Pixel2Catch: Multi-Agent Sim-to-Real Transfer for Agile Manipulation with a Single RGB Camera

arXiv:2602.22733 · cs.RO · Submitted 2026-02-26 · Read on arXiv

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Introduction to the show: ident: Robotics Radio. Generated commentary on the latest robotics and control papers.

Rosa: We're looking at the paper: "Pixel2Catch: Multi-Agent Sim-to-Real Transfer for Agile Manipulation with a Single RGB Camera".

Dev: Here's the gist of the paper. The gist: Pixel2Catch proposes an RGB-only robotic catching system that infers object motion from pixel-level features rather than explicit 3D position estimation, enabling successful sim-to-real transfer.

Dev: The system is inspired by human visual perception, where object motion is inferred from "pixel-level features in image space rather than metric 3D coordinates" <ref:2602.22733#pg2>.

Paper summary: Rosa: So, to start with Pixel2Catch: Multi-Agent Sim-to-Real Transfer for Agile Manipulation with a Single RGB Camera, what's the big idea here? It claims they can catch thrown objects using only an RGB camera without ever estimating the object's precise three dee position <ref:2602.22733#pg1>. Dev That's right. The authors are moving away from needing depth sensors or motion capture systems to get that metric three dee data <ref:2602.22733#pg1>. Rosa They say instead, you infer the object's motion just by looking at pixel-level features in the image space, which captures changes in the object’s position and scale over time. Dev It means they are using visual cues directly from a single RGB image to figure out how things are moving dynamically. Rosa And to make this work stably on a complex system with both an arm and a hand, they use this heterogeneous multi-agent reinforcement learning framework, treating the arm and the hand as independent agents with different jobs. Dev They train these agents cooperatively using role-specific observations and rewards so that each part learns its specific task well. Rosa The core claim is that because they do this training in simulation, they can transfer those learned policies directly to the real robot without needing any extra tuning or fine-tuning in the physical world.

Taro: So, if I'm driving and I see a ball fly toward me, I don't need a precise coordinate of where it is right now; I just see how fast it's moving across my vision. Rosa Exactly. This approach aims to capture that relative motion using pixel-level features like the object’s image space center coordinates, width, and height. Dev They define this feature vector as zpixel, which includes those spatial dimensions plus temporal differences between consecutive timesteps to capture the motion dynamics. Taro It sounds like they are letting the AI learn a visual language for catching by focusing on what's changing in the image itself rather than trying to solve a hard geometric problem.

Conclusion: Rosa: Looking at Pixel2Catch: Multi-Agent Sim-to-Real Transfer for Agile Manipulation with a Single RGB Camera, the authors are showing how you can build a system that works well in simulation and then actually performs in the real world without needing extra work on the robot. Dev The main contribution they highlight is this novel framework that represents object motion using pixel-level features extracted from an RGB camera rather than explicit three dee position estimation <ref:2602.22733#pg1,object motion using pixel-level>. Rosa It simplifies things for robotic catching because it makes you rely only on visual motion patterns, which is much closer to how we catch things in the real world. Dev And they achieved this by decomposing the system into a robot arm and a multi-fingered hand, each trained with its own set of observations and rewards. Rosa It really boils down to proving that you can get agile and stable catching using only RGB visual input if you set up your learning framework correctly in simulation.

Taro: What this means for us is that we don't have to wait for perfect, expensive sensor data just to train a robot arm. Rosa It shows that the motion cues within an image are rich enough for the policy to reason about the object's movement effectively. Dev The implication is that we can build complex manipulation systems by focusing on how things look and move visually, instead of being completely bottlenecked by perfect three dee sensing <ref:2602.22733#pg1>.

Taro: But they also pointed out a limitation, which is important for us to consider later. They mention that performance degradation in real-world settings for baseline methods is due to differences in object trajectory distributions between simulation and the real world. Rosa So, while they transferred it successfully, the performance might still drop if the object moves in a way that's totally outside what was randomized during training.

Dev: That makes sense from a control standpoint. If the real world throws an object with a completely different trajectory distribution than what they saw in simulation, even with this good visual feature extraction, the learned policy might struggle to adapt gracefully.

Rosa: So, the Pixel2Catch approach is powerful because it skips that explicit three dee estimation step entirely and relies on learning from those image space changes <ref:2602.22733#pg1>.

Dev: It's a solid demonstration of how multi-agent reinforcement learning can handle high degrees of freedom by separating the roles of reaching and grasping in a way that makes training more stable.

Seongyong Kim, Junhyeon Cho, Kang-Won Lee, Soo-Chul Lim

Dongguk University

cs.RO

Submitted: 2026-02-26

Updated: 2026-02-26

Journal ref: IEEE Robotics and Automation Letters, vol. 11, no. 8, pp. 9287-9294, Aug. 2026

DOI: 10.1109/LRA.2026.3703582

License: http://creativecommons.org/licenses/by-nc-nd/4.0/

Importance score: 78/100

The gist: The gist: Pixel2Catch proposes an RGB-only robotic catching system that infers object motion from pixel-level features rather than explicit 3D position estimation, enabling successful sim-to-real

Key concepts

Pixel-level Feature Vector (zpixel)
This vector captures essential visual information from an RGB image, including the object's center coordinates (cx, cy), width (w), and height (h). Crucially, it includes temporal differences between consecutive frames to represent motion dynamics. This allows the robot to understand how the object is moving in image space.
Segment Anything Model 2 (SAM 2)
SAM 2 is used to robustly segment objects within the RGB image. It extracts pixel-level information that captures relative changes in the object's position and scale between frames. This feature extraction forms the basis for inferring object motion without needing explicit depth or metric coordinates.
Heterogeneous Multi-Agent Reinforcement Learning (MARL)
The system uses a MARL framework to control a complex robot arm and hand by treating them as independent agents with distinct roles. The arm agent focuses on reaching the object, while the hand agent focuses on stable grasping. They learn cooperatively using role-specific rewards, leading to more stable and effective manipulation.
Centralized Training with Decentralized Execution (CTDE)
This paradigm is used during training where all agents share information centrally to learn complex interactions. During execution in the real world, each agent acts independently based only on its local observations. This structure helps achieve stable learning for high-DoF systems.

Terminology

Summary

The gist: Pixel2Catch proposes an RGB-only robotic catching system that infers object motion from pixel-level features rather than explicit 3D position estimation, enabling successful sim-to-real transfer.

How it works

  1. The system is inspired by human visual perception, where object motion is inferred from pixel-level features in image space rather than metric 3D coordinates <ref:2602.22733#pg2>.

  2. To extract these cues, the work employs the Segment Anything Model 2 (SAM 2) [10], which provides robust object segmentation and enables the extraction of pixel-level information capturing relative changes in image space position and scale <ref:2602.22733#pg2>.

  3. The proposed pixel-based feature vector is defined as zpixel ∈ R 6 = cx, cy, ∆cx, ∆cy, ∆w, ∆h (1) <ref:2602.22733#pg5>. This vector includes the object’s image space center coordinates, width and height <ref:2602.22733#pg5>.

  4. Temporal differences are incorporated into zpixel to capture motion dynamics, as the paper states that we incorporate temporal differences between consecutive timesteps into zpixel <ref:2602.22733#pg5>.

  5. A heterogeneous Multi-Agent Reinforcement Learning (MARL) framework is designed to control the high-DoF system by decomposing it into independent agents: a robot arm and a multi-fingered hand <ref:2602.22733#pg2>.

  6. The arm agent focuses on approaching the object with the end-effector, while the hand agent is trained to stably grasp the object without dropping it <ref:2602.22733#pg6>.

  7. The policies are trained using MultiAgent Proximal Policy Optimization (MAPPO) [11] within a Centralized Training with Decentralized Execution (CTDE) paradigm <ref:2602.22733#pg5>.

System Components and Setup

The physical setup utilizes a 6-DoF robot arm, specifically the Universal Robots UR5e, mounted at a height of 0.81 m <ref:2602.22733#pg6>. The Allegro Hand is attached to the arm, with three joints fixed to simplify control and maintain Z (m) <ref:2602.22733#pg6>. A single RealSense D435 camera provides a global view, mimicking human visual perception by using only RGB images without depth information <ref:2602.22733#pg6>.

The simulation environment is developed using the NVIDIA Isaac Lab framework [36], employing a USD model identical to the real hardware and modeling the camera as a pinhole camera with the same field of view <ref:2602.22733#pg6>. To improve robustness, we randomize the object’s initial state at the beginning of each episode, including its position, orientation, linear velocity, and mass <ref:2602.22733#pg6>.

Learning Framework and Reward Design

The problem is formulated as a Multi-Agent Markov Decision Process (MAMDP), where each agent maximizes its expected discounted return E[PT k=0 γ k r i k] <ref:2602.22733#pg5>. Separate reward functions are designed for the arm and hand policies to encourage role-specific behavior <ref:2602.22733#pg6>.

The reward for the arm policy is formulated as Rarm t = rtime + rpalm dist + λsucc1succ + λapp1app − λfail(1drop + 1coll) − λactaarm t2 <ref:2602.22733#pg6>. The reward for the hand policy is Rhand t = 1/5(rpalm dist + X i∈F r i dist) + λsucc1succ − λfail(1drop + 1coll) − λactahand t2 <ref:2602.22733#pg6>. The term rdist is defined as the temporal difference in Euclidean distance between the robot link and the object <ref:2602.22733#pg6>.

Results and Sim-to-Real Transfer

The proposed method consistently outperforms baselines across both simulation and real-world environments, achieving a tracking rate of approximately 70% and a catching success rate of around 50% in real-world experiments <ref:2602.22733#pg8>. The performance gain over Single-Agent Reinforcement Learning (S-A RL) stems from the task decomposition into specialized roles, allowing for role-specific reward functions and reducing unnecessary coupling between reaching and grasping objectives <ref:2602.22733#pg7>.

Crucially, the system demonstrates strong sim-to-real transfer capability because all policies are transferred directly from simulation to the real robot without any additional real-world fine-tuning <ref:2602.22733#pg8>. The paper concludes that this approach enables agile and stable catching of human-thrown objects using only RGB visual input <ref:2602.22733#pg2>.

Future Work

The current study is limited to a single-arm robotic setup, and future work plans include extending the proposed framework to bimanual robotic platforms to enable more stable and robust catching of objects with diverse sizes and geometries. The paper also notes that performance degradation in real-world settings for baseline methods is attributed to differences in object trajectory distributions between simulation and the real world <ref:2602.22733#pg8>.

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Pixel2Catch: Multi-Agent Sim-to-Real Transfer for Agile Manipulation with a Single RGB Camera

Seongyong Kim, Junhyeon Cho, Kang-Won Lee, and Soo-Chul Lim

Dongguk University

Deploy in Real-world Train in Simulation Time Monocular RGB Camera Thrown Object by Human Multi-joint Robot Without 3D Position (0.1, 0.2, 1.5) RGB Image Object Perception using Pixel-wise Features Cx, Cy (W, H) C W H Learning Catching Policy Fig. 1: We propose Pixel2Catch, an RGB-only robotic catching system without explicit 3D position estimation. The system consists of a robot arm equipped with a multi-fingered hand and a single RGB camera. Inspired by human visual perception, object motion is inferred from pixel-level features in image space rather than metric 3D coordinates. Policies trained in simulation are transferred directly to the real robot without fine-tuning. Abstract— To catch a thrown object, a robot must be able to perceive the object’s motion and generate control actions in a timely manner. Rather than explicitly estimating the object’s 3D position, this work focuses on a novel approach that recognizes object motion using pixel-level visual information extracted from a single RGB image. Such visual cues capture changes in the object’s position and scale, allowing the policy to reason about the object’s motion. Furthermore, to achieve stable learning in a high-DoF system composed of a robot arm equipped with a multi-fingered hand, we design a heterogeneous multiagent reinforcement learning framework that defines the arm and hand as independent agents with distinct roles. Each agent is trained cooperatively using role-specific observations and rewards, and the learned policies are successfully transferred from simulation to the real world. I. INTRODUCTION When humans catch a thrown object, they do not rely on explicit 3D position values or precise metric representations of the object <ref:2602.22733#pg2>. Instead, they perceive the object’s motion by observing relative changes in its apparent position and size over time, and generate catching movements based on these visual cues. This highlights that dynamic catching can be achieved through the interpretation of visual motion patterns, rather than explicit estimation of the object’s 3D state <ref:2602.22733#pg2>. However, most prior studies on dynamic object manipulation have relied on the motion capture systems [1]–[5] or depth sensors [6]–[9] to estimate the object’s 3D position <ref:2602.22733#pg2>. While such sensing modalities enable explicit geometric measurements, the performance of the resulting control models is strongly influenced by sensor quality <ref:2602.22733#pg2>. In particular, accurately estimating 3D object positions in real-world environments is often more challenging than in simulation, which leads to a significant sim-to-real gap when transferring learned policies <ref:2602.22733#pg2>.

Improvements for AI systems

  1. Improved object motion perception by using pixel-level features extracted from a single RGB image instead of explicit 3D position estimation, which makes performance less sensitive to sensor accuracy. This allows the system to recognize object motion using pixel-level visual information extracted from a single RGB image.

  2. Implementation of a heterogeneous multiagent reinforcement learning framework that decomposes the robotic system into independent agents for the arm and hand, allowing them to be trained cooperatively with role-specific observations and rewards. This enables specialized control, where the arm focuses on positioning and the hand focuses on grasping.

  3. Development of a state space that concatenates sequential observations over two consecutive timesteps for each agent, providing temporal context necessary for inferring motion dynamics directly from relative visual changes. This helps policies infer motion dynamics directly from relative visual changes.

  4. Design of role-specific reward functions, such as those defined in equation (2) and (3), to train the arm policy to focus on approaching the thrown object with the end-effector and the hand policy to focus on stably grasp[ing] the object without dropping it. This clear signal helps stabilize learning compared to a unified reward.

  5. Integration of system identification prior to training, where joint-level dynamic parameters in simulation are optimized based on real robot data, which minimizes the sim-to-real gap. This ensures that policies learned in simulation are directly deployed on the physical robot without additional fine-tuning.

  6. Introduction of domain randomization for both observations and actions during training, including random noise perturbations, to enhance robustness against real-world variations. This augmentation accounts for segmentation uncertainty caused by real-world visual variations and helps the proposed method achieve robust performance under real-world conditions.

Abstract

To catch a thrown object, a robot must be able to perceive the object's motion and generate control actions in a timely manner. Rather than explicitly estimating the object's 3D position, this work focuses on a novel approach that recognizes object motion using pixel-level visual information extracted from a single RGB image. Such visual cues capture changes in the object's position and scale, allowing the policy to reason about the object's motion. Furthermore, to achieve stable learning in a high-DoF system composed of a robot arm equipped with a multi-fingered hand, we design a heterogeneous multi-agent reinforcement learning framework that defines the arm and hand as independent agents with distinct roles. Each agent is trained cooperatively using role-specific observations and rewards, and the learned policies are successfully transferred from simulation to the real world.

Sources

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