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Object Pose Estimation · 2026 · ICRA · CCF B

Active Tactile Exploration for Rigid Body Pose and Shape Estimation

A violation-implicit loss incorporates physical-constraint violations into joint estimation of freely moving unknown convex rigid-body trajectories and cuboid / 20-vertex polytope shapes. Observed / Fisher information at a local MLE estimates EIG to select the next touch. In simulation, the EIG strategy yields stable errors below 4 mm after 5 cuboid actions; real Trifinger results at step 5 substantially outperform random selection. Convex geometry, local optima, multiple initializations, and tactile / proprioceptive errors limit the method.

Research area

Object Pose Estimation

Task level

Category-level

Object setting

Unseen objects

Input modalities

two DenseTact optical tactile streamsrobot proprioceptioncontact boolean and measured normal

Requirements

unknown but convex rigid objectknown ground plane and convex end-effectorsreliable contact normal extractionmultiple trajectory initializationsdifferentiable collision geometry and contact optimization
Full paper metadata Authors, affiliations, research area, datasets, metrics, method tags, and reading status Expand
Authors
Ethan K. Gordon, Bruke Baraki, Hien Bui, Michael Posa
Affiliations
University of Pennsylvania GRASP Laboratory
Conference / journal
Conference · ICRA · CCF B
Research area
Object Pose Estimation
Code availability
Code available
Reading status
Overview:Available Deep Dive:Available
Task setting
Category-level · Unseen objects
Evaluation metrics
Chamfer Distance

Original paper terminology:bidirectional Chamfer distance in mm / actions since first contact / 95% confidence interval / two-tailed t-test

Requirements
unknown but convex rigid objectknown ground plane and convex end-effectorsreliable contact normal extractionmultiple trajectory initializationsdifferentiable collision geometry and contact optimization

Reading Notes

Overview / Deep Dive

Available src/paper-notes/active-tactile-exploration-pose-shape-icra2026/coarse.md

Paper overview notes

Quickly assess the paper's scope, problem setting, core method, experimental findings, and whether to read it in depth.

Overview: Active Tactile Exploration

One-Sentence Summary

Using only touch and robot proprioception, this work jointly estimates the current pose and shape of an unknown convex rigid object that moves when touched. Expected Information Gain (EIG) selects the next contact direction so limited actions prioritize uncertain surfaces.

Why It Is Difficult

Touch observes only directly contacted local surfaces, yielding sparse data, while each contact can move the object. Assuming a stationary object misaligns subsequent contacts; end-to-end differentiation through rigid-contact simulation encounters nearly discontinuous or flat gradients at contact transitions. Active exploration must also predict future information gain, while belief propagation for moving objects is often multimodal and expensive.

Method overview

Observations comprise contact booleans, contact normals, and robot proprioception. Objects are represented by three cuboid side lengths or a 20-vertex convex polytope, with pose trajectories and shape parameters optimized jointly.

A violation-implicit loss treats states at every trajectory time as decision variables and penalizes violations of dynamics, complementarity, maximum power dissipation, nonpenetration, and inelasticity, rather than enforcing exact contact dynamics step by step. Inner contact impulses are solved with a friction-constrained QP.

After obtaining the current maximum-likelihood estimate, the system approximates observed information from the loss Hessian, simulates candidate actions, and computes Fisher information. It uses

log⁡det⁡(FfutureIobserved−1+I)\log\det(F_{\mathrm{future}}I_{\mathrm{observed}}^{-1}+I)

to approximate EIG. A Gaussian cross-entropy method iteratively selects candidate two-finger straight-line approaches.

Violation-implicit learning and EIG-driven active tactile exploration loop
Original paper, Figure 2: Jointly estimate shape / pose trajectories from existing tactile data, simulate candidate contacts, compute additional information, and execute the best action. Source: Original paper. Image copyright belongs to the authors; shown here solely for academic analysis.

Key Experiments

  • Simulated cuboids: After 5 actions, random exploration reaches around 5 mm bCH, while EIG remains below 4 mm. The step-5 difference remains significant after Bonferroni correction (N=10,p<0.05N=10,p<0.05).
  • Simulated 20-vertex polytopes: Both methods reach around 5 mm within 8 actions, but EIG is faster and more consistent. Random exploration needs roughly 3 additional actions for comparable consistency; statistical significance is weaker than for cuboids.
  • Real Trifinger + two DenseTact sensors: EIG significantly outperforms random exploration after 5 actions (N=6,p<0.05N=6,p<0.05, Bonferroni-corrected). Absolute errors exceed simulation, attributed to 3–5 mm proprioceptive error per end effector.
Shape bCH curves for EIG-driven and random tactile exploration
Original paper, Figures 4–5: Red EIG curves converge faster in cuboid simulation and real-robot experiments; shading shows 95% confidence intervals for the mean. Source: Original paper. Image copyright belongs to the authors; shown here solely for academic analysis.

Important Boundaries

Unknown objects and end effectors must admit convex geometry, and objects must be moderately heavy and rest on a known ground plane. EIG is local to the current MLE; incorrect local pose / shape minima can also misdirect exploration. Historical-state sensitivity is poorly defined for rigid Coulomb contact, so the implementation approximates the dynamics Jacobian as identity. Real touch sensing misses light contact, requiring objects that are not too light.

Reading Assessment

The contribution decomposes modeling during contact into optimizable state estimation and information-driven action selection. It is useful for unknown-object modeling, active perception, and contact-rich system identification. General 6D pose would additionally need nonconvex representations, global / multimodal beliefs, visual fusion, and more reliable contact and proprioceptive calibration.

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