FOVI-Dex

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FOVI-Dex

FOVI-Dex

Foveation enables efficient perceptive learning
of dexterous manipulation in simulation

No human demonstrations. No state-based policy pretraining or distillation.
Learn in simulation. Transfer zero-shot to the real robot.

Nicholas M. Blauch†Nicolas Moenne-LoccozJayjun LeePatrick YinAsif RanaMohak BhardwajJessica YinSam MadyMarilyn ReebKarl Van WykNathan RatliffJae-Hyun JungRuth RosenholtzAnkur HandaGavriel State

Dex Manipulation Workshop · CoRL 202610th Conference on Robot Learning (CoRL 2026), Austin TX, USA.

The idea, the learning, and the real robot. Download video ↗ Transcript ↗

Foveation enables efficient perceptive RL

Rendering and encoding dense images consume resources that could support more parallel learning. Foveation concentrates detail around gaze in a compact image while retaining peripheral context.

Uniform fixed high-resolution300 × 480
Foveated active128 × 128

Drag on the left image to move gaze. The left raster matches the high-resolution model; the active view samples the full source image. This illustrates camera sampling on a static simulation scene. Training renders each observation directly.

Same ≈45 GB budgetHigh resolution300 × 480 · uniform fixedCompact observation128 × 128 · foveated active
Environments / GPU2081 2486.0× as many
Total training FPS8 L40S GPUs≈4 685≈20 7604.4× the throughput
Visual tokens / frame570648.9× fewer

Throughput: full training runs on eight L40S GPUs, averaged over three seeds. Environment allocations use the same approximate 45 GB process-memory budget from single-Blackwell calibration.

More learning from the same compute budget

Foveated observations preserve detail where the robot looks, while leaving more compute for parallel learning. Compare the models on five-object clutter over the same 72 hours of training.

Matched scene“Pick up the sneaker.”

Foveated active

Moving gaze · nonuniform detail

Foveated view centered on the sneaker, with enlarged detail near fixation and compressed peripheral context
128 × 12864 visual tokens

Concentrate detail at fixation, with wide peripheral context.

Uniform active

Moving gaze · uniform detail

Uniform low-resolution view aimed at the same sneaker; the target occupies fewer pixels
128 × 12864 visual tokens

The same compact image budget, spread uniformly across the view.

Uniform fixed (high-res)

Fixed gaze · uniform detail

Uniform high-resolution fisheye view of the full scene from the fixed camera
300 × 480570 visual tokens

A dense view of the whole scene, at a larger rendering and encoding cost.

The same five-object scene through each model’s camera. Active views fixate the sneaker for this illustration; these are native camera images, not policy rollouts. Dimensions are height × width.
8 GPUs4 GPUs

Zero-shot sim2real transfer

78%

Real-world success with foveated active vision.

The policy must distinguish a boot, laced boot, and sneaker among clutter, then grasp the requested object. It transfers directly from simulation, without real-world policy fine-tuning.

26%Uniform active
24%Uniform fixed, high-res
Foveated activeUniform activeUniform fixed (high-res)
Trial success: foveated active 87.6% in full simulation, 90% in matched simulation, 78% on the robot; uniform active 53.75%, 52%, 26%; uniform fixed high-resolution 64.2%, 64%, 24%.
Foveated active vision leads in both domains. All models show a sim-to-real gap.

Per model: 2,000 simulation trials and 50 reviewed robot trials. “Sim (50)” uses the same planned layouts and targets as the robot trials and is a subset of the full simulation set. These are trial-success rates from one completed checkpoint per model, distinct from the training curves above.

Balance detail with context

We vary how strongly the image concentrates detail around gaze while keeping the compact image size, encoder, and training allocation fixed.

Intermediate foveation outperforms both the strongest concentration and nearly uniform sampling. The main model sits in this effective region; overlapping seed ranges do not establish a precise optimum.

Stronger foveationNearly uniform

Intermediate foveation reaches about 60% best ISR; the main-paper setting reaches about 62%. The strongest and near-uniform settings reach about 52–53%. Individual seeds and their full ranges are shown.
Connected diamonds: three-seed means, including the main model. Bars: full seed ranges. Small points: individual seeds.

Five-object training on four GPUs, compared over the same 72 hours. Each seed contributes its best recorded success-region occupancy (ISR) at the final curriculum level. ISR measures time in the success region, not episode success.

Rendering and policy architecture

Render where the robot looks

We use OmniLensDistortionLutAPI to attach forward and inverse lookup textures to the RTX camera. RTX traces rays directly into a compact foveated image. Gaze moves the high-detail center while retaining the wider scene. On the robot, software samples the same view from a fixed fisheye camera.

Learn from vision, language, and touch

A frozen, foveation-adapted visual encoder feeds a recurrent policy alongside the instruction, tactile feedback, and robot state. Reinforcement learning trains the motor policy, with supervised gaze learning and a privileged critic used only during training.

Figure 1 · The paper’s complete architecture. Click to enlarge. Dashed orange paths are training-only supervision.

Explore the rendering geometry

Follow one pixel through the cameraClick either square image. Drag the scene to rotate the observation camera.
01 / Forward LUT128 × 128 · RGB directions
Color encodes direction, not scene color.Texture coordinates → camera-space ray
02 / Ray → sceneRotate observation camera · drag or arrows
Selected ray Sparse subset of the ray bundleBoth LUTs stay fixed when gaze rotates.
03 / Foveated output128 × 128 · WebGL rendering
Circular + calibrated-camera masksSame ray samples, fixed transpose / flip
Output pixel · column, row—
Forward lookup · u, v—
Camera ray · x, y, z—
Selected sample—
The second LUT512 × 512 · RG image coordinates
Each position represents a direction.
Its stored color represents an image location.

Reverse lookup: direction to pixel

Tracing starts with a pixel and asks where it looks. Operations such as motion-vector computation ask the reverse: where does this direction land in the image?

We analytically invert the angular mapping and CMF warp, then sample that inverse into a second texture. Its square domain is an octahedral encoding of directions over the whole sphere. Its two stored values are the corresponding forward-texture coordinates.

Selected ray → direction address —Inverse LUT → recovered u, v —

Try it Move gaze: the rendered scene changes, but both lookup textures and this camera-space correspondence remain fixed. Switch to uniform sampling: both maps change together.

Interactive WebGL illustration of the captured five-object scene, Rizon arm and Sharpa hand. Joint positions and camera calibration match the film’s RTX capture; this browser view uses lit meshes and a cube-camera ray lookup, following the Alpha/NIST viewer. It omits the lab background; the film shows native RTX output.

FOVI-DexFoveation enables efficient perceptive learning of dexterous manipulation in simulation

Nicholas M. Blauch†Nicolas Moenne-LoccozJayjun LeePatrick YinAsif RanaMohak BhardwajJessica YinSam MadyMarilyn ReebKarl Van WykNathan RatliffJae-Hyun JungRuth RosenholtzAnkur HandaGavriel State

NVIDIA

Read the paper ↗
Full policy architecture from Figure 1