# BODex: Scalable and Efficient Robotic Dexterous Grasp Synthesis Using Bilevel Optimization

arXiv: https://arxiv.org/abs/2412.16490 · HTML: https://mlsanity.com/paper/2412.16490/

## Key facts

- Cited by 20 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 21 Dec 2024.

## Built on by (most cited first, 20 of 20)

- [GraspVLA: a Grasping Foundation Model Pre-trained on Billion-scale Synthetic Action Data](https://mlsanity.com/paper/2505.03233/) (2025)
- [Utonia: Toward One Encoder for All Point Clouds](https://mlsanity.com/paper/2603.03283/) (2026)
- [Dexonomy: Synthesizing All Dexterous Grasp Types in a Grasp Taxonomy](https://mlsanity.com/paper/2504.18829/) (2025)
- [DexVLG: Dexterous Vision-Language-Grasp Model at Scale](https://mlsanity.com/paper/2507.02747/) (2025)
- [Any3D-VLA: Enhancing VLA Robustness via Diverse Point Clouds](https://mlsanity.com/paper/2602.00807/) (2026)
- [DextER: Language-driven Dexterous Grasp Generation with Embodied Reasoning](https://mlsanity.com/paper/2601.16046/) (2026)
- [HRDexDB: A 4D Dexterous Grasping Dataset Across Human and Multiple Robot Embodiments](https://mlsanity.com/paper/2604.14944/) (2026)
- [Grasping a Handful: Sequential Multi-Object Dexterous Grasp Generation](https://mlsanity.com/paper/2503.22370/) (2025)
- [Blind Dexterous Grasping via Real2Sim2Real Tactile Policy Learning](https://mlsanity.com/paper/2606.11767/) (2026)
- [Lightning Grasp: High Performance Procedural Grasp Synthesis with Contact Fields](https://mlsanity.com/paper/2511.07418/) (2025)
- [From Power to Precision: Learning Fine-grained Dexterity for Multi-fingered Robotic Hands](https://mlsanity.com/paper/2511.13710/) (2025)
- [AutoDex: An Automated Real-World System for Dexterous Grasping Data Collection](https://mlsanity.com/paper/2606.23689/) (2026)
- [FastGrasp: Learning-based Whole-Body Control Method for Fast Dexterous Grasping with Mobile Manipulators](https://mlsanity.com/paper/2604.12879/) (2026)
- [OmniRobotHome: A Multi-Camera Home Platform for Real-Time Human-Robot Interaction](https://mlsanity.com/paper/2604.28197/) (2026)
- [DexHoldem: Playing Texas Hold'em with Dexterous Embodied System](https://mlsanity.com/paper/2605.18727/) (2026)
- [Simulation-Driven Imitation Learning for Biosignals-Free Shared-Autonomy Prosthetic Grasping](https://mlsanity.com/paper/2606.07389/) (2026)
- [KPGrasp: Scalable Keypoint Flow Matching for Dexterous Grasp Generation](https://mlsanity.com/paper/2606.09314/) (2026)
- [V2P-Manip: Learning Dexterous Manipulation from Monocular Human Videos](https://mlsanity.com/paper/2606.16436/) (2026)
- [AnnotateAnything: Automatic Annotation of 3D Assets for Robot Manipulation](https://mlsanity.com/paper/2606.17446/) (2026)
- [GOTT: Object-centric Dexterous Manipulation with a Reusable Cross-Embodiment Primitive](https://mlsanity.com/paper/2610.03861/) (2026)

## Abstract (arXiv)

Robotic dexterous grasping is important for interacting with the environment. To unleash the potential of data-driven models for dexterous grasping, a large-scale, high-quality dataset is essential. While gradient-based optimization offers a promising way for constructing such datasets, previous works suffer from limitations, such as inefficiency, strong assumptions in the grasp quality energy, or limited object sets for experiments. Moreover, the lack of a standard benchmark for comparing different methods and datasets hinders progress in this field. To address these challenges, we develop a highly efficient synthesis system and a comprehensive benchmark with MuJoCo for dexterous grasping. We formulate grasp synthesis as a bilevel optimization problem, combining a novel lower-level quadratic programming (QP) with an upper-level gradient descent process. By leveraging recent advances in CUDA-accelerated robotic libraries and GPU-based QP solvers, our system can parallelize thousands of grasps and synthesize over 49 grasps per second on a single 3090 GPU. Our synthesized grasps for Shadow, Allegro, and Leap hands all achieve a success rate above 75% in simulation, with a penetration depth under 1 mm, outperforming existing baselines on nearly all metrics. Compared to the previous large-scale dataset, DexGraspNet, our dataset significantly improves the performance of learning models, with a success rate from around 40% to 80% in simulation. Real-world testing of the trained model on the Shadow Hand achieves an 81% success rate across 20 diverse objects. The codes and datasets are released on our project page: https://pku-epic.github.io/BODex.
