Physics-Based Dexterous Manipulations with Estimated Hand Poses and
Residual Reinforcement Learning
- URL: http://arxiv.org/abs/2008.03285v1
- Date: Fri, 7 Aug 2020 17:34:28 GMT
- Title: Physics-Based Dexterous Manipulations with Estimated Hand Poses and
Residual Reinforcement Learning
- Authors: Guillermo Garcia-Hernando and Edward Johns and Tae-Kyun Kim
- Abstract summary: We learn a model that maps noisy input hand poses to target virtual poses.
The agent is trained in a residual setting by using a model-free hybrid RL+IL approach.
We test our framework in two applications that use hand pose estimates for dexterous manipulations: hand-object interactions in VR and hand-object motion reconstruction in-the-wild.
- Score: 52.37106940303246
- License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
- Abstract: Dexterous manipulation of objects in virtual environments with our bare
hands, by using only a depth sensor and a state-of-the-art 3D hand pose
estimator (HPE), is challenging. While virtual environments are ruled by
physics, e.g. object weights and surface frictions, the absence of force
feedback makes the task challenging, as even slight inaccuracies on finger tips
or contact points from HPE may make the interactions fail. Prior arts simply
generate contact forces in the direction of the fingers' closures, when finger
joints penetrate virtual objects. Although useful for simple grasping
scenarios, they cannot be applied to dexterous manipulations such as in-hand
manipulation. Existing reinforcement learning (RL) and imitation learning (IL)
approaches train agents that learn skills by using task-specific rewards,
without considering any online user input. In this work, we propose to learn a
model that maps noisy input hand poses to target virtual poses, which
introduces the needed contacts to accomplish the tasks on a physics simulator.
The agent is trained in a residual setting by using a model-free hybrid RL+IL
approach. A 3D hand pose estimation reward is introduced leading to an
improvement on HPE accuracy when the physics-guided corrected target poses are
remapped to the input space. As the model corrects HPE errors by applying minor
but crucial joint displacements for contacts, this helps to keep the generated
motion visually close to the user input. Since HPE sequences performing
successful virtual interactions do not exist, a data generation scheme to train
and evaluate the system is proposed. We test our framework in two applications
that use hand pose estimates for dexterous manipulations: hand-object
interactions in VR and hand-object motion reconstruction in-the-wild.
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