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D-REX: Differentiable Real-to-Sim-to-Real Engine for Learning Dexterous Grasping

Conference: ICLR 2026
arXiv: 2603.01151
Code: drex.github.io
Area: 3D Vision / Robotic Manipulation
Keywords: real-to-sim-to-real, differentiable physics simulation, system identification, dexterous grasping, Gaussian representation

TL;DR

This paper proposes D-REX, a differentiable real-to-sim-to-real engine based on Gaussian representation. It performs end-to-end object mass identification through visual observations and robot control signals, and utilizes the identified mass for force-aware dexterous grasping policy learning, effectively narrowing the sim-to-real gap.

Background & Motivation

Background: Simulation serves as a core platform for robot policy learning, yet the sim-to-real gap remains a fundamental challenge. Existing approaches, including domain randomization, system identification, domain adaptation, and digital twin construction, each have specific limitations.

Limitations of Prior Work: - Constructing precise digital twins requires integrating multiple pipelines such as geometric reconstruction and parameter identification, which is highly complex. - Estimating physical properties (e.g., mass) from visual observations is extremely difficult; initial estimates from SAM2/VLM typically deviate significantly from ground truth. - Existing grasping policies often rely solely on position control while ignoring force control—the same grasping pose can have vastly different outcomes for objects of different masses. - Non-differentiable simulators limit parameter optimization via backpropagation.

Key Challenge: High-fidelity physical simulation requires accurate physical parameters, yet these parameters are difficult to obtain from visual observations; grasping policies require force control, but the magnitude of force depends on unknown object mass.

Goal: (1) Identify object mass from robot-object interaction videos; (2) Use identified mass for force-aware dexterous grasping policy learning.

Key Insight: Leverage a differentiable physics engine to backpropagate through simulation trajectories, optimizing mass parameters to match simulated trajectories with real-world trajectories.

Core Idea: Construct digital twins using differentiable simulation and Gaussian representation, identify mass via trajectory matching, and subsequently learn a hybrid force-position grasping policy based on the identified mass.

Method

Overall Architecture

D-REX addresses the contradiction where the same grasping pose yields different results for objects of different masses, while mass itself cannot be directly "read" from vision. It establishes a real-to-sim-to-real closed loop from a mobile RGB video through four stages: first, reconstructing the video into a collision-capable and renderable digital twin (Visual and Geometric Dual Gaussian Reconstruction); second, having the robot perform the same pushing action in both reality and simulation, using a differentiable physics engine to fit simulation trajectories to real ones to solve for mass (Mass Identification); third, retargeting human demonstration videos into robot-executable joint trajectories (Demonstration Retargeting); and finally, training a force-aware policy that outputs both joint positions and grasping forces calculated based on identified mass (Policy Learning) for real-world deployment.

%%{init: {'flowchart': {'rankSpacing': 24, 'nodeSpacing': 28, 'padding': 6, 'wrappingWidth': 400}}}%%
flowchart TD
    IN["Mobile RGB Video<br/>Scene + Object + Human Demo"]
    R2S["Visual & Geometric Dual Gaussian Reconstruction<br/>Collision Mesh K + Gaussian Particles P"]
    MID["Diff. Physics Mass ID<br/>Real↔Sim Trajectory Matching → Mass m"]
    DEMO["Human-to-Robot Demonstration Retargeting<br/>HaMeR + MCC-HO + Dex-Retargeting → Joint Trajectory A"]
    POL["Force-aware Policy Learning<br/>Multi-head Output: Pos + Force f=mg/n"]
    OUT["Real-world Deployment<br/>Force-aware Dexterous Grasping"]

    IN --> R2S
    R2S -->|Collision Mesh K| MID
    IN --> DEMO
    R2S -->|Mesh Vertices| POL
    MID -->|Mass m| POL
    DEMO -->|Demo Trajectory A| POL
    POL --> OUT

Key Designs

1. Visual and Geometric Dual Gaussian Reconstruction: Separating modeling for accurate collision and realistic rendering

Collision detection requires clean and precise geometry, while visual supervision necessitates realistic rendering. These requirements for representation often conflict; forcing both into a single set of Gaussians can degrade performance. D-REX trains two sets of Gaussian primitives for mobile-captured videos: one set of 2D Gaussians with normal estimation to extract precise collision meshes \(\mathcal{K}\), and another set of 3D Gaussians for high-fidelity rendering to output Gaussian particles \(\mathcal{P}\). The former is used for contacts in the physics engine, while the latter provides visual supervision for trajectory matching.

2. Differentiable Physics Engine + Trajectory Matching for Mass Identification: Aligning simulated trajectories to real ones for direct gradient descent on mass

Mass is the basis for grasping force, but initial estimates from SAM2/VLM are often inaccurate (e.g., guessing 500g for a 125g object). Instead of "looking" at mass, D-REX "tests" it: the same pushing action is performed in the real world and simulation to collect object trajectories \(\{\mathbf{s}_t^{real}\}\) and simulation trajectories \(\{\mathbf{s}_t^{sim}(m)\}\) parameterized by mass. Real-world 6-DoF poses are provided by FoundationPose. The per-frame MSE between trajectories is then minimized:

\[\min_{m>0}\ \mathcal{L}_{traj}(m) = \sum_{t=1}^T \|\mathbf{s}_t^{sim}(m) - \mathbf{s}_t^{real}\|_2^2\]

Internally, the simulation uses semi-implicit Euler integration for state updates \(G([\mathbf{s}_t, \mathbf{u}_t], m, \theta)\) and a compliant penalty-based model for contact. This makes the entire computation graph end-to-end differentiable, allowing gradients to propagate back to the mass parameter via automatic differentiation:

\[\frac{\partial \mathcal{L}}{\partial m} = \sum_t \frac{\partial \mathcal{L}}{\partial \mathbf{s}_t^{sim}} \cdot \frac{\partial \mathbf{s}_t^{sim}}{\partial \mathbf{M}_t} \cdot \frac{\partial \mathbf{M}_t}{\partial m}\]

Unlike methods like GradSim that require manually specified external forces, D-REX directly reuses consistent robot control signals to model external forces, effectively removing the need to estimate unknown external forces and allowing for clean mass optimization from interaction data.

3. Human-to-Robot Demonstration Retargeting: Translating hand videos into robot-hand executable joint trajectories

Policy learning requires demonstrations, but the kinematics of human and robot hands differ. D-REX uses HaMeR + MCC-HO to reconstruct human hand joints and 6-DoF object poses from video frames, then maps human hand movements to the robot hand's degrees of freedom via Dex-Retargeting. This outputs joint angle action sequences \(\mathbf{A}_t \in \mathbb{R}^{J_r}\) that can be directly executed, transforming human manipulation videos into learnable robot demonstrations.

4. Force-aware Policy Learning: Outputting grasping force derived from mass alongside position

Grasping policies controlled only by position are insensitive to mass changes; heavy objects often fall. D-REX designs a policy \(\pi_\phi\) that takes position-encoded object collision mesh vertices as input. A multi-head network simultaneously predicts joint positions \(\hat{\mathbf{A}} \in \mathbb{R}^{16}\), contact constraints \(\hat{\mathbf{r}} \in \mathbb{R}^2\), and grasping force constraints \(\hat{\mathbf{f}} = \frac{m \cdot g}{n_{active}}\). The force constraint is directly calculated from the mass \(m\) identified in step 2, distributing gravity among \(n_{active}\) active contact points. Thus, the physical quantity of mass is explicitly injected into the grasping force. Training occurs in two stages: first, position control is learned to converge the grasping pose, followed by retraining with force control constraints to avoid instability during dual-objective optimization.

Loss & Training

Mass identification uses trajectory MSE loss with Adam optimization for approximately 200 epochs (5–20 minutes). Policy training uses supervised learning on retargeted demonstration data with additional contact constraint losses.

Key Experimental Results

Mass Identification

Object VLM Inferred Mass Identified Mass Ground Truth Error %
Letter U 500g 110g 125g 12.0%
Letter A 500g 145g 134g 9.0%
Lego 300g 53g 59g 8.6%
Cookie 500g 200g 210g 4.8%
Ketchup 1000g 667g 726g 8.1%

Experiments with different densities for the same geometry showed identification errors within 13g across three densities.

Grasping Experiments

Method Overall Performance
DexGraspNet 2.0 Low success rate with high variance
Human2Sim2Robot Significant performance degradation as object mass increases
D-REX High success rate and low variance across all 8 objects

Cross-evaluation demonstrates that the policy achieves optimal performance only when training and evaluation masses match (75-95% when matched vs. 15-40% when mismatched), proving the necessity of force control.

Ablation Study

  • Force-conditioned policy vs. Position-only policy: Force conditioning consistently performs better across all objects.
  • Identified mass vs. GT mass: Policies using identified mass perform comparably to those using ground truth mass and significantly outperform those using random mass.
  • Pushing task design (virtual pivot + reduced friction) is critical for accurate mass identification.

Highlights

  • First to integrate differentiable physical simulation and Gaussian representation for mass identification in a real-to-sim-to-real framework.
  • The hybrid force-position policy learning is a significant complement to purely position-based policies, with compelling experimental results.
  • Large discrepancies between VLM-inferred mass and ground truth (e.g., 500g vs. 125g) demonstrate the necessity of physical identification.
  • An end-to-end pipeline from video to digital twin to policy deployment that is complete and practically usable.

Limitations & Future Work

  • Mass identification relies on simple pushing interactions, which may not apply to all object types.
  • The reconstruction process takes 30-35 minutes per object, and mass identification takes 5-20 minutes, limiting immediate deployment.
  • Only mass is identified; other physical parameters like friction coefficients are not addressed.
  • Demonstration retargeting depends on the quality of hand estimation from HaMeR/MCC-HO, which may not be robust in heavily occluded scenes.
  • Only tabletop grasping scenarios were tested; more complex manipulation tasks (e.g., pouring, tool use) remain unverified.
  • Stiffness and damping parameters in the compliant contact model still require manual setting.
  • vs. GradSim: Also performs system identification via differentiable simulation, but D-REX is more practical by utilizing robot control signals directly rather than manual external forces.
  • vs. DexGraspNet 2.0: Trained on large-scale simulation data but lacks force control, leading to sensitivity to mass changes.
  • vs. Human2Sim2Robot: Learns from human videos but only uses position control, causing high-mass objects to drop easily.
  • vs. Gaussian-based digital twin methods: Most focus only on visual reconstruction, while D-REX further identifies physical parameters.

Rating

  • Novelty: ⭐⭐⭐⭐ (Complete pipeline of diff-sim + Gaussian + force-aware policy)
  • Experimental Thoroughness: ⭐⭐⭐⭐ (Real-world validation + multi-dimensional ablation)
  • Writing Quality: ⭐⭐⭐⭐
  • Value: ⭐⭐⭐⭐ (Practical advancement for the sim-to-real field)