Grasp'D: Differentiable Contact-rich Grasp Synthesis for Multi-fingered Hands
Dylan Turpin1,2,3,
Liquan Wang1,2,3,
Eric Heiden3,
Yun-Chun Chen1,2,
Miles Macklin3,
Stavros Tsogkas4,
Sven Dickinson1,2,4,
Animesh Garg1,2,3
1University of Toronto
2Vector Institute,
3Nvidia,
4Samsung
European Conference on Computer Vision (ECCV) 2022
Abstract. 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 4× denser contact, leading to significantly higher grasp stability.