool use, presents a significant challenge. Current approaches can be broadly categorized into two strategies: human teleoperation (for imitation learning) and sim-to-real reinforcement learning. The first approach is difficult as it is hard for humans to produce safe and dexterous motions on a different embodiment without touch feedback. The second RL-based approach struggles with the domain gap and involves highly task-specific reward engineering on complex tasks. Our key insight is that RL is effective at learning low-level motion primitives, while humans excel at providing coarse motion commands for complex, long-horizon tasks. Therefore, the optimal solution might be a combination of both approaches. In this paper, we introduce DexterityGen (DexGen), which uses RL to pretrain large-scale dexterous motion primitives, such as in-hand rotation or translation. We then leverage this learned dataset to train a dexterous foundational controller. In the real world, we use human teleoperation as a prompt to the controller to produce highly dexterous behavior. We evaluate the effectiveness of DexGen in both simulation and real world, demonstrating that it is a general-purpose controller that can realize input dexterous manipulation commands and significantly improves stability by 10-100x measured as duration of holding objects across diverse tasks. Notably, with DexGen we demonstrate unprecedented dexterous skills including diverse object reorientation and dexterous tool use such as pen, syringe, and screwdriver for the first time.

ROMar 10, 2025
Geometric Retargeting: A Principled, Ultrafast Neural Hand Retargeting Algorithm

Zhao-Heng Yin, Changhao Wang, Luis Pineda et al.

We introduce Geometric Retargeting (GeoRT), an ultrafast, and principled neural hand retargeting algorithm for teleoperation, developed as part of our recent Dexterity Gen (DexGen) system. GeoRT converts human finger keypoints to robot hand keypoints at 1KHz, achieving state-of-the-art speed and accuracy with significantly fewer hyperparameters. This high-speed capability enables flexible postprocessing, such as leveraging a foundational controller for action correction like DexGen. GeoRT is trained in an unsupervised manner, eliminating the need for manual annotation of hand pairs. The core of GeoRT lies in novel geometric objective functions that capture the essence of retargeting: preserving motion fidelity, ensuring configuration space (C-space) coverage, maintaining uniform response through high flatness, pinch correspondence and preventing self-collisions. This approach is free from intensive test-time optimization, offering a more scalable and practical solution for real-time hand retargeting.

RONov 20, 2025
Dexterity from Smart Lenses: Multi-Fingered Robot Manipulation with In-the-Wild Human Demonstrations

Irmak Guzey, Haozhi Qi, Julen Urain et al. · cmu, meta-ai

Learning multi-fingered robot policies from humans performing daily tasks in natural environments has long been a grand goal in the robotics community. Achieving this would mark significant progress toward generalizable robot manipulation in human environments, as it would reduce the reliance on labor-intensive robot data collection. Despite substantial efforts, progress toward this goal has been bottle-necked by the embodiment gap between humans and robots, as well as by difficulties in extracting relevant contextual and motion cues that enable learning of autonomous policies from in-the-wild human videos. We claim that with simple yet sufficiently powerful hardware for obtaining human data and our proposed framework AINA, we are now one significant step closer to achieving this dream. AINA enables learning multi-fingered policies from data collected by anyone, anywhere, and in any environment using Aria Gen 2 glasses. These glasses are lightweight and portable, feature a high-resolution RGB camera, provide accurate on-board 3D head and hand poses, and offer a wide stereo view that can be leveraged for depth estimation of the scene. This setup enables the learning of 3D point-based policies for multi-fingered hands that are robust to background changes and can be deployed directly without requiring any robot data (including online corrections, reinforcement learning, or simulation). We compare our framework against prior human-to-robot policy learning approaches, ablate our design choices, and demonstrate results across nine everyday manipulation tasks. Robot rollouts are best viewed on our website: https://aina-robot.github.io.

CVNov 18, 2019
Bias-Aware Heapified Policy for Active Learning

Wen-Yen Chang, Wen-Huan Chiang, Shao-Hao Lu et al.

The data efficiency of learning-based algorithms is more and more important since high-quality and clean data is expensive as well as hard to collect. In order to achieve high model performance with the least number of samples, active learning is a technique that queries the most important subset of data from the original dataset. In active learning domain, one of the mainstream research is the heuristic uncertainty-based method which is useful for the learning-based system. Recently, a few works propose to apply policy reinforcement learning (PRL) for querying important data. It seems more general than heuristic uncertainty-based method owing that PRL method depends on data feature which is reliable than human prior. However, there have two problems - sample inefficiency of policy learning and overconfidence, when applying PRL on active learning. To be more precise, sample inefficiency of policy learning occurs when sampling within a large action space, in the meanwhile, class imbalance can lead to the overconfidence. In this paper, we propose a bias-aware policy network called Heapified Active Learning (HAL), which prevents overconfidence, and improves sample efficiency of policy learning by heapified structure without ignoring global inforamtion(overview of the whole unlabeled set). In our experiment, HAL outperforms other baseline methods on MNIST dataset and duplicated MNIST. Last but not least, we investigate the generalization of the HAL policy learned on MNIST dataset by directly applying it on MNIST-M. We show that the agent can generalize and outperform directly-learned policy under constrained labeled sets.

CVJul 30, 2018
Leveraging Motion Priors in Videos for Improving Human Segmentation

Yu-Ting Chen, Wen-Yen Chang, Hai-Lun Lu et al.

Despite many advances in deep-learning based semantic segmentation, performance drop due to distribution mismatch is often encountered in the real world. Recently, a few domain adaptation and active learning approaches have been proposed to mitigate the performance drop. However, very little attention has been made toward leveraging information in videos which are naturally captured in most camera systems. In this work, we propose to leverage "motion prior" in videos for improving human segmentation in a weakly-supervised active learning setting. By extracting motion information using optical flow in videos, we can extract candidate foreground motion segments (referred to as motion prior) potentially corresponding to human segments. We propose to learn a memory-network-based policy model to select strong candidate segments (referred to as strong motion prior) through reinforcement learning. The selected segments have high precision and are directly used to finetune the model. In a newly collected surveillance camera dataset and a publicly available UrbanStreet dataset, our proposed method improves the performance of human segmentation across multiple scenes and modalities (i.e., RGB to Infrared (IR)). Last but not least, our method is empirically complementary to existing domain adaptation approaches such that additional performance gain is achieved by combining our weakly-supervised active learning approach with domain adaptation approaches.

ROJul 27, 2016
Walking on Partial Footholds Including Line Contacts with the Humanoid Robot Atlas

Georg Wiedebach, Sylvain Bertrand, Tingfan Wu et al.

We present a method for humanoid robot walking on partial footholds such as small stepping stones and rocks with sharp surfaces. Our algorithm does not rely on prior knowledge of the foothold, but information about an expected foothold can be used to improve the stepping performance. After a step is taken, the robot explores the new contact surface by attempting to shift the center of pressure around the foot. The available foothold is inferred by the way in which the foot rotates about contact edges and/or by the achieved center of pressure locations on the foot during exploration. This estimated contact area is then used by a whole body momentum-based control algorithm. To walk and balance on partial footholds, we combine fast, dynamic stepping with the use of upper body angular momentum to regain balance. We applied this method to the Atlas humanoid designed by Boston Dynamics to walk over small contact surfaces, such as line and point contacts. We present experimental results and discuss performance limitations.