TouchTwin Real2Sim2Real

TouchTwin

Scaling Human Touch Data via Real-to-Sim-to-Real

Overview film · 40 s, no sound

Overview

The gap

Vision-based replays lack contact force

  • A hand pose shows where each finger stops, not how far it closes, and contacts are often hidden.
  • In our experiments:
    • Vision gets grip wrong both ways: 0.31× the recorded force from pose imitation, 1.55× from vision-based replays.
    • Physics alone does not recover it: the recorded grip is 1.6–3.7× the least force that holds the mug.
TouchTwin

Rebuild each recording in MuJoCo, with touch driving the interaction

  • Coding agents write the objects as physics-tested programs.
  • A per-subject hand carries the glove's 880 taxels.
  • The recorded touch closes each finger past the visible pose: where, when and how hard it presses.
What touch fixes

Human-level grip, fewer missed contacts, more touch data

  • Hand policy grips at 0.99× the recorded force: 20/20 held-out recordings, 35/36 perturbed tests.
  • Missed real contact frames drop from 32% to 13%.
  • Touch data scales without new capture:
    • Each replay seeds perturbed demos (other grasps, motion, grip, object) with physics-resolved force labels.
    • A simulation-conditioned video model renders them as realistic video in new views and scenes.
Full abstract

Human demonstrations are becoming the main source of data for dexterous manipulation, and real-to-sim-to-real pipelines multiply each demonstration in simulation. These pipelines rebuild the interaction from vision, which recovers how the hand moves. Which fingers touch, when, and how hard remain unobserved, because a hand pose shows where each finger stops on the surface rather than how far it is driven to close. This gap is a force gap: a hand policy that imitates the observed pose grips held-out objects with 0.31× the recorded force, and a policy trained on physics replays of vision-tracked poses grips with 1.55×. TouchTwin closes the gap with measured human touch. Each selected TouchScale recording, captured with head and wrist RGB-D cameras and an 880-taxel glove, is rebuilt in MuJoCo. Coding agents write the objects as physics-tested programs, and a per-subject tactile hand replays the interaction with the recorded touch setting the contact and the closing force of each finger. In simulation, a policy trained on touch-grounded replays grips at 0.99× the recorded force and succeeds in 20/20 trials on held-out recordings and 35/36 unseen perturbations; a contact predictor trained on them misses 13% of real contact frames, against 32% for vision-based replays. Each replay also seeds perturbed demonstrations with simulated contact and force labels, rendered as realistic video in new views and scenes. Project page with videos: https://touchtwin.github.io.

  1. 1Real → SimPhysics-tested objects, tactile hands
  2. 2Real → SimTouch-driven physics replay
  3. 3Sim → RealSimulation-conditioned video
  4. 4Sim → SimPerturbations
  5. 5Sim → RealContact prediction, hand policy
1

Physics-tested objects and tactile hands

Coding agents write each object as a physics-tested MuJoCo program; per-subject hands carry the glove's 880 taxels.

Tactile hands

  1. Real tactile glove grasping a mug1Record
  2. Fitted hand, three-quarter view2Fit
  3. The hand's joint chain: bones between the joints and a dot on each hinge, over a faint outline of the hand3Rig
  4. Fingertip pad with its taxels4Taxels
  5. Real glove force map with 880 cells5Check
Thumb296distal 16×10 · middle 4×8 · thenar 13×8
Index128distal 9×8 · middle 3×8 · proximal 4×8
Middle128distal 9×8 · middle 3×8 · proximal 4×8
Ring128distal 9×8 · middle 3×8 · proximal 4×8
Little96distal 9×8 · middle 3×8
Palm104hypothenar 13×8

880 taxels on 15 pads (rows × columns as on the glove), one per 1.5 mm glove cell.

Objects

White ceramic mugrigid
Glass flaskrigid, transparent
Spray bottletrigger, nozzle
First-aid boxlatch, lid, handle, tray
Orange toolboxlid, latch, handle, 2 covers
Headphonesfold hinges, sliders
Kitchen scalebuttons, battery cover
Clear parts box2 latches, lid
Storage basketrigid
Steel mugsliding drink-lid
Wokrigid
1 mL pipetteplunger, tip ejector

Drag an object to turn it. Joints open and close as in the simulator, latches before lids.

2

Real2Sim

The recorded touch sets where, when and how hard each finger presses; checks and a review agent compare the replay with the recording.

Real glove
Simulation
3D hands load when they scroll into view
Show
Palms up, as the wearer sees them; the taxels follow the video. Drag to turn the hands.
3D replay loads when it scrolls into view
3D replay, synced to the video · drag to orbit
t = 0.00 s
3

Sim2Real

Simulation makes generated video follow the physics: conditioned on the simulated hand and object, Wan2.2 comes closest to the real video.

Same first frame, prompt and seed. Lines trace the mug; green = real.
Video generationPSNR ↑SSIM ↑LPIPS ↓DINO ↑
Sim render only7.790.3090.7570.537
First frame + text (baseline)15.360.6630.4890.854
Baseline + depth control18.550.7590.2760.914
Baseline + sim control (ours)18.890.7660.2580.928

Generated vs. real video (same first frame, prompt and seed).

4

Perturbations

Each replay seeds perturbed demonstrations (other grasps, motion, grip and object) with physics-resolved force labels.

(a)Other grasps and perturbations

Top: other postures with live touch maps. Bottom: faster, weaker, heavier, slippery, shaken.

(b)Perturbed until the mug drops

Grip fades until the mug drops
Hand gets slippery
Mug gets heavier
Shake builds up

(c)Touch beyond the glove

Pressing the palm onto the mug: the simulator records contact where the glove has no sensors.
5

Touch closes the force gap

Models trained on touch-grounded replays, tested on held-out recordings.

Contact prediction

Touch-grounding is essential for contact accuracy.

Contact prediction, trained onF1 ↑Missed contact ↓Press dur. err. ↓
Vision-based replays0.77832.2%1.01 s
Touch-grounded replays (ours)0.89013.1%0.61 s

Contact prediction on held-out human-ego recordings. Press dur. err.: |predicted − true| press time per finger.

Hand policy

Touch supplies information beyond surface-level hand positions.

Touch-grounded replays (ours)the recorded touch sets how far each finger closes
Observed finger posethe joint angles the hand reached
Vision-based replaysphysics replays of vision-tracked poses
Simulated test with finger jitter. Trained on touch-grounded replays, the hand holds the mug (in-hand slip 1.0 mm); trained on the observed finger pose or on vision-based replays, the mug slips out and falls (107 and 108 mm). Bottom: simulated touch on each hand.
Hand policy, trained onHeld-out recordings ↑Grip vs. recordingSimulated test ↑
Observed finger pose17/200.3126/36
Vision-based replays15/201.5533/36
Touch-grounded replays (ours)20/200.9935/36

Hand policy on held-out recordings and simulated tests; success: slip ≤ 5 mm, set down ≤ 30 mm off.