DexSeed
Expanding Human Hand–Object Interactions into Robot Demonstrations for Dexterous Policy Learning
Grasp bank
Oblique side whole-hand grasp
Human demonstration
Wuji retargeting
Top-down deep grip
Human demonstration
Wuji retargeting
Top-down fingertip grasp
Human demonstration
Wuji retargeting
Top-down whole-hand grasp
Human demonstration
Wuji retargeting
Handle-threading grasp
Human demonstration
Wuji retargeting
High-wrist oblique grasp
Human demonstration
Wuji retargeting
Lateral body wrap
Human demonstration
Wuji retargeting
Two-finger hook
Human demonstration
Wuji retargeting
Data generation pipeline
Matching example numbers across the trajectory, physics, and rendering rows refer to the same demonstration.
Cup G1
Human input
InteractionMesh retargeting
Original, resized, and cross-geometry objects.
L = LIM + Ltip + Lpen + Lpose + Lsmooth
LIM matches local hand–object relationships; Ltip tracks fingertip targets according to the demonstrated contacts; Lpen penalizes the hand penetrating the object or itself; Lpose regularizes changes to the wrist pose and finger joints during optimization; Lsmooth discourages rapid changes in wrist and finger motion over time. Weights and normalization are incorporated into each loss term.
Whole-arm trajectory augmentation
Object positions are sampled 0.50–0.88 m from the calibrated robot base projected onto the tabletop plane, within a 65–130° sector intersected with the usable tabletop. Angles are measured from tabletop +X (along its long edge) toward +Y (away from the robot base).
The hand positions before approach and after retreat are sampled in a 17 × 17 × 14 cm box around the reference start/return position: ±8.5 cm along each horizontal axis and ±7 cm vertically.
Planned hand-motion speeds: translation 0.10–0.12 m/s, slowing to approximately 0.01 m/s near grasp and placement; rotation up to 0.60 rad/s. Individual arm joints have speed limits of approximately 0.68–1.11 rad/s. Trajectories are filtered for arm reachability and collision constraints.
Physics-based realization
The arm tracks the reference trajectory while the learned policy controls the fingers.
Robot-centric rendering
The head camera is moved by up to ±5 cm and rotated by ±5° along/about each axis relative to its calibrated pose. The wrist camera varies by ±2.5 mm and ±1° relative to its calibrated mounting pose.
Camera focal lengths, which control image magnification, are scaled by 0.90–1.10× (head) and 0.99–1.01× (wrist). The principal point—the image location of the camera’s optical axis—is shifted horizontally and vertically by ±20 px (head) or ±2 px (wrist).
Object colors: black, gray, white, ivory, green, red, blue, purple, and yellow, with one to three color regions. Textures include stripes, cross-stripes, speckles, marble, grain, and waves.
Lighting varies between warm, neutral, and cool tones, with different directions and shadow softness. Image brightness is scaled by approximately 0.81–1.23× for the head camera and 0.76–1.32× for the wrist camera. Red and blue image channels are scaled by 0.92–1.08× to vary color balance.
The rendered robot and tabletop brightness are separately scaled by 0.55–1.15× and 0.65–1.40× relative to their original appearance. Added shadows use a blending strength of 0–0.20.
Water bottle G1
Human input
InteractionMesh retargeting
Original, resized, and cross-geometry objects.
L = LIM + Ltip + Lpen + Lpose + Lsmooth
LIM matches local hand–object relationships; Ltip tracks fingertip targets according to the demonstrated contacts; Lpen penalizes the hand penetrating the object or itself; Lpose regularizes changes to the wrist pose and finger joints during optimization; Lsmooth discourages rapid changes in wrist and finger motion over time. Weights and normalization are incorporated into each loss term.
Whole-arm trajectory augmentation
Object positions are sampled 0.50–0.88 m from the calibrated robot base projected onto the tabletop plane, within a 65–130° sector intersected with the usable tabletop. Angles are measured from tabletop +X (along its long edge) toward +Y (away from the robot base).
The hand positions before approach and after retreat are sampled in a 17 × 17 × 14 cm box around the reference start/return position: ±8.5 cm along each horizontal axis and ±7 cm vertically.
Planned hand-motion speeds: translation 0.10–0.12 m/s, slowing to approximately 0.01 m/s near grasp and placement; rotation up to 0.60 rad/s. Individual arm joints have speed limits of approximately 0.68–1.11 rad/s. Trajectories are filtered for arm reachability and collision constraints.
Physics-based realization
The arm tracks the reference trajectory while the learned policy controls the fingers.
Robot-centric rendering
The head camera is moved by up to ±5 cm and rotated by ±5° along/about each axis relative to its calibrated pose. The wrist camera varies by ±2.5 mm and ±1° relative to its calibrated mounting pose.
Camera focal lengths, which control image magnification, are scaled by 0.90–1.10× (head) and 0.99–1.01× (wrist). The principal point—the image location of the camera’s optical axis—is shifted horizontally and vertically by ±20 px (head) or ±2 px (wrist).
Object colors: black, gray, white, ivory, green, red, blue, purple, and yellow, with one to three color regions. Textures include stripes, cross-stripes, speckles, marble, grain, and waves.
Lighting varies between warm, neutral, and cool tones, with different directions and shadow softness. Image brightness is scaled by approximately 0.81–1.23× for the head camera and 0.76–1.32× for the wrist camera. Red and blue image channels are scaled by 0.92–1.08× to vary color balance.
The rendered robot and tabletop brightness are separately scaled by 0.55–1.15× and 0.65–1.40× relative to their original appearance. Added shadows use a blending strength of 0–0.20.
Apple G1
Human input
InteractionMesh retargeting
Original, resized, and cross-geometry objects.
L = LIM + Ltip + Lpen + Lpose + Lsmooth
LIM matches local hand–object relationships; Ltip tracks fingertip targets according to the demonstrated contacts; Lpen penalizes the hand penetrating the object or itself; Lpose regularizes changes to the wrist pose and finger joints during optimization; Lsmooth discourages rapid changes in wrist and finger motion over time. Weights and normalization are incorporated into each loss term.
Whole-arm trajectory augmentation
Object positions are sampled 0.50–0.88 m from the calibrated robot base projected onto the tabletop plane, within a 65–130° sector intersected with the usable tabletop. Angles are measured from tabletop +X (along its long edge) toward +Y (away from the robot base).
The hand positions before approach and after retreat are sampled in a 17 × 17 × 14 cm box around the reference start/return position: ±8.5 cm along each horizontal axis and ±7 cm vertically.
Planned hand-motion speeds: translation 0.10–0.12 m/s, slowing to approximately 0.01 m/s near grasp and placement; rotation up to 0.60 rad/s. Individual arm joints have speed limits of approximately 0.68–1.11 rad/s. Trajectories are filtered for arm reachability and collision constraints.
Physics-based realization
The arm tracks the reference trajectory while the learned policy controls the fingers.
Robot-centric rendering
The head camera is moved by up to ±5 cm and rotated by ±5° along/about each axis relative to its calibrated pose. The wrist camera varies by ±2.5 mm and ±1° relative to its calibrated mounting pose.
Camera focal lengths, which control image magnification, are scaled by 0.90–1.10× (head) and 0.99–1.01× (wrist). The principal point—the image location of the camera’s optical axis—is shifted horizontally and vertically by ±20 px (head) or ±2 px (wrist).
Object colors: black, gray, white, ivory, green, red, blue, purple, and yellow, with one to three color regions. Textures include stripes, cross-stripes, speckles, marble, grain, and waves.
Lighting varies between warm, neutral, and cool tones, with different directions and shadow softness. Image brightness is scaled by approximately 0.81–1.23× for the head camera and 0.76–1.32× for the wrist camera. Red and blue image channels are scaled by 0.92–1.08× to vary color balance.
The rendered robot and tabletop brightness are separately scaled by 0.55–1.15× and 0.65–1.40× relative to their original appearance. Added shadows use a blending strength of 0–0.20.
Cylinder G1
Human input
InteractionMesh retargeting
Original, resized, and cross-geometry objects.
L = LIM + Ltip + Lpen + Lpose + Lsmooth
LIM matches local hand–object relationships; Ltip tracks fingertip targets according to the demonstrated contacts; Lpen penalizes the hand penetrating the object or itself; Lpose regularizes changes to the wrist pose and finger joints during optimization; Lsmooth discourages rapid changes in wrist and finger motion over time. Weights and normalization are incorporated into each loss term.
Whole-arm trajectory augmentation
Object positions are sampled 0.50–0.88 m from the calibrated robot base projected onto the tabletop plane, within a 65–130° sector intersected with the usable tabletop. Angles are measured from tabletop +X (along its long edge) toward +Y (away from the robot base).
The hand positions before approach and after retreat are sampled in a 17 × 17 × 14 cm box around the reference start/return position: ±8.5 cm along each horizontal axis and ±7 cm vertically.
Planned hand-motion speeds: translation 0.10–0.12 m/s, slowing to approximately 0.01 m/s near grasp and placement; rotation up to 0.60 rad/s. Individual arm joints have speed limits of approximately 0.68–1.11 rad/s. Trajectories are filtered for arm reachability and collision constraints.
Physics-based realization
The arm tracks the reference trajectory while the learned policy controls the fingers.
Robot-centric rendering
The head camera is moved by up to ±5 cm and rotated by ±5° along/about each axis relative to its calibrated pose. The wrist camera varies by ±2.5 mm and ±1° relative to its calibrated mounting pose.
Camera focal lengths, which control image magnification, are scaled by 0.90–1.10× (head) and 0.99–1.01× (wrist). The principal point—the image location of the camera’s optical axis—is shifted horizontally and vertically by ±20 px (head) or ±2 px (wrist).
Object colors: black, gray, white, ivory, green, red, blue, purple, and yellow, with one to three color regions. Textures include stripes, cross-stripes, speckles, marble, grain, and waves.
Lighting varies between warm, neutral, and cool tones, with different directions and shadow softness. Image brightness is scaled by approximately 0.81–1.23× for the head camera and 0.76–1.32× for the wrist camera. Red and blue image channels are scaled by 0.92–1.08× to vary color balance.
The rendered robot and tabletop brightness are separately scaled by 0.55–1.15× and 0.65–1.40× relative to their original appearance. Added shadows use a blending strength of 0–0.20.
Duck G1
Human input
InteractionMesh retargeting
Original, resized, and cross-geometry objects.
L = LIM + Ltip + Lpen + Lpose + Lsmooth
LIM matches local hand–object relationships; Ltip tracks fingertip targets according to the demonstrated contacts; Lpen penalizes the hand penetrating the object or itself; Lpose regularizes changes to the wrist pose and finger joints during optimization; Lsmooth discourages rapid changes in wrist and finger motion over time. Weights and normalization are incorporated into each loss term.
Whole-arm trajectory augmentation
Object positions are sampled 0.50–0.88 m from the calibrated robot base projected onto the tabletop plane, within a 65–130° sector intersected with the usable tabletop. Angles are measured from tabletop +X (along its long edge) toward +Y (away from the robot base).
The hand positions before approach and after retreat are sampled in a 17 × 17 × 14 cm box around the reference start/return position: ±8.5 cm along each horizontal axis and ±7 cm vertically.
Planned hand-motion speeds: translation 0.10–0.12 m/s, slowing to approximately 0.01 m/s near grasp and placement; rotation up to 0.60 rad/s. Individual arm joints have speed limits of approximately 0.68–1.11 rad/s. Trajectories are filtered for arm reachability and collision constraints.
Physics-based realization
The arm tracks the reference trajectory while the learned policy controls the fingers.
Robot-centric rendering
The head camera is moved by up to ±5 cm and rotated by ±5° along/about each axis relative to its calibrated pose. The wrist camera varies by ±2.5 mm and ±1° relative to its calibrated mounting pose.
Camera focal lengths, which control image magnification, are scaled by 0.90–1.10× (head) and 0.99–1.01× (wrist). The principal point—the image location of the camera’s optical axis—is shifted horizontally and vertically by ±20 px (head) or ±2 px (wrist).
Object colors: black, gray, white, ivory, green, red, blue, purple, and yellow, with one to three color regions. Textures include stripes, cross-stripes, speckles, marble, grain, and waves.
Lighting varies between warm, neutral, and cool tones, with different directions and shadow softness. Image brightness is scaled by approximately 0.81–1.23× for the head camera and 0.76–1.32× for the wrist camera. Red and blue image channels are scaled by 0.92–1.08× to vary color balance.
The rendered robot and tabletop brightness are separately scaled by 0.55–1.15× and 0.65–1.40× relative to their original appearance. Added shadows use a blending strength of 0–0.20.
Flashlight G2
Human input
InteractionMesh retargeting
Original, resized, and cross-geometry objects.
L = LIM + Ltip + Lpen + Lpose + Lsmooth
LIM matches local hand–object relationships; Ltip tracks fingertip targets according to the demonstrated contacts; Lpen penalizes the hand penetrating the object or itself; Lpose regularizes changes to the wrist pose and finger joints during optimization; Lsmooth discourages rapid changes in wrist and finger motion over time. Weights and normalization are incorporated into each loss term.
Whole-arm trajectory augmentation
Object positions are sampled 0.50–0.88 m from the calibrated robot base projected onto the tabletop plane, within a 65–130° sector intersected with the usable tabletop. Angles are measured from tabletop +X (along its long edge) toward +Y (away from the robot base).
The hand positions before approach and after retreat are sampled in a 17 × 17 × 14 cm box around the reference start/return position: ±8.5 cm along each horizontal axis and ±7 cm vertically.
Planned hand-motion speeds: translation 0.10–0.12 m/s, slowing to approximately 0.01 m/s near grasp and placement; rotation up to 0.60 rad/s. Individual arm joints have speed limits of approximately 0.68–1.11 rad/s. Trajectories are filtered for arm reachability and collision constraints.
Physics-based realization
The arm tracks the reference trajectory while the learned policy controls the fingers.
Robot-centric rendering
The head camera is moved by up to ±5 cm and rotated by ±5° along/about each axis relative to its calibrated pose. The wrist camera varies by ±2.5 mm and ±1° relative to its calibrated mounting pose.
Camera focal lengths, which control image magnification, are scaled by 0.90–1.10× (head) and 0.99–1.01× (wrist). The principal point—the image location of the camera’s optical axis—is shifted horizontally and vertically by ±20 px (head) or ±2 px (wrist).
Object colors: black, gray, white, ivory, green, red, blue, purple, and yellow, with one to three color regions. Textures include stripes, cross-stripes, speckles, marble, grain, and waves.
Lighting varies between warm, neutral, and cool tones, with different directions and shadow softness. Image brightness is scaled by approximately 0.81–1.23× for the head camera and 0.76–1.32× for the wrist camera. Red and blue image channels are scaled by 0.92–1.08× to vary color balance.
The rendered robot and tabletop brightness are separately scaled by 0.55–1.15× and 0.65–1.40× relative to their original appearance. Added shadows use a blending strength of 0–0.20.
Stapler G2
Human input
InteractionMesh retargeting
Original, resized, and cross-geometry objects.
L = LIM + Ltip + Lpen + Lpose + Lsmooth
LIM matches local hand–object relationships; Ltip tracks fingertip targets according to the demonstrated contacts; Lpen penalizes the hand penetrating the object or itself; Lpose regularizes changes to the wrist pose and finger joints during optimization; Lsmooth discourages rapid changes in wrist and finger motion over time. Weights and normalization are incorporated into each loss term.
Whole-arm trajectory augmentation
Object positions are sampled 0.50–0.88 m from the calibrated robot base projected onto the tabletop plane, within a 65–130° sector intersected with the usable tabletop. Angles are measured from tabletop +X (along its long edge) toward +Y (away from the robot base).
The hand positions before approach and after retreat are sampled in a 17 × 17 × 14 cm box around the reference start/return position: ±8.5 cm along each horizontal axis and ±7 cm vertically.
Planned hand-motion speeds: translation 0.10–0.12 m/s, slowing to approximately 0.01 m/s near grasp and placement; rotation up to 0.60 rad/s. Individual arm joints have speed limits of approximately 0.68–1.11 rad/s. Trajectories are filtered for arm reachability and collision constraints.
Physics-based realization
The arm tracks the reference trajectory while the learned policy controls the fingers.
Robot-centric rendering
The head camera is moved by up to ±5 cm and rotated by ±5° along/about each axis relative to its calibrated pose. The wrist camera varies by ±2.5 mm and ±1° relative to its calibrated mounting pose.
Camera focal lengths, which control image magnification, are scaled by 0.90–1.10× (head) and 0.99–1.01× (wrist). The principal point—the image location of the camera’s optical axis—is shifted horizontally and vertically by ±20 px (head) or ±2 px (wrist).
Object colors: black, gray, white, ivory, green, red, blue, purple, and yellow, with one to three color regions. Textures include stripes, cross-stripes, speckles, marble, grain, and waves.
Lighting varies between warm, neutral, and cool tones, with different directions and shadow softness. Image brightness is scaled by approximately 0.81–1.23× for the head camera and 0.76–1.32× for the wrist camera. Red and blue image channels are scaled by 0.92–1.08× to vary color balance.
The rendered robot and tabletop brightness are separately scaled by 0.55–1.15× and 0.65–1.40× relative to their original appearance. Added shadows use a blending strength of 0–0.20.
Cube G3
Human input
InteractionMesh retargeting
Original, resized, and cross-geometry objects.
L = LIM + Ltip + Lpen + Lpose + Lsmooth
LIM matches local hand–object relationships; Ltip tracks fingertip targets according to the demonstrated contacts; Lpen penalizes the hand penetrating the object or itself; Lpose regularizes changes to the wrist pose and finger joints during optimization; Lsmooth discourages rapid changes in wrist and finger motion over time. Weights and normalization are incorporated into each loss term.
Whole-arm trajectory augmentation
Object positions are sampled 0.50–0.88 m from the calibrated robot base projected onto the tabletop plane, within a 65–130° sector intersected with the usable tabletop. Angles are measured from tabletop +X (along its long edge) toward +Y (away from the robot base).
The hand positions before approach and after retreat are sampled in a 17 × 17 × 14 cm box around the reference start/return position: ±8.5 cm along each horizontal axis and ±7 cm vertically.
Planned hand-motion speeds: translation 0.10–0.12 m/s, slowing to approximately 0.01 m/s near grasp and placement; rotation up to 0.60 rad/s. Individual arm joints have speed limits of approximately 0.68–1.11 rad/s. Trajectories are filtered for arm reachability and collision constraints.
Physics-based realization
The arm tracks the reference trajectory while the learned policy controls the fingers.
Robot-centric rendering
The head camera is moved by up to ±5 cm and rotated by ±5° along/about each axis relative to its calibrated pose. The wrist camera varies by ±2.5 mm and ±1° relative to its calibrated mounting pose.
Camera focal lengths, which control image magnification, are scaled by 0.90–1.10× (head) and 0.99–1.01× (wrist). The principal point—the image location of the camera’s optical axis—is shifted horizontally and vertically by ±20 px (head) or ±2 px (wrist).
Object colors: black, gray, white, ivory, green, red, blue, purple, and yellow, with one to three color regions. Textures include stripes, cross-stripes, speckles, marble, grain, and waves.
Lighting varies between warm, neutral, and cool tones, with different directions and shadow softness. Image brightness is scaled by approximately 0.81–1.23× for the head camera and 0.76–1.32× for the wrist camera. Red and blue image channels are scaled by 0.92–1.08× to vary color balance.
The rendered robot and tabletop brightness are separately scaled by 0.55–1.15× and 0.65–1.40× relative to their original appearance. Added shadows use a blending strength of 0–0.20.
Airplane G3
Human input
InteractionMesh retargeting
Original, resized, and cross-geometry objects.
L = LIM + Ltip + Lpen + Lpose + Lsmooth
LIM matches local hand–object relationships; Ltip tracks fingertip targets according to the demonstrated contacts; Lpen penalizes the hand penetrating the object or itself; Lpose regularizes changes to the wrist pose and finger joints during optimization; Lsmooth discourages rapid changes in wrist and finger motion over time. Weights and normalization are incorporated into each loss term.
Whole-arm trajectory augmentation
Object positions are sampled 0.50–0.88 m from the calibrated robot base projected onto the tabletop plane, within a 65–130° sector intersected with the usable tabletop. Angles are measured from tabletop +X (along its long edge) toward +Y (away from the robot base).
The hand positions before approach and after retreat are sampled in a 17 × 17 × 14 cm box around the reference start/return position: ±8.5 cm along each horizontal axis and ±7 cm vertically.
Planned hand-motion speeds: translation 0.10–0.12 m/s, slowing to approximately 0.01 m/s near grasp and placement; rotation up to 0.60 rad/s. Individual arm joints have speed limits of approximately 0.68–1.11 rad/s. Trajectories are filtered for arm reachability and collision constraints.
Physics-based realization
The arm tracks the reference trajectory while the learned policy controls the fingers.
Robot-centric rendering
The head camera is moved by up to ±5 cm and rotated by ±5° along/about each axis relative to its calibrated pose. The wrist camera varies by ±2.5 mm and ±1° relative to its calibrated mounting pose.
Camera focal lengths, which control image magnification, are scaled by 0.90–1.10× (head) and 0.99–1.01× (wrist). The principal point—the image location of the camera’s optical axis—is shifted horizontally and vertically by ±20 px (head) or ±2 px (wrist).
Object colors: black, gray, white, ivory, green, red, blue, purple, and yellow, with one to three color regions. Textures include stripes, cross-stripes, speckles, marble, grain, and waves.
Lighting varies between warm, neutral, and cool tones, with different directions and shadow softness. Image brightness is scaled by approximately 0.81–1.23× for the head camera and 0.76–1.32× for the wrist camera. Red and blue image channels are scaled by 0.92–1.08× to vary color balance.
The rendered robot and tabletop brightness are separately scaled by 0.55–1.15× and 0.65–1.40× relative to their original appearance. Added shadows use a blending strength of 0–0.20.
Apple G4
Human input
InteractionMesh retargeting
Original, resized, and cross-geometry objects.
L = LIM + Ltip + Lpen + Lpose + Lsmooth
LIM matches local hand–object relationships; Ltip tracks fingertip targets according to the demonstrated contacts; Lpen penalizes the hand penetrating the object or itself; Lpose regularizes changes to the wrist pose and finger joints during optimization; Lsmooth discourages rapid changes in wrist and finger motion over time. Weights and normalization are incorporated into each loss term.
Whole-arm trajectory augmentation
Object positions are sampled 0.50–0.88 m from the calibrated robot base projected onto the tabletop plane, within a 65–130° sector intersected with the usable tabletop. Angles are measured from tabletop +X (along its long edge) toward +Y (away from the robot base).
The hand positions before approach and after retreat are sampled in a 17 × 17 × 14 cm box around the reference start/return position: ±8.5 cm along each horizontal axis and ±7 cm vertically.
Planned hand-motion speeds: translation 0.10–0.12 m/s, slowing to approximately 0.01 m/s near grasp and placement; rotation up to 0.60 rad/s. Individual arm joints have speed limits of approximately 0.68–1.11 rad/s. Trajectories are filtered for arm reachability and collision constraints.
Physics-based realization
The arm tracks the reference trajectory while the learned policy controls the fingers.
Robot-centric rendering
The head camera is moved by up to ±5 cm and rotated by ±5° along/about each axis relative to its calibrated pose. The wrist camera varies by ±2.5 mm and ±1° relative to its calibrated mounting pose.
Camera focal lengths, which control image magnification, are scaled by 0.90–1.10× (head) and 0.99–1.01× (wrist). The principal point—the image location of the camera’s optical axis—is shifted horizontally and vertically by ±20 px (head) or ±2 px (wrist).
Object colors: black, gray, white, ivory, green, red, blue, purple, and yellow, with one to three color regions. Textures include stripes, cross-stripes, speckles, marble, grain, and waves.
Lighting varies between warm, neutral, and cool tones, with different directions and shadow softness. Image brightness is scaled by approximately 0.81–1.23× for the head camera and 0.76–1.32× for the wrist camera. Red and blue image channels are scaled by 0.92–1.08× to vary color balance.
The rendered robot and tabletop brightness are separately scaled by 0.55–1.15× and 0.65–1.40× relative to their original appearance. Added shadows use a blending strength of 0–0.20.
Elephant G4
Human input
InteractionMesh retargeting
Original, resized, and cross-geometry objects.
L = LIM + Ltip + Lpen + Lpose + Lsmooth
LIM matches local hand–object relationships; Ltip tracks fingertip targets according to the demonstrated contacts; Lpen penalizes the hand penetrating the object or itself; Lpose regularizes changes to the wrist pose and finger joints during optimization; Lsmooth discourages rapid changes in wrist and finger motion over time. Weights and normalization are incorporated into each loss term.
Whole-arm trajectory augmentation
Object positions are sampled 0.50–0.88 m from the calibrated robot base projected onto the tabletop plane, within a 65–130° sector intersected with the usable tabletop. Angles are measured from tabletop +X (along its long edge) toward +Y (away from the robot base).
The hand positions before approach and after retreat are sampled in a 17 × 17 × 14 cm box around the reference start/return position: ±8.5 cm along each horizontal axis and ±7 cm vertically.
Planned hand-motion speeds: translation 0.10–0.12 m/s, slowing to approximately 0.01 m/s near grasp and placement; rotation up to 0.60 rad/s. Individual arm joints have speed limits of approximately 0.68–1.11 rad/s. Trajectories are filtered for arm reachability and collision constraints.
Physics-based realization
The arm tracks the reference trajectory while the learned policy controls the fingers.
Robot-centric rendering
The head camera is moved by up to ±5 cm and rotated by ±5° along/about each axis relative to its calibrated pose. The wrist camera varies by ±2.5 mm and ±1° relative to its calibrated mounting pose.
Camera focal lengths, which control image magnification, are scaled by 0.90–1.10× (head) and 0.99–1.01× (wrist). The principal point—the image location of the camera’s optical axis—is shifted horizontally and vertically by ±20 px (head) or ±2 px (wrist).
Object colors: black, gray, white, ivory, green, red, blue, purple, and yellow, with one to three color regions. Textures include stripes, cross-stripes, speckles, marble, grain, and waves.
Lighting varies between warm, neutral, and cool tones, with different directions and shadow softness. Image brightness is scaled by approximately 0.81–1.23× for the head camera and 0.76–1.32× for the wrist camera. Red and blue image channels are scaled by 0.92–1.08× to vary color balance.
The rendered robot and tabletop brightness are separately scaled by 0.55–1.15× and 0.65–1.40× relative to their original appearance. Added shadows use a blending strength of 0–0.20.
Teapot · 1 G5
Human input
InteractionMesh retargeting
Original, resized, and cross-geometry objects.
L = LIM + Ltip + Lpen + Lpose + Lsmooth
LIM matches local hand–object relationships; Ltip tracks fingertip targets according to the demonstrated contacts; Lpen penalizes the hand penetrating the object or itself; Lpose regularizes changes to the wrist pose and finger joints during optimization; Lsmooth discourages rapid changes in wrist and finger motion over time. Weights and normalization are incorporated into each loss term.
Whole-arm trajectory augmentation
Object positions are sampled 0.50–0.88 m from the calibrated robot base projected onto the tabletop plane, within a 65–130° sector intersected with the usable tabletop. Angles are measured from tabletop +X (along its long edge) toward +Y (away from the robot base).
The hand positions before approach and after retreat are sampled in a 17 × 17 × 14 cm box around the reference start/return position: ±8.5 cm along each horizontal axis and ±7 cm vertically.
Planned hand-motion speeds: translation 0.10–0.12 m/s, slowing to approximately 0.01 m/s near grasp and placement; rotation up to 0.60 rad/s. Individual arm joints have speed limits of approximately 0.68–1.11 rad/s. Trajectories are filtered for arm reachability and collision constraints.
Physics-based realization
The arm tracks the reference trajectory while the learned policy controls the fingers.
Robot-centric rendering
The head camera is moved by up to ±5 cm and rotated by ±5° along/about each axis relative to its calibrated pose. The wrist camera varies by ±2.5 mm and ±1° relative to its calibrated mounting pose.
Camera focal lengths, which control image magnification, are scaled by 0.90–1.10× (head) and 0.99–1.01× (wrist). The principal point—the image location of the camera’s optical axis—is shifted horizontally and vertically by ±20 px (head) or ±2 px (wrist).
Object colors: black, gray, white, ivory, green, red, blue, purple, and yellow, with one to three color regions. Textures include stripes, cross-stripes, speckles, marble, grain, and waves.
Lighting varies between warm, neutral, and cool tones, with different directions and shadow softness. Image brightness is scaled by approximately 0.81–1.23× for the head camera and 0.76–1.32× for the wrist camera. Red and blue image channels are scaled by 0.92–1.08× to vary color balance.
The rendered robot and tabletop brightness are separately scaled by 0.55–1.15× and 0.65–1.40× relative to their original appearance. Added shadows use a blending strength of 0–0.20.
Teapot · 2 G5
Human input
InteractionMesh retargeting
Original, resized, and cross-geometry objects.
L = LIM + Ltip + Lpen + Lpose + Lsmooth
LIM matches local hand–object relationships; Ltip tracks fingertip targets according to the demonstrated contacts; Lpen penalizes the hand penetrating the object or itself; Lpose regularizes changes to the wrist pose and finger joints during optimization; Lsmooth discourages rapid changes in wrist and finger motion over time. Weights and normalization are incorporated into each loss term.
Whole-arm trajectory augmentation
Object positions are sampled 0.50–0.88 m from the calibrated robot base projected onto the tabletop plane, within a 65–130° sector intersected with the usable tabletop. Angles are measured from tabletop +X (along its long edge) toward +Y (away from the robot base).
The hand positions before approach and after retreat are sampled in a 17 × 17 × 14 cm box around the reference start/return position: ±8.5 cm along each horizontal axis and ±7 cm vertically.
Planned hand-motion speeds: translation 0.10–0.12 m/s, slowing to approximately 0.01 m/s near grasp and placement; rotation up to 0.60 rad/s. Individual arm joints have speed limits of approximately 0.68–1.11 rad/s. Trajectories are filtered for arm reachability and collision constraints.
Physics-based realization
The arm tracks the reference trajectory while the learned policy controls the fingers.
Robot-centric rendering
The head camera is moved by up to ±5 cm and rotated by ±5° along/about each axis relative to its calibrated pose. The wrist camera varies by ±2.5 mm and ±1° relative to its calibrated mounting pose.
Camera focal lengths, which control image magnification, are scaled by 0.90–1.10× (head) and 0.99–1.01× (wrist). The principal point—the image location of the camera’s optical axis—is shifted horizontally and vertically by ±20 px (head) or ±2 px (wrist).
Object colors: black, gray, white, ivory, green, red, blue, purple, and yellow, with one to three color regions. Textures include stripes, cross-stripes, speckles, marble, grain, and waves.
Lighting varies between warm, neutral, and cool tones, with different directions and shadow softness. Image brightness is scaled by approximately 0.81–1.23× for the head camera and 0.76–1.32× for the wrist camera. Red and blue image channels are scaled by 0.92–1.08× to vary color balance.
The rendered robot and tabletop brightness are separately scaled by 0.55–1.15× and 0.65–1.40× relative to their original appearance. Added shadows use a blending strength of 0–0.20.
Mug G5
Human input
InteractionMesh retargeting
Original, resized, and cross-geometry objects.
L = LIM + Ltip + Lpen + Lpose + Lsmooth
LIM matches local hand–object relationships; Ltip tracks fingertip targets according to the demonstrated contacts; Lpen penalizes the hand penetrating the object or itself; Lpose regularizes changes to the wrist pose and finger joints during optimization; Lsmooth discourages rapid changes in wrist and finger motion over time. Weights and normalization are incorporated into each loss term.
Whole-arm trajectory augmentation
Object positions are sampled 0.50–0.88 m from the calibrated robot base projected onto the tabletop plane, within a 65–130° sector intersected with the usable tabletop. Angles are measured from tabletop +X (along its long edge) toward +Y (away from the robot base).
The hand positions before approach and after retreat are sampled in a 17 × 17 × 14 cm box around the reference start/return position: ±8.5 cm along each horizontal axis and ±7 cm vertically.
Planned hand-motion speeds: translation 0.10–0.12 m/s, slowing to approximately 0.01 m/s near grasp and placement; rotation up to 0.60 rad/s. Individual arm joints have speed limits of approximately 0.68–1.11 rad/s. Trajectories are filtered for arm reachability and collision constraints.
Physics-based realization
The arm tracks the reference trajectory while the learned policy controls the fingers.
Robot-centric rendering
The head camera is moved by up to ±5 cm and rotated by ±5° along/about each axis relative to its calibrated pose. The wrist camera varies by ±2.5 mm and ±1° relative to its calibrated mounting pose.
Camera focal lengths, which control image magnification, are scaled by 0.90–1.10× (head) and 0.99–1.01× (wrist). The principal point—the image location of the camera’s optical axis—is shifted horizontally and vertically by ±20 px (head) or ±2 px (wrist).
Object colors: black, gray, white, ivory, green, red, blue, purple, and yellow, with one to three color regions. Textures include stripes, cross-stripes, speckles, marble, grain, and waves.
Lighting varies between warm, neutral, and cool tones, with different directions and shadow softness. Image brightness is scaled by approximately 0.81–1.23× for the head camera and 0.76–1.32× for the wrist camera. Red and blue image channels are scaled by 0.92–1.08× to vary color balance.
The rendered robot and tabletop brightness are separately scaled by 0.55–1.15× and 0.65–1.40× relative to their original appearance. Added shadows use a blending strength of 0–0.20.
Banana G6
Human input
InteractionMesh retargeting
Original, resized, and cross-geometry objects.
L = LIM + Ltip + Lpen + Lpose + Lsmooth
LIM matches local hand–object relationships; Ltip tracks fingertip targets according to the demonstrated contacts; Lpen penalizes the hand penetrating the object or itself; Lpose regularizes changes to the wrist pose and finger joints during optimization; Lsmooth discourages rapid changes in wrist and finger motion over time. Weights and normalization are incorporated into each loss term.
Whole-arm trajectory augmentation
Object positions are sampled 0.50–0.88 m from the calibrated robot base projected onto the tabletop plane, within a 65–130° sector intersected with the usable tabletop. Angles are measured from tabletop +X (along its long edge) toward +Y (away from the robot base).
The hand positions before approach and after retreat are sampled in a 17 × 17 × 14 cm box around the reference start/return position: ±8.5 cm along each horizontal axis and ±7 cm vertically.
Planned hand-motion speeds: translation 0.10–0.12 m/s, slowing to approximately 0.01 m/s near grasp and placement; rotation up to 0.60 rad/s. Individual arm joints have speed limits of approximately 0.68–1.11 rad/s. Trajectories are filtered for arm reachability and collision constraints.
Physics-based realization
The arm tracks the reference trajectory while the learned policy controls the fingers.
Robot-centric rendering
The head camera is moved by up to ±5 cm and rotated by ±5° along/about each axis relative to its calibrated pose. The wrist camera varies by ±2.5 mm and ±1° relative to its calibrated mounting pose.
Camera focal lengths, which control image magnification, are scaled by 0.90–1.10× (head) and 0.99–1.01× (wrist). The principal point—the image location of the camera’s optical axis—is shifted horizontally and vertically by ±20 px (head) or ±2 px (wrist).
Object colors: black, gray, white, ivory, green, red, blue, purple, and yellow, with one to three color regions. Textures include stripes, cross-stripes, speckles, marble, grain, and waves.
Lighting varies between warm, neutral, and cool tones, with different directions and shadow softness. Image brightness is scaled by approximately 0.81–1.23× for the head camera and 0.76–1.32× for the wrist camera. Red and blue image channels are scaled by 0.92–1.08× to vary color balance.
The rendered robot and tabletop brightness are separately scaled by 0.55–1.15× and 0.65–1.40× relative to their original appearance. Added shadows use a blending strength of 0–0.20.
Stapler G6
Human input
InteractionMesh retargeting
Original, resized, and cross-geometry objects.
L = LIM + Ltip + Lpen + Lpose + Lsmooth
LIM matches local hand–object relationships; Ltip tracks fingertip targets according to the demonstrated contacts; Lpen penalizes the hand penetrating the object or itself; Lpose regularizes changes to the wrist pose and finger joints during optimization; Lsmooth discourages rapid changes in wrist and finger motion over time. Weights and normalization are incorporated into each loss term.
Whole-arm trajectory augmentation
Object positions are sampled 0.50–0.88 m from the calibrated robot base projected onto the tabletop plane, within a 65–130° sector intersected with the usable tabletop. Angles are measured from tabletop +X (along its long edge) toward +Y (away from the robot base).
The hand positions before approach and after retreat are sampled in a 17 × 17 × 14 cm box around the reference start/return position: ±8.5 cm along each horizontal axis and ±7 cm vertically.
Planned hand-motion speeds: translation 0.10–0.12 m/s, slowing to approximately 0.01 m/s near grasp and placement; rotation up to 0.60 rad/s. Individual arm joints have speed limits of approximately 0.68–1.11 rad/s. Trajectories are filtered for arm reachability and collision constraints.
Physics-based realization
The arm tracks the reference trajectory while the learned policy controls the fingers.
Robot-centric rendering
The head camera is moved by up to ±5 cm and rotated by ±5° along/about each axis relative to its calibrated pose. The wrist camera varies by ±2.5 mm and ±1° relative to its calibrated mounting pose.
Camera focal lengths, which control image magnification, are scaled by 0.90–1.10× (head) and 0.99–1.01× (wrist). The principal point—the image location of the camera’s optical axis—is shifted horizontally and vertically by ±20 px (head) or ±2 px (wrist).
Object colors: black, gray, white, ivory, green, red, blue, purple, and yellow, with one to three color regions. Textures include stripes, cross-stripes, speckles, marble, grain, and waves.
Lighting varies between warm, neutral, and cool tones, with different directions and shadow softness. Image brightness is scaled by approximately 0.81–1.23× for the head camera and 0.76–1.32× for the wrist camera. Red and blue image channels are scaled by 0.92–1.08× to vary color balance.
The rendered robot and tabletop brightness are separately scaled by 0.55–1.15× and 0.65–1.40× relative to their original appearance. Added shadows use a blending strength of 0–0.20.
Wineglass G7
Human input
InteractionMesh retargeting
Original, resized, and cross-geometry objects.
L = LIM + Ltip + Lpen + Lpose + Lsmooth
LIM matches local hand–object relationships; Ltip tracks fingertip targets according to the demonstrated contacts; Lpen penalizes the hand penetrating the object or itself; Lpose regularizes changes to the wrist pose and finger joints during optimization; Lsmooth discourages rapid changes in wrist and finger motion over time. Weights and normalization are incorporated into each loss term.
Whole-arm trajectory augmentation
Object positions are sampled 0.50–0.88 m from the calibrated robot base projected onto the tabletop plane, within a 65–130° sector intersected with the usable tabletop. Angles are measured from tabletop +X (along its long edge) toward +Y (away from the robot base).
The hand positions before approach and after retreat are sampled in a 17 × 17 × 14 cm box around the reference start/return position: ±8.5 cm along each horizontal axis and ±7 cm vertically.
Planned hand-motion speeds: translation 0.10–0.12 m/s, slowing to approximately 0.01 m/s near grasp and placement; rotation up to 0.60 rad/s. Individual arm joints have speed limits of approximately 0.68–1.11 rad/s. Trajectories are filtered for arm reachability and collision constraints.
Physics-based realization
The arm tracks the reference trajectory while the learned policy controls the fingers.
Robot-centric rendering
The head camera is moved by up to ±5 cm and rotated by ±5° along/about each axis relative to its calibrated pose. The wrist camera varies by ±2.5 mm and ±1° relative to its calibrated mounting pose.
Camera focal lengths, which control image magnification, are scaled by 0.90–1.10× (head) and 0.99–1.01× (wrist). The principal point—the image location of the camera’s optical axis—is shifted horizontally and vertically by ±20 px (head) or ±2 px (wrist).
Object colors: black, gray, white, ivory, green, red, blue, purple, and yellow, with one to three color regions. Textures include stripes, cross-stripes, speckles, marble, grain, and waves.
Lighting varies between warm, neutral, and cool tones, with different directions and shadow softness. Image brightness is scaled by approximately 0.81–1.23× for the head camera and 0.76–1.32× for the wrist camera. Red and blue image channels are scaled by 0.92–1.08× to vary color balance.
The rendered robot and tabletop brightness are separately scaled by 0.55–1.15× and 0.65–1.40× relative to their original appearance. Added shadows use a blending strength of 0–0.20.
Alarm clock G7
Human input
InteractionMesh retargeting
Original, resized, and cross-geometry objects.
L = LIM + Ltip + Lpen + Lpose + Lsmooth
LIM matches local hand–object relationships; Ltip tracks fingertip targets according to the demonstrated contacts; Lpen penalizes the hand penetrating the object or itself; Lpose regularizes changes to the wrist pose and finger joints during optimization; Lsmooth discourages rapid changes in wrist and finger motion over time. Weights and normalization are incorporated into each loss term.
Whole-arm trajectory augmentation
Object positions are sampled 0.50–0.88 m from the calibrated robot base projected onto the tabletop plane, within a 65–130° sector intersected with the usable tabletop. Angles are measured from tabletop +X (along its long edge) toward +Y (away from the robot base).
The hand positions before approach and after retreat are sampled in a 17 × 17 × 14 cm box around the reference start/return position: ±8.5 cm along each horizontal axis and ±7 cm vertically.
Planned hand-motion speeds: translation 0.10–0.12 m/s, slowing to approximately 0.01 m/s near grasp and placement; rotation up to 0.60 rad/s. Individual arm joints have speed limits of approximately 0.68–1.11 rad/s. Trajectories are filtered for arm reachability and collision constraints.
Physics-based realization
The arm tracks the reference trajectory while the learned policy controls the fingers.
Robot-centric rendering
The head camera is moved by up to ±5 cm and rotated by ±5° along/about each axis relative to its calibrated pose. The wrist camera varies by ±2.5 mm and ±1° relative to its calibrated mounting pose.
Camera focal lengths, which control image magnification, are scaled by 0.90–1.10× (head) and 0.99–1.01× (wrist). The principal point—the image location of the camera’s optical axis—is shifted horizontally and vertically by ±20 px (head) or ±2 px (wrist).
Object colors: black, gray, white, ivory, green, red, blue, purple, and yellow, with one to three color regions. Textures include stripes, cross-stripes, speckles, marble, grain, and waves.
Lighting varies between warm, neutral, and cool tones, with different directions and shadow softness. Image brightness is scaled by approximately 0.81–1.23× for the head camera and 0.76–1.32× for the wrist camera. Red and blue image channels are scaled by 0.92–1.08× to vary color balance.
The rendered robot and tabletop brightness are separately scaled by 0.55–1.15× and 0.65–1.40× relative to their original appearance. Added shadows use a blending strength of 0–0.20.
Torus G8
Human input
InteractionMesh retargeting
Original, resized, and cross-geometry objects.
L = LIM + Ltip + Lpen + Lpose + Lsmooth
LIM matches local hand–object relationships; Ltip tracks fingertip targets according to the demonstrated contacts; Lpen penalizes the hand penetrating the object or itself; Lpose regularizes changes to the wrist pose and finger joints during optimization; Lsmooth discourages rapid changes in wrist and finger motion over time. Weights and normalization are incorporated into each loss term.
Whole-arm trajectory augmentation
Object positions are sampled 0.50–0.88 m from the calibrated robot base projected onto the tabletop plane, within a 65–130° sector intersected with the usable tabletop. Angles are measured from tabletop +X (along its long edge) toward +Y (away from the robot base).
The hand positions before approach and after retreat are sampled in a 17 × 17 × 14 cm box around the reference start/return position: ±8.5 cm along each horizontal axis and ±7 cm vertically.
Planned hand-motion speeds: translation 0.10–0.12 m/s, slowing to approximately 0.01 m/s near grasp and placement; rotation up to 0.60 rad/s. Individual arm joints have speed limits of approximately 0.68–1.11 rad/s. Trajectories are filtered for arm reachability and collision constraints.
Physics-based realization
The arm tracks the reference trajectory while the learned policy controls the fingers.
Robot-centric rendering
The head camera is moved by up to ±5 cm and rotated by ±5° along/about each axis relative to its calibrated pose. The wrist camera varies by ±2.5 mm and ±1° relative to its calibrated mounting pose.
Camera focal lengths, which control image magnification, are scaled by 0.90–1.10× (head) and 0.99–1.01× (wrist). The principal point—the image location of the camera’s optical axis—is shifted horizontally and vertically by ±20 px (head) or ±2 px (wrist).
Object colors: black, gray, white, ivory, green, red, blue, purple, and yellow, with one to three color regions. Textures include stripes, cross-stripes, speckles, marble, grain, and waves.
Lighting varies between warm, neutral, and cool tones, with different directions and shadow softness. Image brightness is scaled by approximately 0.81–1.23× for the head camera and 0.76–1.32× for the wrist camera. Red and blue image channels are scaled by 0.92–1.08× to vary color balance.
The rendered robot and tabletop brightness are separately scaled by 0.55–1.15× and 0.65–1.40× relative to their original appearance. Added shadows use a blending strength of 0–0.20.
Eyeglasses G8
Human input
InteractionMesh retargeting
Original, resized, and cross-geometry objects.
L = LIM + Ltip + Lpen + Lpose + Lsmooth
LIM matches local hand–object relationships; Ltip tracks fingertip targets according to the demonstrated contacts; Lpen penalizes the hand penetrating the object or itself; Lpose regularizes changes to the wrist pose and finger joints during optimization; Lsmooth discourages rapid changes in wrist and finger motion over time. Weights and normalization are incorporated into each loss term.
Whole-arm trajectory augmentation
Object positions are sampled 0.50–0.88 m from the calibrated robot base projected onto the tabletop plane, within a 65–130° sector intersected with the usable tabletop. Angles are measured from tabletop +X (along its long edge) toward +Y (away from the robot base).
The hand positions before approach and after retreat are sampled in a 17 × 17 × 14 cm box around the reference start/return position: ±8.5 cm along each horizontal axis and ±7 cm vertically.
Planned hand-motion speeds: translation 0.10–0.12 m/s, slowing to approximately 0.01 m/s near grasp and placement; rotation up to 0.60 rad/s. Individual arm joints have speed limits of approximately 0.68–1.11 rad/s. Trajectories are filtered for arm reachability and collision constraints.
Physics-based realization
The arm tracks the reference trajectory while the learned policy controls the fingers.
Robot-centric rendering
The head camera is moved by up to ±5 cm and rotated by ±5° along/about each axis relative to its calibrated pose. The wrist camera varies by ±2.5 mm and ±1° relative to its calibrated mounting pose.
Camera focal lengths, which control image magnification, are scaled by 0.90–1.10× (head) and 0.99–1.01× (wrist). The principal point—the image location of the camera’s optical axis—is shifted horizontally and vertically by ±20 px (head) or ±2 px (wrist).
Object colors: black, gray, white, ivory, green, red, blue, purple, and yellow, with one to three color regions. Textures include stripes, cross-stripes, speckles, marble, grain, and waves.
Lighting varies between warm, neutral, and cool tones, with different directions and shadow softness. Image brightness is scaled by approximately 0.81–1.23× for the head camera and 0.76–1.32× for the wrist camera. Red and blue image channels are scaled by 0.92–1.08× to vary color balance.
The rendered robot and tabletop brightness are separately scaled by 0.55–1.15× and 0.65–1.40× relative to their original appearance. Added shadows use a blending strength of 0–0.20.
Physics-based imitation: reference-arm evaluation
Four matched cases, each showing the recorded execution of four policies on the same reference trajectory.
Water bottle · G1
Stapler · G2
Apple · G4
Mug · G5
ManipTrans, Dexplore, and w/o Arm are trained with a floating hand; Ours includes arm tracking during training. All four are evaluated with the reference arm motion here.
Simulation VLA results
VLA policy executions across all eight grasp modes.
Language instructionPick and place the object in the red region using an oblique side whole-hand wrap with a moderately open hand.
Language instructionPick and place the object in the red region using a top-down narrow-handle deep grasp.
Language instructionPick and place the object in the red region using a top-down spread-fingertip pinch.
Language instructionPick and place the object in the red region using a top-down whole-hand grasp with a moderately open hand.
Language instructionPick and place the object in the red region using a handle-opening threaded grasp.
Language instructionPick and place the object in the red region using a high-wrist oblique top-down grasp with a moderately open hand.
Language instructionPick and place the object in the red region using an upright-body side wrap.
Language instructionPick and place the object in the red region using a downward two-finger hook grasp through its opening.
Real-world VLA results
All eight grasp modes
Language instructionPick and place the object in the red region using an oblique side whole-hand wrap with a moderately open hand.
Language instructionPick and place the object in the red region using a top-down narrow-handle deep grasp.
Language instructionPick and place the object in the red region using a top-down spread-fingertip pinch.
Language instructionPick and place the object in the red region using a top-down whole-hand grasp with a moderately open hand.
Language instructionPick and place the object in the red region using a handle-opening threaded grasp.
Language instructionPick and place the object in the red region using a high-wrist oblique top-down grasp with a moderately open hand.
Language instructionPick and place the object in the red region using an upright-body side wrap.
Language instructionPick and place the object in the red region using a downward two-finger hook grasp through its opening.
Different starting and placement locations
One object, two grasp modes
Language instructionPick and place the object in the red region using an oblique side whole-hand wrap with a moderately open hand.
Language instructionPick and place the object in the red region using a top-down whole-hand grasp with a moderately open hand.
One grasp mode, different objects
More results
Failure case
The mug handle slips along the fingers during execution, and the placement is not completed.