# A Real2Sim2Real Method for Robust Object Grasping with Neural Surface Reconstruction

arXiv: https://arxiv.org/abs/2210.02685 · HTML: https://mlsanity.com/paper/2210.02685/

## Key facts

- Cited by 19 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 6 Oct 2022.

## Built on by (most cited first, 19 of 19)

- [Reconciling Reality through Simulation: A Real-to-Sim-to-Real Approach for Robust Manipulation](https://mlsanity.com/paper/2403.03949/) (2024)
- [Real2Code: Reconstruct Articulated Objects via Code Generation](https://mlsanity.com/paper/2406.08474/) (2024)
- [CyberDemo: Augmenting Simulated Human Demonstration for Real-World Dexterous Manipulation](https://mlsanity.com/paper/2402.14795/) (2024)
- [HuB: Learning Extreme Humanoid Balance](https://mlsanity.com/paper/2505.07294/) (2025)
- [Phone2Proc: Bringing Robust Robots Into Our Chaotic World](https://mlsanity.com/paper/2212.04819/) (2022)
- [ReBot: Scaling Robot Learning with Real-to-Sim-to-Real Robotic Video Synthesis](https://mlsanity.com/paper/2503.14526/) (2025)
- [HoloScene: Simulation-Ready Interactive 3D Worlds from a Single Video](https://mlsanity.com/paper/2510.05560/) (2025)
- [Robot Learning with Super-Linear Scaling](https://mlsanity.com/paper/2412.01770/) (2024)
- [Web2Grasp: Learning Functional Grasps from Web Images of Hand-Object Interactions](https://mlsanity.com/paper/2505.05517/) (2025)
- [GenDOM: Generalizable One-shot Deformable Object Manipulation with Parameter-Aware Policy](https://mlsanity.com/paper/2309.09051/) (2023)
- [Bootstrapping Imitation Learning for Long-horizon Manipulation via Hierarchical Data Collection Space](https://mlsanity.com/paper/2505.17389/) (2025)
- [D-REX: Differentiable Real-to-Sim-to-Real Engine for Learning Dexterous Grasping](https://mlsanity.com/paper/2603.01151/) (2026)
- [You Only Scan Once: A Dynamic Scene Reconstruction Pipeline for 6-DoF Robotic Grasping of Novel Objects](https://mlsanity.com/paper/2404.03462/) (2024)
- [Controllable Motion Generation via Diffusion Modal Coupling](https://mlsanity.com/paper/2503.02353/) (2025)
- [PRISM: Projection-based Reward Integration for Scene-Aware Real-to-Sim-to-Real Transfer with Few Demonstrations](https://mlsanity.com/paper/2504.20520/) (2025)
- [Robust and High-Fidelity 3D Gaussian Splatting: Fusing Pose Priors and Geometry Constraints for Texture-Deficient Outdoor Scenes](https://mlsanity.com/paper/2511.06765/) (2025)
- [GenORM: Generalizable One-shot Rope Manipulation with Parameter-Aware Policy](https://mlsanity.com/paper/2306.09872/) (2023)
- [From Virtual Environments to Real-World Trials: Emerging Trends in Autonomous Driving](https://mlsanity.com/paper/2603.17714/) (2026)
- [DexNinja: Learning Robust Dexterous Cutting Policy with a Real-to-Sim-to-Real Data Engine](https://mlsanity.com/paper/2610.17208/) (2026)

## Abstract (arXiv)

Recent 3D-based manipulation methods either directly predict the grasp pose using 3D neural networks, or solve the grasp pose using similar objects retrieved from shape databases. However, the former faces generalizability challenges when testing with new robot arms or unseen objects; and the latter assumes that similar objects exist in the databases. We hypothesize that recent 3D modeling methods provides a path towards building digital replica of the evaluation scene that affords physical simulation and supports robust manipulation algorithm learning. We propose to reconstruct high-quality meshes from real-world point clouds using state-of-the-art neural surface reconstruction method (the Real2Sim step). Because most simulators take meshes for fast simulation, the reconstructed meshes enable grasp pose labels generation without human efforts. The generated labels can train grasp network that performs robustly in the real evaluation scene (the Sim2Real step). In synthetic and real experiments, we show that the Real2Sim2Real pipeline performs better than baseline grasp networks trained with a large dataset and a grasp sampling method with retrieval-based reconstruction. The benefit of the Real2Sim2Real pipeline comes from 1) decoupling scene modeling and grasp sampling into sub-problems, and 2) both sub-problems can be solved with sufficiently high quality using recent 3D learning algorithms and mesh-based physical simulation techniques.
