OATH

Object-Agnostic Tracking for Dexterous Hands,
Enabling Rapid Physics-based Retargeting

Solvin Sigurdson1,2 Prasanna Sriganesh1,3 Juan Borbon1 Joel Burdick2 Dingqi Zhang1 Jiuguang Wang1

1Multiply Labs 2California Institute of Technology 3Carnegie Mellon University

Overview

Abstract

Retargeting human demonstrations into dynamically feasible dexterous hand trajectories requires resolving complex contact physics, yet current methods either omit physical constraints or rely on computationally expensive sampling-based optimization in simulation. Reinforcement learning has previously been used to achieve planning and control through contact dynamics; however, standard policies require object-specific training and fail to generalize across arbitrary geometries. This work reframes physics-based retargeting as a residual learning problem, where we demonstrate that zero-shot generalization across objects relies on structured state representations. Specifically, formulating the observation space to include a localized contact-error signal guiding each robot link to its target coordinate on the object surface enables a single, unified residual policy to successfully grasp novel, unseen object geometries. Rolling out this policy in simulation on a kinematic reference trajectory yields a physics-based retargeter, OATH. Operating at 0.4 seconds of compute per second of reference, OATH achieves 2.4× faster-than-real-time performance and a 60–350× reduction in computational cost compared to sampling-based methods. The system recovers 58% of held-out and 54% of unseen-object DexYCB trajectories while maintaining a sub-2 cm tracking error.

1policy for any object
up to350×less compute than sampling-based retargeting
54%success on unseen-object trajectories

Method

A training set of household objects feeds one reinforcement learning policy that converts a kinematic trajectory into a dynamic one in 6.5 seconds, then grasps held-out objects on a real arm and hand.

Where the kinematic trajectory comes from

Reference generation in five stages: MANO trajectory, TopoRetarget, contact extraction, inverse kinematics and TOPP.

The output of the retargeting pipeline is , containing the robot and object states and , contact presence , and contact locations in the object and robot body frames , .

The key: contact-error observations

Reference terms
Observation terms
Never observed

Everything the policy receives. Hover a term for its meaning.

↓ The contact error , up close

Reference contact points on the object and the finger, and the contact error vector between them during training.

Results

Simulation

Mug unseen object
Bowl unseen object
Pitcher held-out trajectory
Banana held-out trajectory

Against the baselines

BaselinesOATH
SPIDER [1]DAID [2]ReGrind [3]CHORD [4]TrainTestUnseen
↑Success (%)22.01005.42.0905854
↓Tracking error (mm)29.920.443.27.911.715.313.8
↓Compute per second25.21380.930.880.40
↓Compute per success12413815.864.90.460.690.71

Compute in seconds per second of reference, normalised to an RTX 5080. Bold is best in each row.

Hardware, open loop

1.0×
Cracker box held-out trajectory
1.0×
Mug unseen object
1.0×
Soup can held-out trajectory
1.0×
Potted meat can held-out trajectory

BibTeX

@article{sigurdson2026oath,
  title   = {{OATH}: Object-Agnostic Tracking for Dexterous Hands,
             Enabling Rapid Physics-based Retargeting},
  author  = {Sigurdson, Solvin and Sriganesh, Prasanna and Borbon, Juan and
             Burdick, Joel and Zhang, Dingqi and Wang, Jiuguang},
  journal = {arXiv preprint arXiv:2610.14379},
  year    = {2026}
}
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