Jeannette Bohg
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Research Subjects
Jeannette Bohg has a total of 246 co-authors. Here are the top co-authors by number of shared publications:
Stefan Schaal
Autonomous Motion Department, MPI for Intelligent Systems, Stuttgart, Germany
17 shared publicationsDanica Kragic
13 shared publicationsDaniel Kappler
10 shared publications- Antonio Morales
Universitat Jaume I
7 shared publications - Dorsa Sadigh
Stanford University
5 shared publications Manuel Wuthrich
Autonomous Motion Department, MPI for Intelligent Systems, Stuttgart, Germany
5 shared publications
Latest Publications
- 11 December 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Robotics and Automation Letters
- Vol. 11 (2) , 1578-1585
Gentle Object Retraction in Dense Clutter Using Multimodal Force Sensing and Imitation Learning
Dense collections of movable objects are common in everyday spaces—from cabinets in a home to shelves in a warehouse. Safely retracting objects from such collections is difficult for robots, yet people do it frequently, leveraging learned experience in tandem with vision and non-prehensile tactile sensing on the sides and backs of their hands and arms. We investigate the role of contact force sensing for training robots to gently reach into constrained clutter and extract objects. The available sensing modalities are 1) “eye-in-hand” vision, 2) proprioception, 3) non-prehensile triaxial tactile sensing, 4) contact wrenches estimated from joint torques, and 5) a measure of object acquisition obtained by monitoring the vacuum line of a suction cup. We use imitation learning to train policies from a set of demonstrations on randomly generated scenes, then conduct an ablation study of wrench and tactile information. We evaluate each policy’s performance across 40 unseen environment configurations. Policies employing any force sensing show fewer excessive force failures, an increased overall success rate, and faster completion times. The best performance is achieved using both tactile and wrench information, producing an 80% improvement above the baseline without force information.
- 11 December 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Robotics and Automation Letters
- Vol. 11 (2) , 1578-1585
Gentle Object Retraction in Dense Clutter Using Multimodal Force Sensing and Imitation Learning
Dense collections of movable objects are common in everyday spaces—from cabinets in a home to shelves in a warehouse. Safely retracting objects from such collections is difficult for robots, yet people do it frequently, leveraging learned experience in tandem with vision and non-prehensile tactile sensing on the sides and backs of their hands and arms. We investigate the role of contact force sensing for training robots to gently reach into constrained clutter and extract objects. The available sensing modalities are 1) “eye-in-hand” vision, 2) proprioception, 3) non-prehensile triaxial tactile sensing, 4) contact wrenches estimated from joint torques, and 5) a measure of object acquisition obtained by monitoring the vacuum line of a suction cup. We use imitation learning to train policies from a set of demonstrations on randomly generated scenes, then conduct an ablation study of wrench and tactile information. We evaluate each policy’s performance across 40 unseen environment configurations. Policies employing any force sensing show fewer excessive force failures, an increased overall success rate, and faster completion times. The best performance is achieved using both tactile and wrench information, producing an 80% improvement above the baseline without force information.
- 23 May 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Robotics and Automation Letters
- Vol. 10 (7) , 6991-6998
SLAG: Scalable Language-Augmented Gaussian Splatting
Language-augmented scene representations hold great promise for large-scale robotics applications such as search-and-rescue, smart cities, and mining. Many of these scenarios are time-sensitive, requiring rapid scene encoding while also being data-intensive, necessitating scalable solutions. Deploying these representations on robots with limited computational resources further adds to the challenge. To address this, we introduce SLAG, a multi-GPU framework for language-augmented Gaussian splatting that enhances the speed and scalability of embedding large scenes. Our method integrates 2D visual-language model features into 3D scenes using SAM (Kirillov et al., 2023) and CLIP (Radford et al., 2021). Unlike prior approaches, SLAG eliminates the need for a loss function to compute per-Gaussian language embeddings. Instead, it derives embeddings from 3D Gaussian scene parameters via a normalized weighted average, enabling highly parallelized scene encoding. Additionally, we introduce a vector database for efficient embedding storage and retrieval. Our experiments show that SLAG achieves an 18× speedup in embedding computation on a 16-GPU setup compared to OpenGaussian (Wu et al., 2024), while preserving embedding quality on the ScanNet (Dai et al., 2017) and LERF (Kerr et al., 2023) datasets.
- 23 May 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Robotics and Automation Letters
- Vol. 10 (7) , 6991-6998
SLAG: Scalable Language-Augmented Gaussian Splatting
Language-augmented scene representations hold great promise for large-scale robotics applications such as search-and-rescue, smart cities, and mining. Many of these scenarios are time-sensitive, requiring rapid scene encoding while also being data-intensive, necessitating scalable solutions. Deploying these representations on robots with limited computational resources further adds to the challenge. To address this, we introduce SLAG, a multi-GPU framework for language-augmented Gaussian splatting that enhances the speed and scalability of embedding large scenes. Our method integrates 2D visual-language model features into 3D scenes using SAM (Kirillov et al., 2023) and CLIP (Radford et al., 2021). Unlike prior approaches, SLAG eliminates the need for a loss function to compute per-Gaussian language embeddings. Instead, it derives embeddings from 3D Gaussian scene parameters via a normalized weighted average, enabling highly parallelized scene encoding. Additionally, we introduce a vector database for efficient embedding storage and retrieval. Our experiments show that SLAG achieves an 18× speedup in embedding computation on a 16-GPU setup compared to OpenGaussian (Wu et al., 2024), while preserving embedding quality on the ScanNet (Dai et al., 2017) and LERF (Kerr et al., 2023) datasets.
- Top Cited Papers
- 8 May 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Robotics and Automation Letters
- Vol. 10 (6) , 6416-6423
DexForce: Extracting Force-Informed Actions From Kinesthetic Demonstrations for Dexterous Manipulation
Imitation learning requires high-quality demonstrations consisting of sequences of state-action pairs. For contact-rich dexterous manipulation tasks that require dexterity, the actions in these state-action pairs must produce the right forces. Current widely-used methods for collecting dexterous manipulation demonstrations are difficult to use for demonstrating contact-rich tasks due to unintuitive human-to-robot motion retargeting and the lack of direct haptic feedback. Motivated by these concerns, we propose DexForce. DexForce leverages contact forces, measured during kinesthetic demonstrations, to compute force-informed actions for policy learning. We collect demonstrations for six tasks and show that policies trained on our force-informed actions achieve an average success rate of 76% across all tasks. In contrast, policies trained directly on actions that do not account for contact forces have near-zero success rates. We also conduct a study ablating the inclusion of force data in policy observations. We find that while using force data never hurts policy performance, it helps most for tasks that require advanced levels of precision and coordination, like opening an AirPods case and unscrewing a nut.
- 8 May 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Robotics and Automation Letters
- Vol. 10 (6) , 6416-6423
Top Cited PapersDexForce: Extracting Force-Informed Actions From Kinesthetic Demonstrations for Dexterous Manipulation
Imitation learning requires high-quality demonstrations consisting of sequences of state-action pairs. For contact-rich dexterous manipulation tasks that require dexterity, the actions in these state-action pairs must produce the right forces. Current widely-used methods for collecting dexterous manipulation demonstrations are difficult to use for demonstrating contact-rich tasks due to unintuitive human-to-robot motion retargeting and the lack of direct haptic feedback. Motivated by these concerns, we propose DexForce. DexForce leverages contact forces, measured during kinesthetic demonstrations, to compute force-informed actions for policy learning. We collect demonstrations for six tasks and show that policies trained on our force-informed actions achieve an average success rate of 76% across all tasks. In contrast, policies trained directly on actions that do not account for contact forces have near-zero success rates. We also conduct a study ablating the inclusion of force data in policy observations. We find that while using force data never hurts policy performance, it helps most for tasks that require advanced levels of precision and coordination, like opening an AirPods case and unscrewing a nut.
- Open Access
Deformable Cargo Transport in Microgravity with Astrobee
We present pyastrobee: a simulation environment and control stack for Astrobee in Python, with an emphasis on cargo manipulation and transport tasks. We also demonstrate preliminary success from a sampling-based MPC controller, using reduced-order models of NASA's cargo transfer bag (CTB) to control a high-order deformable finite element model. Our code is open-source, fully documented, and available at https://danielpmorton.github.io/pyastrobee
Open AccessDeformable Cargo Transport in Microgravity with Astrobee
We present pyastrobee: a simulation environment and control stack for Astrobee in Python, with an emphasis on cargo manipulation and transport tasks. We also demonstrate preliminary success from a sampling-based MPC controller, using reduced-order models of NASA's cargo transfer bag (CTB) to control a high-order deformable finite element model. Our code is open-source, fully documented, and available at https://danielpmorton.github.io/pyastrobee
- Open Access
- 8 January 2025
- Published by Qeios Ltd in Qeios Preprints
What’s the Move? Hybrid Imitation Learning via Salient Points
While imitation learning (IL) offers a promising framework for teaching robots various behaviors, learning complex tasks remains challenging. Existing IL policies struggle to generalize effectively across visual and spatial variations even for simple tasks. In this work, we introduce SPHINX (Salient Point-Based Hybrid ImitatioN and eXecution), a flexible IL policy that leverages multimodal observations (point clouds and wrist images), along with a hybrid action space of low-frequency, sparse waypoints and high-frequency, dense end effector movements. Given 3D point cloud observations, SPHINX learns to infer task-relevant points within a point cloud, or _salient points_, which support spatial generalization by focusing on semantically meaningful features. These salient points serve as anchor points to predict waypoints for long-range movement, such as reaching target poses in free-space. Once near a salient point, SPHINX learns to switch to predicting dense end-effector movements given close-up wrist images for precise phases of a task. By exploiting the strengths of different input modalities and action representations for different manipulation phases, SPHINX tackles complex tasks in a sample-efficient, generalizable manner. Our method achieves \(\bf{86.7\%}\) SUCCESS across 4 real-world and 2 simulated tasks, outperforming the next best state-of-the-art IL baseline by \(\bf{41.1\%}\) on average across \(\mathbf{4}\mathbf{4}\mathbf{0}\) real world trials. SPHINX additionally generalizes to novel viewpoints, visual distractors, spatial arrangements, and execution speeds with a \(\bf{1.7} \times\) speedup over the most competitive baseline. Our website contains code for data collection and training code along with supplementary videos: http://sphinx-manip.github.io [http://sphinx-manip.github.io/].- 8 January 2025
- Published by Qeios Ltd in Qeios Preprints
Open AccessWhat’s the Move? Hybrid Imitation Learning via Salient Points
While imitation learning (IL) offers a promising framework for teaching robots various behaviors, learning complex tasks remains challenging. Existing IL policies struggle to generalize effectively across visual and spatial variations even for simple tasks. In this work, we introduce SPHINX (Salient Point-Based Hybrid ImitatioN and eXecution), a flexible IL policy that leverages multimodal observations (point clouds and wrist images), along with a hybrid action space of low-frequency, sparse waypoints and high-frequency, dense end effector movements. Given 3D point cloud observations, SPHINX learns to infer task-relevant points within a point cloud, or _salient points_, which support spatial generalization by focusing on semantically meaningful features. These salient points serve as anchor points to predict waypoints for long-range movement, such as reaching target poses in free-space. Once near a salient point, SPHINX learns to switch to predicting dense end-effector movements given close-up wrist images for precise phases of a task. By exploiting the strengths of different input modalities and action representations for different manipulation phases, SPHINX tackles complex tasks in a sample-efficient, generalizable manner. Our method achieves \(\bf{86.7\%}\) SUCCESS across 4 real-world and 2 simulated tasks, outperforming the next best state-of-the-art IL baseline by \(\bf{41.1\%}\) on average across \(\mathbf{4}\mathbf{4}\mathbf{0}\) real world trials. SPHINX additionally generalizes to novel viewpoints, visual distractors, spatial arrangements, and execution speeds with a \(\bf{1.7} \times\) speedup over the most competitive baseline. Our website contains code for data collection and training code along with supplementary videos: http://sphinx-manip.github.io [http://sphinx-manip.github.io/]. - Open Access
Get a Grip: Multi-Finger Grasp Evaluation at Scale Enables Robust Sim-to-Real Transfer
This work explores conditions under which multi-finger grasping algorithms can attain robust sim-to-real transfer. While numerous large datasets facilitate learning generative models for multi-finger grasping at scale, reliable real-world dexterous grasping remains challenging, with most methods degrading when deployed on hardware. An alternate strategy is to use discriminative grasp evaluation models for grasp selection and refinement, conditioned on real-world sensor measurements. This paradigm has produced state-of-the-art results for vision-based parallel-jaw grasping, but remains unproven in the multi-finger setting. In this work, we find that existing datasets and methods have been insufficient for training discriminitive models for multi-finger grasping. To train grasp evaluators at scale, datasets must provide on the order of millions of grasps, including both positive and negative examples, with corresponding visual data resembling measurements at inference time. To that end, we release a new, open-source dataset of 3.5M grasps on 4.3K objects annotated with RGB images, point clouds, and trained NeRFs. Leveraging this dataset, we train vision-based grasp evaluators that outperform both analytic and generative modeling-based baselines on extensive simulated and real-world trials across a diverse range of objects. We show via numerous ablations that the key factor for performance is indeed the evaluator, and that its quality degrades as the dataset shrinks, demonstrating the importance of our new dataset. Project website at: https://sites.google.com/view/get-a-grip-dataset.
Open AccessGet a Grip: Multi-Finger Grasp Evaluation at Scale Enables Robust Sim-to-Real Transfer
This work explores conditions under which multi-finger grasping algorithms can attain robust sim-to-real transfer. While numerous large datasets facilitate learning generative models for multi-finger grasping at scale, reliable real-world dexterous grasping remains challenging, with most methods degrading when deployed on hardware. An alternate strategy is to use discriminative grasp evaluation models for grasp selection and refinement, conditioned on real-world sensor measurements. This paradigm has produced state-of-the-art results for vision-based parallel-jaw grasping, but remains unproven in the multi-finger setting. In this work, we find that existing datasets and methods have been insufficient for training discriminitive models for multi-finger grasping. To train grasp evaluators at scale, datasets must provide on the order of millions of grasps, including both positive and negative examples, with corresponding visual data resembling measurements at inference time. To that end, we release a new, open-source dataset of 3.5M grasps on 4.3K objects annotated with RGB images, point clouds, and trained NeRFs. Leveraging this dataset, we train vision-based grasp evaluators that outperform both analytic and generative modeling-based baselines on extensive simulated and real-world trials across a diverse range of objects. We show via numerous ablations that the key factor for performance is indeed the evaluator, and that its quality degrades as the dataset shrinks, demonstrating the importance of our new dataset. Project website at: https://sites.google.com/view/get-a-grip-dataset.
- 5 September 2024
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Robotics
- Vol. 40 (15523098) , 4222-4234
Design and Control of Roller Grasper V3 for In-Hand Manipulation
Robot in-hand manipulation is an important skill for robots to carry out sophisticated tasks that require moving the grasped object within hand. In this work, we present the Roller Grasper V3, a non-anthropomorphic robot grasper with a steerable roller on each of its four fingertips, and a manipulation architecture that enables the Roller Grasper V3 to achieve full 6-DoF manipulation of the grasped object in $SE(3)$ . The manipulation architecture consists of a high-level planner that searches for a feasible path with waypoints for the object to be manipulated, and a low-level control policy that is used to navigate the object in between the adjacent waypoints. The method was experimentally validated on the Roller Grasper V3 to manipulate multiple objects with different geometries and topologies.
- 5 September 2024
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Robotics
- Vol. 40 (15523098) , 4222-4234
Design and Control of Roller Grasper V3 for In-Hand Manipulation
Robot in-hand manipulation is an important skill for robots to carry out sophisticated tasks that require moving the grasped object within hand. In this work, we present the Roller Grasper V3, a non-anthropomorphic robot grasper with a steerable roller on each of its four fingertips, and a manipulation architecture that enables the Roller Grasper V3 to achieve full 6-DoF manipulation of the grasped object in $SE(3)$ . The manipulation architecture consists of a high-level planner that searches for a feasible path with waypoints for the object to be manipulated, and a low-level control policy that is used to navigate the object in between the adjacent waypoints. The method was experimentally validated on the Roller Grasper V3 to manipulate multiple objects with different geometries and topologies.
- Open Access
SpringGrasp: Synthesizing Compliant, Dexterous Grasps under Shape Uncertainty
Generating stable and robust grasps on arbitrary objects is critical for dexterous robotic hands, marking a significant step towards advanced dexterous manipulation. Previous studies have mostly focused on improving differentiable grasping metrics with the assumption of precisely known object geometry. However, shape uncertainty is ubiquitous due to noisy and partial shape observations, which introduce challenges in grasp planning. We propose, SpringGrasp planner, a planner that considers uncertain observations of the object surface for synthesizing compliant dexterous grasps. A compliant dexterous grasp could minimize the effect of unexpected contact with the object, leading to more stable grasp with shape-uncertain objects. We introduce an analytical and differentiable metric, SpringGrasp metric, that evaluates the dynamic behavior of the entire compliant grasping process. Planning with SpringGrasp planner, our method achieves a grasp success rate of 89% from two viewpoints and 84% from a single viewpoints in experiment with a real robot on 14 common objects. Compared with a force-closure based planner, our method achieves at least 18% higher grasp success rate.
Open AccessSpringGrasp: Synthesizing Compliant, Dexterous Grasps under Shape Uncertainty
Generating stable and robust grasps on arbitrary objects is critical for dexterous robotic hands, marking a significant step towards advanced dexterous manipulation. Previous studies have mostly focused on improving differentiable grasping metrics with the assumption of precisely known object geometry. However, shape uncertainty is ubiquitous due to noisy and partial shape observations, which introduce challenges in grasp planning. We propose, SpringGrasp planner, a planner that considers uncertain observations of the object surface for synthesizing compliant dexterous grasps. A compliant dexterous grasp could minimize the effect of unexpected contact with the object, leading to more stable grasp with shape-uncertain objects. We introduce an analytical and differentiable metric, SpringGrasp metric, that evaluates the dynamic behavior of the entire compliant grasping process. Planning with SpringGrasp planner, our method achieves a grasp success rate of 89% from two viewpoints and 84% from a single viewpoints in experiment with a real robot on 14 common objects. Compared with a force-closure based planner, our method achieves at least 18% higher grasp success rate.
- 27 March 2024
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Haptics
- Vol. 17 (4) , 705-716
Development and Evaluation of a Learning-Based Model for Real-Time Haptic Texture Rendering
Current Virtual Reality (VR) environments lack the haptic signals that humans experience during real-life interactions, such as the sensation of texture during lateral movement on a surface. Adding realistic haptic textures to VR environments requires a model that generalizes to variations of a user's interaction and to the wide variety of existing textures in the world. Current methodologies for haptic texture rendering exist, but they usually develop one model per texture, resulting in low scalability. We present a deep learning-based action-conditional model for haptic texture rendering and evaluate its perceptual performance in rendering realistic texture vibrations through a multi-part human user study. This model is unified over all materials and uses data from a vision-based tactile sensor (GelSight) to render the appropriate surface conditioned on the user's action in real-time. For rendering texture, we use a high-bandwidth vibrotactile transducer attached to a 3D Systems Touch device. The results of our user study shows that our learning-based method creates high-frequency texture renderings with comparable or better quality than state-of-the-art methods without the need to learn a separate model per texture. Furthermore, we show that the method is capable of rendering previously unseen textures using a single GelSight image of their surface.
- 27 March 2024
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Haptics
- Vol. 17 (4) , 705-716
Development and Evaluation of a Learning-Based Model for Real-Time Haptic Texture Rendering
Current Virtual Reality (VR) environments lack the haptic signals that humans experience during real-life interactions, such as the sensation of texture during lateral movement on a surface. Adding realistic haptic textures to VR environments requires a model that generalizes to variations of a user's interaction and to the wide variety of existing textures in the world. Current methodologies for haptic texture rendering exist, but they usually develop one model per texture, resulting in low scalability. We present a deep learning-based action-conditional model for haptic texture rendering and evaluate its perceptual performance in rendering realistic texture vibrations through a multi-part human user study. This model is unified over all materials and uses data from a vision-based tactile sensor (GelSight) to render the appropriate surface conditioned on the user's action in real-time. For rendering texture, we use a high-bandwidth vibrotactile transducer attached to a 3D Systems Touch device. The results of our user study shows that our learning-based method creates high-frequency texture renderings with comparable or better quality than state-of-the-art methods without the need to learn a separate model per texture. Furthermore, we show that the method is capable of rendering previously unseen textures using a single GelSight image of their surface.
- Open Access
Text2Motion: From Natural Language Instructions to Feasible Plans
We propose Text2Motion, a language-based planning framework enabling robots to solve sequential manipulation tasks that require long-horizon reasoning. Given a natural language instruction, our framework constructs both a task- and motion-level plan that is verified to reach inferred symbolic goals. Text2Motion uses feasibility heuristics encoded in Q-functions of a library of skills to guide task planning with Large Language Models. Whereas previous language-based planners only consider the feasibility of individual skills, Text2Motion actively resolves geometric dependencies spanning skill sequences by performing geometric feasibility planning during its search. We evaluate our method on a suite of problems that require long-horizon reasoning, interpretation of abstract goals, and handling of partial affordance perception. Our experiments show that Text2Motion can solve these challenging problems with a success rate of 82%, while prior state-of-the-art language-based planning methods only achieve 13%. Text2Motion thus provides promising generalization characteristics to semantically diverse sequential manipulation tasks with geometric dependencies between skills.
Open AccessText2Motion: From Natural Language Instructions to Feasible Plans
We propose Text2Motion, a language-based planning framework enabling robots to solve sequential manipulation tasks that require long-horizon reasoning. Given a natural language instruction, our framework constructs both a task- and motion-level plan that is verified to reach inferred symbolic goals. Text2Motion uses feasibility heuristics encoded in Q-functions of a library of skills to guide task planning with Large Language Models. Whereas previous language-based planners only consider the feasibility of individual skills, Text2Motion actively resolves geometric dependencies spanning skill sequences by performing geometric feasibility planning during its search. We evaluate our method on a suite of problems that require long-horizon reasoning, interpretation of abstract goals, and handling of partial affordance perception. Our experiments show that Text2Motion can solve these challenging problems with a success rate of 82%, while prior state-of-the-art language-based planning methods only achieve 13%. Text2Motion thus provides promising generalization characteristics to semantically diverse sequential manipulation tasks with geometric dependencies between skills.