FlashDexRetarget 实现高效灵巧操作数据生成:多运动重定向成功率达 90%,训练计算量降低约 100 倍
预印本论文介绍 FlashDexRetarget,一种基于强化学习的多参考重定向框架,将人类手物交互演示转换为机器人可执行轨迹。在 50 个运动基准上,XHand 机器人达到 90% 成功率(SR_SPIDER),比 CHORD 高 44 个百分点,训练计算量降低约 100 倍。该框架为扩大灵巧操作机器人学习数据规模提供了高效途径。
能否通过单一参考条件策略联合重定向大量人类手物演示,以高成功率和低计算成本生成机器人数据?
现有物理仿真重定向方法对每个演示独立优化,计算成本随演示数量线性增长;采样法在高维动作和长接触序列下搜索困难,强化学习法则需为每个动作单独训练策略。
此前方法包括采样法(如 Do as I Do、SPIDER)和强化学习法(如 DexMachina、CHORD),均采用单参考设定,针对每条演示优化独立策略或搜索轨迹,训练成本与演示数量成正比。
FlashDexRetarget 采用多参考联合训练:单一策略以当前状态、物体点云、手物距离特征和未来 10 步参考轨迹编码为输入;奖励包括物体表面点追踪、连续手物距离交互、手部追踪和正则化;左右手使用独立 actor-critic 网络;采用 FlashSAC 离线学习,并将回放缓冲区从 1000 万增至 5000 万、评论家隐藏维度从 256 增至 1024。
在 50 个运动基准(25 个单物体、25 个双物体)上,XHand 机器人:FlashDexRetarget 的 SR_SPIDER 为 0.90,Do as I Do 0.36、DexMachina 0.48、CHORD 0.46;SR_MT 为 0.86,其他基线最高 0.12;GPU 小时为 29,对比 66、447、2847。Sharpa Wave Hand:SR_SPIDER 0.72,Do as I Do 0.64、CHORD 0.50;SR_MT 0.70,对比 0.10、0.00;GPU 小时 33,对比 62、3314。平均物体位置误差 XHand 10.95 mm、Sharpa 17.28 mm;平均旋转误差分别 0.25、0.29 rad。消融显示未来条件、点云/交互奖励、分离手网络和 FlashSAC 容量扩展均提升学习速度和累计成功率;PPO 近乎零成功,默认 FlashSAC 约 34% 累计成功率(SR_MT-Obj)。扩展到 200、500、1000 个运动时,更大集合在固定 6 亿环境步内产生更多成功转换。真机回放验证了擦板、倒锅、盖盖任务。
作者承认依赖较干净的人类手物轨迹、精确物体几何和仿真器特权信息,可能限制鲁棒性和真实部署;未报告未见运动泛化、新机器人形态、任务级评估或仅靠真实观测的部署。真机验证仅为回放已重定向轨迹,未展示闭环学习。论文为预印本,未经同行评审。
该框架可服务机器人灵巧操作数据管线,帮助机器人公司、数据标注商或仿真平台以更低算力将人类视频数据转为机器人训练数据。若未来结合真实感知蒸馏和噪声处理,1-3 年内有望用于大规模数据生成;前提是需要精确物体模型和高质量人类手物轨迹。
论文全文
FlashDexRetarget: Accelerating Dexterous Manipulation Data Generation through Multi-Motion Retargeting
本文依据 CC BY 4.0 许可发布,经署名转载,原文见 arXiv:2610.01849(PDF)。
Abstract
Human hand-object demonstrations offer a reusable source of dexterous robot manipulation data, but transferring them across embodiments requires physically feasible retargeting. Existing physics-based approaches face limitations in retargeting success, motion-specific training efficiency, or both. To address these limitations, we introduce FlashDexRetarget, an RL-based framework for high-success, efficient dexterous motion retargeting. To make the demonstrated interaction easier to learn, we combine object point-cloud observations, hand-object distance features, and future trajectory encodings with complementary rewards that supervise object motion and reference hand-object relationships. To further accelerate learning, we employ separate left- and right-hand actor critic networks and adapt the off-policy algorithm, FlashSAC to dexterous motion tracking. On a benchmark of 50 motions spanning single-object and two-object interactions, FlashDexRetarget achieves a 90% success rate, approximately 2.5\times that of the evaluated sampling-based baselines, while requiring up to 100\times less training compute than the evaluated RL-based baselines. Evaluations on both XHand and Sharpa Wave Hand show consistent gains, and component-wise ablations examine the contributions of our design choices. Beyond the 50-motion benchmark, experiments with 200, 500, and 1,000 motions demonstrate that our method remains stable at larger scales and produces successful retargeted motions more efficiently as the training set grows. Qualitative replay results using real-world-captured demonstrations further illustrate the applicability of our framework to recorded human manipulation. Videos and code are available at davian-robotics.github.io/FlashDexRetarget.
†
I Introduction
Learning dexterous manipulation requires large amounts of robot interaction data. Human hand-object demonstrations [2, 3, 4] provide a promising source of such data, as diverse manipulation behaviors can be collected at scale without directly operating a robot. To use these demonstrations for robot learning, however, human motions must be translated into actions executable by a target robot hand. Physics-based retargeting addresses this issue by adapting human demonstrations to the morphology and actuation of the robot in simulation, while leveraging physical contact to reproduce the demonstrated object motion. To make large human motion datasets practical sources of robot data, retargeting must achieve high success at low compute cost.
Existing physics-based retargeting methods adopt a single-reference formulation, optimizing each demonstration independently. Sampling-based methods [5, 6] search directly over action sequences through simulated rollouts, but high-dimensional actions and long contact sequences make this search challenging under a finite simulation budget. RL-based methods [7, 8, 9] instead learn closed-loop policies to track the demonstrated hand-object interaction, but train a separate policy for each reference. Despite their difference in optimization strategies, both approaches retarget each demonstration independently, causing computational cost to grow linearly with the number of demonstrations.
To avoid this repeated optimization, we study multi-reference tracking, where a single reference-conditioned policy is trained jointly across many demonstrations. By sharing learning across references, this formulation has the potential to amortize training cost over an entire dataset while retaining accurate tracking. Multi-reference tracking has been effective for humanoid whole-body motion [10], but dexterous manipulation introduces additional challenges.
First, object shapes and hand-object configurations vary across demonstrations, requiring the policy to distinguish interaction geometries. Second, reconstructed human demonstrations contain contact errors, making exact contact matching unreliable. Third, multi-reference training broadens the state distribution, increasing the need for model capacity and effective experience reuse. Finally, for bimanual motions, the two hands may play different roles with asymmetric signals.
To address these challenges, we introduce FlashDexRetarget, an RL framework for multi-reference dexterous retargeting. First, we condition the policy on object geometry and K future reference frames to distinguish diverse interactions across references. Second, we replace exact contact matching with distance-based interaction rewards to provide dense hand-object supervision despite imperfect contact reconstruction. Third, we adopt the off-policy learner FlashSAC [11] and increase its replay and critic capacity to support learning across a broader multi-reference distribution. Finally, we use separate left- and right-hand actor critic networks to handle the distinct roles and learning signals of the two hands.
We evaluate FlashDexRetarget on 50 hand-object motions from TACO, OakInk2, and HOT3D [2, 3, 4] using XHand and Sharpa Wave Hand as target embodiments. Against sampling-based and RL-based baselines, we measure the fraction of successfully retargeted demonstrations as a function of total training compute. A single FlashDexRetarget policy retargets 90% of the benchmark using about 30 GPU-hours, compared with about 46% success at about 3,000 GPU-hours for CHORD [7]. This corresponds to approximately 100\times lower training compute and a 44-percentage-point improvement in retargeting success. Ablations examine how hand-object interaction objectives, off-policy training and capacity scaling, and left and right hand networks contribute to these gains in the multi-reference setting. We further show that the number of successfully retargeted trajectories continues to grow as the dataset scales. We also validate the retargeted trajectories through real-world replay.
Our main contributions are:
- We introduce FlashDexRetarget, an RL framework that jointly retargets human hand-object demonstrations through multi-reference tracking with a single policy.
- We combine object point-cloud observations, hand-object interaction objectives, off-policy learning with larger replay and model capacities, and left and right hand actor-critic networks for joint dexterous tracking.
- We evaluate on 50 motions and two robot embodiments, achieving approximately
100\timeslower training compute and 44 percentage points higher success than CHORD, with ablations and real-world replay.
II Related Work
II-A Human Hand-Object Interaction Data
Human hand-object datasets cover diverse objects and manipulation behaviors. DexYCB provides annotated hand-object poses [12], while GRAB and OakInk capture grasping configurations and interaction geometry [13, 14]. HOI4D and HOT3D extend this coverage to egocentric interactions [15, 4], and TACO, OakInk2, and ARCTIC capture coordinated bimanual manipulation [2, 3, 16]. GigaHands offers large-scale recordings of activities such as pouring, assembling objects, and playing cards [17]. These datasets provide diverse manipulation experience for robot learning.
However, these recordings capture human hands, so a robot cannot execute them directly, and kinematic retargeting is the common first step to close the embodiment gap. UniDex [18] converts human hand-object trajectories into robot trajectories by solving fingertip inverse kinematics and adjusting the hand base by hand so that the retargeted fingers still appear to touch the object. VideoManip [19] retargets human hand-object trajectories through keypoint matching and repairs the resulting contacts with contact optimization. In both, contact is imposed geometrically after the fact rather than produced by the robot hand acting on the object, so it is not guaranteed that executing the trajectory reproduces the demonstrated object motion. Retargeting must therefore be physics-based, producing trajectories with verified contacts.
II-B Dexterous Retargeting from Human Demonstrations
Kinematic and planning-based pipelines adapt human demonstrations to robot motions [20, 21, 22, 23, 24], while physics-based optimization additionally accounts for hand-object contact dynamics in simulation [25, 26]. Within this physics-based setting, sampling-based methods search over simulated control rollouts [27, 28, 29] to support dexterous planning [30] and demonstration refinement [31]. For demonstration retargeting, SPIDER [6] introduces temporary virtual forces between robot fingers and the object to guide annealed sampling toward trajectories that reproduce the demonstrated contacts. Building on this approach, Do as I Do [5] incorporates hand-object reconstruction and physics-based refinement to retarget video demonstrations. Although these methods avoid training a tracking policy, they require a separate trajectory search for each reference, with effectiveness dependent on initialization and reference quality.
Rather than searching trajectories directly, RL-based methods learn dexterous manipulation policies from human motion references and task objectives [32, 33, 8, 9, 34, 35, 7, 36, 37]. ManipTrans [8] learns residual corrections to a pretrained hand-motion imitator, while DexMachina [9] progressively reduces object assistance during training. CHORD [7] instead uses contact-wrench guidance to align human and robot object-motion capabilities. Although these methods replace trajectory search with policy learning, they still require separate training or adaptation for each demonstration. In contrast, FlashDexRetarget amortizes this cost by jointly learning hand-object tracking across demonstrations.
III Method
Our goal is to efficiently generate a large number of physically grounded robot trajectories from an extensive collection of human hand–object demonstrations.
Given a dataset of reference hand–object trajectories,
\mathcal{D}=\{\tau_{i}^{\mathrm{ref}}\}_{i=1}^{N},\qquad\tau_{i}^{\mathrm{ref}}=\{\mathbf{s}_{i,t}^{\mathrm{ref}}\}_{t=1}^{H_{i}},where i indexes the reference demonstration, \mathbf{s}_{i,t}^{\mathrm{ref}} contains the recorded human hand states and object poses at time t, and H_{i} denotes the trajectory length, the goal is to reproduce the demonstrated interaction on a target robot.
Unlike single-reference retargeting, where a separate policy is optimized for each demonstration, we jointly train a reference-conditioned policy over the entire collection \mathcal{D}. During training, reference trajectories are sampled from \mathcal{D} and assigned to parallel simulation environments. At each step, the policy receives the current simulated state together with the next reference state:
\mathbf{s}_{i,t}=\bigl(\mathbf{s}^{\mathrm{cur}}_{t},\,\mathbf{s}^{\mathrm{ref}}_{i,t+1}\bigr).A policy \pi_{\theta}(\mathbf{a}_{t}\mid\mathbf{s}_{i,t}) predicts a robot action \mathbf{a}_{t} to track the reference object motion and hand–object interaction. The policy is optimized using tracking rewards defined from the resulting robot and object states. By sharing policy learning across demonstrations, our formulation enables efficient conversion of large reference collections.
FlashDexRetarget combines geometry- and hand–object interaction-aware observations with future reference conditioning (Section III-A), object surface tracking and hand–object distance rewards (Section III-B), hand-specific actor–critic networks for left and right hands (Section III-C), and off-policy learning (Section III-D).
III-A Observation
To track multiple references with a shared policy, we provide a current-state input \mathbf{s}^{\mathrm{cur}}_{t} and a reference input \mathbf{s}^{\mathrm{ref}}_{i,t+1}. The latter includes the next target state and motion information over the next K steps:
\displaystyle\mathbf{s}^{\mathrm{cur}}_{t} \\ \displaystyle=\bigl(\mathbf{x}^{\mathrm{cur}}_{t},\,\mathcal{P}^{\mathrm{cur}}_{t},\,\mathbf{d}^{\mathrm{cur}}_{t}\bigr), \\ \displaystyle\mathbf{s}^{\mathrm{ref}}_{i,t+1} \\ \displaystyle=\bigl(\mathbf{x}^{\mathrm{ref}}_{i,t+1},\,\mathcal{P}^{\mathrm{ref}}_{i,t+1},\,\mathbf{z}^{\mathrm{ref}}_{i,t+1}\bigr)where \mathbf{x}^{\mathrm{cur}}_{t} contains the current robot and object states, and \mathbf{x}^{\mathrm{ref}}_{i,t+1} contains the reference hand-object states at time t+1.
Interaction-aware observations
To explicitly represent object geometry and hand-object relationships across references, we use object point clouds and hand-object distance features. We express these features in the wrist-local frame to provide a consistent hand-centered representation across different hand poses and object motions. Specifically, we represent the object surface using 128 uniformly sampled points in wrist-local coordinates. The point clouds at the current simulated and next reference poses are \mathcal{P}^{\mathrm{cur}}_{t} and \mathcal{P}^{\mathrm{ref}}_{i,t+1}, respectively. Furthermore, to describe local hand-object relationships, we compute distances from each fingertip and wrist to the object surface, together with the corresponding surface normal vectors in hand’s wrist frame. We concatenate these distances and normals to form \mathbf{d}^{\mathrm{cur}}_{t}.
Future reference conditioning
Most prior dexterous retargeting methods condition the policy solely on the next reference frame [8, 9, 7], providing limited temporal context for anticipating subsequent motion. Prior locomotion tracking methods have shown that short future reference windows can provide useful motion context [38, 39]. We therefore encode the reference hand and object states from t+1 to t+K, represented relative to the wrist frame at time t:
\mathbf{z}^{\mathrm{ref}}_{i,t+1}=\mathrm{Enc}_{\psi}\left(\mathbf{x}^{\mathrm{ref}}_{i,t+1:t+K}\right),where K=10 and \mathrm{Enc}_{\psi} is a temporal encoder that maps the future reference sequence to a 128-dimensional latent representation. This provides the policy with temporal context beyond the next reference state.
III-B Reward
For each hand h\in\{\mathrm{left},\mathrm{right}\}, we combine object tracking, hand-object interaction, hand tracking, and regularization rewards as
r_{t}^{h}=r_{t}^{\mathrm{obj},h}+w_{\mathrm{int}}\,r_{t}^{\mathrm{int},h}+w_{\mathrm{track}}\,r_{t}^{\mathrm{track},h}+w_{\mathrm{reg}}\,r_{t}^{\mathrm{reg},h},where w_{\mathrm{int}}, w_{\mathrm{track}}, and w_{\mathrm{reg}} weight the interaction, hand tracking, and regularization terms, respectively.
Object tracking reward
Existing methods [8, 9] typically combine object translation and rotation errors using manually chosen weights. Such weighting requires balancing errors with different units and scales. Instead, we measure object tracking directly from corresponding surface points in the world frame. We reuse the 128 object surface points introduced in Sec. III-A and compute their pointwise errors against the reference object pose. For a uniform reward signal across object sizes, we rescale the object-frame surface points \mathcal{P}^{\mathrm{obj}}=\{\mathbf{p}_{m}\} to a common radius \rho before applying the object poses, yielding \tilde{\mathcal{P}}^{\mathrm{cur}} and \tilde{\mathcal{P}}^{\mathrm{ref}}. We set \rho=0.058\,\mathrm{m} so that a 30^{\circ} rotation yields a 3\,\mathrm{cm} error, matching the success thresholds. Rather than averaging over all points, we use the mean of the three largest errors to emphasize the most significant object misalignments. Let \mathcal{I}_{t}^{(k)} denote the indices of the k=3 largest pointwise errors. We define
\displaystyle\tilde{\mathbf{p}}_{m} \\ \displaystyle=\rho\,\left(\frac{\mathbf{p}_{m}}{\max_{n}\left\|\mathbf{p}_{n}\right\|_{2}}\right), \\ \displaystyle e_{t}^{\mathrm{obj}} \\ \displaystyle=\frac{1}{k}\sum_{m\in\mathcal{I}_{t}^{(k)}}\left\|{\tilde{\mathcal{P}}^{\mathrm{cur}}_{t+1,m}}-{\tilde{\mathcal{P}}^{\mathrm{ref}}_{i,t+1,m}}\right\|_{2}, \\ \displaystyle r_{t}^{\mathrm{obj}} \\ \displaystyle=\exp\!\left(-e_{t}^{\mathrm{obj}}/\sigma_{\mathrm{obj}}\right),where \sigma_{\mathrm{obj}}=0.1\mathrm{m}. This single metric captures both translation and rotation errors.
Hand-object interaction reward
Contact information in motion-capture demonstrations can be imprecise, making exact contact matching unreliable. In particular, reconstructed hand and object meshes are often separated by small gaps even when the demonstrated interaction indicates contact. Therefore, prior works [9, 7] infer contact states by considering hand–object vertex pairs within 1\,\mathrm{cm} as contacts. However, due to reconstruction errors, many physically meaningful contacts can still have distances larger than this threshold, making binary contact labels insufficient for reliable supervision. We therefore use continuous hand–object distance signals instead of discrete contact labels. For each reference fingertip f, we compute the unsigned distance d_{t}^{\mathrm{ref},(f)} to the nearest vertex of the object mesh. We use unsigned reference distances to avoid encouraging penetration when the MANO fingertip lies inside the object. For the robot hand, we query the pre-defined signed distance field at each fingertip position:
d_{t}^{(f)}=\mathrm{SDF}\left(\mathbf{x}_{t}^{(f)}\right),\qquad f\in\{1,\ldots,5\}.We penalize only the distance exceeding the corresponding reference distance and define the interaction reward as:
\displaystyle\epsilon_{t}^{(f)} \\ \displaystyle=\max\!\left(0,\ d_{t}^{(f)}-d_{t}^{\mathrm{ref},(f)}\right), \\ \displaystyle r_{t}^{\mathrm{int}} \\ \displaystyle=\frac{1}{5}\sum_{f=1}^{5}\exp\!\left(-\epsilon_{t}^{(f)}/\sigma_{\mathrm{int}}\right),where \sigma_{\mathrm{int}}=0.01\mathrm{m}. Thus, each fingertip receives the maximum reward when its distance to the object is no larger than the corresponding reference distance.
Hand tracking reward
To keep the robot motion close to the demonstration, we use an auxiliary hand-tracking reward r_{t}^{\mathrm{track}}. It combines exponential penalties on wrist position, wrist orientation, and mean fingertip position errors with a behavior-cloning term toward kinematic retargets.
Regularization
We penalize large action magnitudes and failures caused by the hand or object exceeding predefined distance thresholds. Timeouts and successful clip completion are not counted as failures. For bimanual clips, we evaluate each hand relative to its associated object, which may be shared, and use its reward r_{t}^{h} to supervise its critic.
III-C Bimanual Architecture
With a single actor-critic pair, rewards from both hands are aggregated into a scalar learning signal that does not explicitly distinguish their contributions. We therefore assign each hand a dedicated actor-critic pair trained with its hand-specific reward, providing a direct learning signal for each hand. Our ablations show that this decomposition improves retargeting success, particularly when each hand manipulates a separate object and must satisfy distinct interaction objectives. For each hand h\in\{\mathrm{left},\mathrm{right}\}, we maintain an actor \pi_{\theta_{h}} and critic Q_{\phi_{h}}. Each actor predicts the action for its hand:
\mathbf{a}_{t}^{h}\sim\pi_{\theta_{h}}\!\left(\cdot\mid\mathbf{s}_{i,t}\right),\qquad\mathbf{a}_{t}=\bigl(\mathbf{a}_{t}^{\mathrm{L}},\mathbf{a}_{t}^{\mathrm{R}}\bigr).The two actions are executed jointly in simulation. Each actor observes the full bimanual hand-object state but controls only its own hand. Thus, the two controllers receive separate learning signals while remaining physically coupled through the simulated interaction.
III-D Off-policy Learning
To improve data efficiency in multi-reference training, we adopt FlashSAC [11], a state-of-the-art off-policy RL algorithm that reuses transitions across references through a replay buffer. To accommodate the broader state distribution induced by multi-reference training, we scale the default FlashSAC configuration by increasing the replay-buffer capacity from 10M to 50M transitions and the critic hidden dimension from 256 to 1024.
IV Experiments
We evaluate FlashDexRetarget in terms of retargeting success, computational efficiency, scalability, and real-world executability through four research questions: RQ1: How does FlashDexRetarget compare with prior methods in retargeting success and computational efficiency? RQ2: Which design components improve multi-reference retargeting performance and learning efficiency? RQ3: Does multi-reference retargeting remain effective as the number of reference motions increases? RQ4: Do retargeted trajectories transfer to real-world robot execution?
IV-A Experimental Setup
Datasets and preprocessing
We use human hand-object demonstrations from TACO [2], OakInk2 [3], and HOT3D [4], following the preprocessing procedure of CHORD [7]. Our collection includes single-object interactions from HOT3D and two-object interactions from TACO and OakInk2. To avoid trivial successes, we exclude inactive clips in which neither hand performs manipulation and the objects remain stationary, since such clips can satisfy the tracking criteria without meaningful robot action.
Evaluation protocol
For the main comparison, we select 50 reference motions comprising 25 single-object and 25 two-object interactions. We evaluate retargeting to two robot embodiments, XHand and Sharpa Wave Hand, and compare FlashDexRetarget with Do as I Do [5], DexMachina [9], and CHORD [7]. For DexMachina, we modify the original initialization scheme to use random state initialization (RSI) along the reference trajectory, rather than always starting from the beginning of the motion. For Do as I Do and CHORD, we use the released implementations; the open-source CHORD implementation uses PPO [1]. All methods are evaluated in IsaacSim on NVIDIA RTX 3090 GPUs. For the scaling experiments, we use reference collections of 200, 500, and 1,000 motions, maintaining roughly equal proportions of single- and two-object interactions.
- (a) XHand
- 无数据
- 无数据
- 无数据
- 无数据
- 无数据
- 无数据
- 无数据
- Do as I Do [5]
- Single
- 0.36
- 0.04
- 0.00
- 47.32
- 0.28
- 66
- DexMachina [9]
- Single
- 0.48
- 0.32
- 0.12
- 37.49
- 0.29
- 447
- CHORD [7]
- Single
- 0.46
- 0.02
- 0.00
- 55.70
- 0.16
- 2,847
- FlashDexRetarget
- Multi
- 0.90
- 0.86
- 0.86
- 10.95
- 0.25
- 29
- (b) Sharpa Wave Hand
- 无数据
- 无数据
- 无数据
- 无数据
- 无数据
- 无数据
- 无数据
- Do as I Do
- Single
- 0.64
- 0.10
- 0.10
- 58.33
- 0.24
- 62
- CHORD
- Single
- 0.50
- 0.22
- 0.00
- 60.07
- 0.19
- 3,314
- FlashDexRetarget
- Multi
- 0.72
- 0.70
- 0.70
- 17.28
- 0.29
- 33
\mathrm{SR}_{\mathrm{MT\text{-}Obj}}. We examine (a) future reference encoding; (b) point-cloud (PCD) and interaction (Int) reward components, with the corresponding observations and rewards ablated together; (c) a unified actor critic versus left and right hand actor critic pairs; and (d) PPO, default FlashSAC, and FlashSAC with a larger replay buffer, a wider critic, or both.Metrics
We report three success rates: \mathrm{SR}_{\mathrm{MT\text{-}Obj}}, \mathrm{SR}_{\mathrm{MT}}, and \mathrm{SR}_{\mathrm{SPIDER}}. The ManipTrans metric \mathrm{SR}_{\mathrm{MT}} [8] uses object position and rotation error thresholds of 3\,\mathrm{cm} and 30^{\circ}, together with fingertip and hand-joint position error thresholds of 6\,\mathrm{cm} and 8\,\mathrm{cm}, respectively. Its object-only variant, \mathrm{SR}_{\mathrm{MT\text{-}Obj}}, retains the object-tracking criteria while omitting the hand-tracking requirements. We also report \mathrm{SR}_{\mathrm{SPIDER}} [6] to facilitate comparison with prior baselines. It applies object position and rotation error thresholds of 10\,\mathrm{cm} and 0.5\,\mathrm{rad} after averaging errors across the objects associated with the active hands. This averaging can overestimate success when one object remains nearly stationary in the reference. We therefore use \mathrm{SR}_{\mathrm{SPIDER}} for the main compute–success comparison with prior methods, while \mathrm{SR}_{\mathrm{MT\text{-}Obj}} is used for component-wise ablations to more directly measure changes in object retargeting performance without cross-object averaging. To evaluate the quality of successfully retargeted trajectories, we additionally report the mean object position error (MOPE) and mean object rotation error (MORE) among trajectories that satisfy the \mathrm{SR}_{\mathrm{SPIDER}} criterion.
Computational cost
We report computational cost in total GPU-hours. For single-reference baselines, we periodically evaluate intermediate solutions during optimization. Once a successful rollout is obtained, we store it, stop the per-motion run, and record the GPU-hours consumed up to that point. We sum the costs across all attempted motions, including the full computational cost of unsuccessful runs.
For multi-reference training, we use a fixed budget of 300 million steps and report the total GPU-hours required to reach this budget. Multi-reference success is measured cumulatively over training: a reference is counted as successful once a rollout satisfying the \mathrm{SR}_{\mathrm{MT\text{-}Obj}} criterion is stored.
IV-B Retargeting Performance and Computational Efficiency
To evaluate retargeting performance and computational efficiency, we compare FlashDexRetarget with prior baselines on the 50-motion benchmark. As shown in Table I, FlashDexRetarget achieves higher retargeting success while requiring substantially less computation. On XHand, under the \mathrm{SR}_{\mathrm{SPIDER}} criterion, FlashDexRetarget achieves at least a 40-percentage-point higher success rate than the baselines, while using approximately 2\times less compute than Do as I Do and nearly 100\times less compute than CHORD. The difference is more pronounced under the stricter \mathrm{SR}_{\mathrm{MT}} criterion, which additionally requires the robot hand to track the reference hand: FlashDexRetarget achieves 86\% success, compared with 12\% for DexMachina and 0\% for Do as I Do and CHORD. To examine whether these gains depend on the target embodiment, we additionally evaluate on Sharpa Wave Hand, which is also used by Do as I Do and CHORD. The same trend holds: FlashDexRetarget achieves higher success with lower computational cost, and the gap again widens under \mathrm{SR}_{\mathrm{MT}}, with 70\% success compared with 10\% for Do as I Do and 0\% for CHORD, suggesting that the improvement is not specific to a single robot hand.
IV-C Key Components for Multi-Reference Retargeting
We ablate the observation design, rewards, actor critic architecture, and training configuration of FlashDexRetarget. All variants are trained for 300 million environment steps. Figure 3 shows their learning progress and cumulative retargeting success under the \mathrm{SR}_{\mathrm{MT\text{-}Obj}} criterion.
Future reference conditioning
To evaluate the importance of future reference conditioning, we remove the future trajectory encoder while retaining the next-step reference input. Compared with the variant without future conditioning, FlashDexRetarget with future reference conditioning accumulates successful trajectories faster and converts more references by the end of training. This demonstrates that temporal context beyond the immediate reference target helps the policy anticipate subsequent motion. In particular, it improves hand pose and object rotation tracking by providing additional guidance on the desired interaction flow.
Geometry-aware tracking and interaction rewards
To evaluate the contribution of geometry-aware tracking and hand-object interaction supervision, we ablate the two components separately and jointly. In w/o PCD matching, we remove the point-cloud observations and replace our point-cloud object tracking reward with the object tracking reward used in DexMachina. In w/o interaction reward, we remove the hand-object distance features \mathbf{d}^{\mathrm{cur}}_{t} together with the hand-object interaction reward. We also evaluate a variant that removes both components. Removing both components causes the largest degradation in learning speed and cumulative retargeting success. Retaining either component improves performance, while using both leads to the fastest accumulation of successful trajectories and the largest number of converted references.
Left and right hand actor critic architecture
We compare our separate left- and right-hand actor critic networks with a unified actor critic architecture that controls both hands. The left and right hand architecture improves both learning speed and cumulative retargeting success, supporting separate left- and right-hand control.
Off-policy learning and capacity scaling
We compare PPO with four FlashSAC configurations: default FlashSAC, FlashSAC with a larger replay buffer, FlashSAC with a wider critic, and our full configuration. Default FlashSAC uses a replay-buffer capacity of 10 million transitions and a two-block critic with a hidden dimension of 256. The FlashSAC (50M buffer) variant increases only the buffer capacity to 50 million transitions. The FlashSAC (Bigger Critic) variant increases only the critic hidden dimension to 1024, retaining the two-block structure. Our full configuration combines the larger buffer and wider critic.
The choice of training algorithm has a substantial impact on multi-reference retargeting. Under the same budget of 300 million environment steps, PPO achieves a near-zero cumulative success rate, while default FlashSAC successfully converts approximately 34\% of the reference collection. This improvement is achieved without increasing the replay-buffer capacity or critic width, highlighting the importance of the underlying learning algorithm in our setting. Increasing either the buffer capacity or the critic width improves cumulative success, and combining both changes yields the best performance among the evaluated configurations.
\mathrm{SR}_{\mathrm{MT\text{-}Obj}} is collected and stored. Larger collections yield more successfully converted motions within the same environment-interaction budget.IV-D Scaling to Larger Reference Collections
We evaluate scalability beyond the 50-motion setting by increasing the reference collection to 200, 500, and 1,000 motions. Because larger collections require more interaction to expose the policy to the increased number of references, we increase the training budget from 300 million to 600 million environment steps for these experiments. For each collection size, we report the cumulative number of successfully converted references under the \mathrm{SR}_{\mathrm{MT\text{-}Obj}} criterion. As shown in Figure 5, larger reference collections yield more successful conversions under the same training-step budget. This indicates that, by sharing training across references, multi-reference tracking generates data more efficiently with more reference motions, whereas single-reference cost grows linearly with the number of demonstrations.
IV-E Real-World Validation
We evaluate whether trajectories generated through simulation-based retargeting remain executable under real-world contact dynamics by replaying successful trajectories on the physical robot. As shown in Figure 4, the robot completes several manipulation tasks, including wiping a board, pouring into a pan, and closing a lid. These tasks involve distinct interaction requirements, ranging from sustained surface contact during wiping to controlled object tilting during pouring and contact-guided closure. Successful execution provides evidence that the retargeted motions preserve task-relevant hand-object interactions beyond simulation. These experiments validate the physical executability of the demonstrated trajectories.
V Conclusion
We introduced FlashDexRetarget, an RL framework that efficiently converts human hand-object demonstrations into dexterous robot data through multi-reference tracking. The framework combines geometry- and interaction-aware observations, future reference conditioning, hand-object interaction rewards, and dedicated per-hand actor-critic networks with off-policy learning and increased replay-buffer and critic capacity. These components enable experience reuse across demonstrations, achieving higher retargeting success at substantially lower computational cost than the evaluated baselines on XHand and Sharpa Wave Hand. Ablations demonstrate the contributions of individual components, while scaling experiments show that larger reference collections yield more successful trajectories within a fixed environment-interaction budget. Together, these results support joint retargeting as an efficient approach to generating reusable robot data at scale.
Despite these results, our framework relies on relatively clean human hand-object trajectories, accurate object geometry, and privileged simulator information, which may limit robustness and real-world deployment. Future work will explore robust reference processing from human videos, generalization to unseen motions and embodiments, task-aware evaluation beyond pose-based metrics, and teacher-student policy distillation to enable deployment with only real-world observations.