The study of hand-object interaction requires generating viable grasp poses for high-dimensional multi-finger models, often relying on analytic grasp synthesis which tends to produce brittle and unnatural results. This paper presents Grasp'D, an approach for grasp synthesis with a differentiable contact simulation from both known models as well as visual inputs. We use gradient-based methods as an alternative to sampling-based grasp synthesis, which fails without simplifying assumptions, such as pre-specified contact locations and eigengrasps. Such assumptions limit grasp discovery and, in particular, exclude high-contact power grasps. In contrast, our simulation-based approach allows for stable, efficient, physically realistic, high-contact grasp synthesis, even for gripper morphologies with high-degrees of freedom. We identify and address challenges in making grasp simulation amenable to gradient-based optimization, such as non-smooth object surface geometry, contact sparsity, and a rugged optimization landscape. Grasp-D compares favorably to analytic grasp synthesis on human and robotic hand models, and resultant grasps achieve over 4x denser contact, leading to significantly higher grasp stability. Video and code available at https://graspd-eccv22.github.io/.
翻译:手工和淋巴相互作用的研究需要为高维多指模型产生可行的掌握力,往往依赖分析性掌握力合成,往往产生不自然的结果。本文展示了Grasp'D,这是用已知模型和视觉输入的不同接触模拟来捕捉合成的方法。我们使用基于梯度的方法替代基于取样的掌握力合成,这种合成在不简化假设的情况下失败,如事先指定的接触地点和eigengrasps。这些假设限制了捕捉力的发现,特别是排除了高接触力捕捉力。相比之下,我们基于模拟的方法允许稳定、高效、体能现实、高接触力捕捉力合成,甚至用于具有高度自由度的握力形态。我们发现并应对在使掌握能力模拟适应基于梯度的优化(如非显性物体表面测量、接触偏振荡和崎岖的优化景观)方面的挑战。这些假设限制了人类和机器人手模型的掌握力捕捉力,特别是排除高接触力捕捉力。相比之下,我们的模拟方法能够实现稳定、高效、体力、现实、高触力捕捉力合成,甚至达到4x密度接触的频率/高压。