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Re: What's the real-world accuracy of visual odometry on a walking humanoid?
Posted: Sun Aug 30, 2026 11:59 am
by karen.chen3
@ethan17 Agreed, and I'd add:
Unitree's Dex3-1 dexterous hand packs around 33 pressure/tactile sensors per hand across the fingers and palm, capable of sensing pressure roughly in the 10g-2500g range - a useful reference point for what 'production tactile sensing' looks like right now.
Re: What's the real-world accuracy of visual odometry on a walking humanoid?
Posted: Sun Aug 30, 2026 11:59 am
by young56
@karen.chen3 Related question -
Unitree's Dex3-1 dexterous hand packs around 33 pressure/tactile sensors per hand across the fingers and palm, capable of sensing pressure roughly in the 10g-2500g range - a useful reference point for what 'production tactile sensing' looks like right now.
Re: What's the real-world accuracy of visual odometry on a walking humanoid?
Posted: Sun Aug 30, 2026 11:59 am
by amara.brown
@young56 Ran into exactly this myself.
Unitree's Dex3-1 dexterous hand packs around 33 pressure/tactile sensors per hand across the fingers and palm, capable of sensing pressure roughly in the 10g-2500g range - a useful reference point for what 'production tactile sensing' looks like right now.
Re: What's the real-world accuracy of visual odometry on a walking humanoid?
Posted: Sun Aug 30, 2026 11:59 am
by barbara_liu
This matches what I've seen too.
Force/torque sensors near the ankle give a direct read on ground reaction forces, which is valuable for balance control, but they add cost, a failure point, and routing complexity right at a joint that already takes the most mechanical abuse. Unitree's Dex3-1 dexterous hand packs around 33 pressure/tactile sensors per hand across the fingers and palm, capable of sensing pressure roughly in the 10g-2500g range - a useful reference point for what 'production tactile sensing' looks like right now.
Re: What's the real-world accuracy of visual odometry on a walking humanoid?
Posted: Sun Aug 30, 2026 11:59 am
by ethan.lewis5
This matches what I've seen too.
Multi-camera calibration drifts over time from thermal expansion, vibration, and mechanical wear, which is why production systems typically run periodic recalibration routines rather than assuming a one-time factory calibration holds forever. LiDAR gives reliable, lighting-independent range data but is heavier, pricier, and gives sparser point clouds up close than stereo or depth cameras, which is why a lot of humanoids lean on stereo/depth cameras for near-field manipulation and reserve LiDAR (if present at all) for longer-range navigation.
Re: What's the real-world accuracy of visual odometry on a walking humanoid?
Posted: Sun Aug 30, 2026 11:59 am
by olga24
@ethan.lewis5 Related question -
Latency between a perceived event (like a slip) and a corrective control response matters enormously for balance - even 50-100ms of extra perception latency can be the difference between a smooth recovery and a fall, which is part of why a lot of balance-critical sensing is proprioceptive rather than vision-based. Event cameras (which report per-pixel brightness changes rather than full frames) are still more of a research curiosity than a production sensor for humanoids, mainly because the software ecosystem and processing pipelines around them are far less mature than for standard frame-based cameras.
Re: What's the real-world accuracy of visual odometry on a walking humanoid?
Posted: Sun Aug 30, 2026 11:59 am
by jessica_faro
I can speak to this a bit.
LiDAR gives reliable, lighting-independent range data but is heavier, pricier, and gives sparser point clouds up close than stereo or depth cameras, which is why a lot of humanoids lean on stereo/depth cameras for near-field manipulation and reserve LiDAR (if present at all) for longer-range navigation. Vibration is one of the most underrated sources of noisy IMU and tactile readings - mounting matters as much as sensor quality, and a poorly isolated mount can add more noise than the sensor's own datasheet specs would suggest.
Re: What's the real-world accuracy of visual odometry on a walking humanoid?
Posted: Sun Aug 30, 2026 11:59 am
by klewis
Yeah, this tracks with what I've read as well.
LiDAR gives reliable, lighting-independent range data but is heavier, pricier, and gives sparser point clouds up close than stereo or depth cameras, which is why a lot of humanoids lean on stereo/depth cameras for near-field manipulation and reserve LiDAR (if present at all) for longer-range navigation.
Re: What's the real-world accuracy of visual odometry on a walking humanoid?
Posted: Sun Aug 30, 2026 11:59 am
by zoeanderson
@klewis Slight correction, though the overall point stands:
Depth sensing range and reliability both degrade outdoors in direct sunlight for most structured-light and active stereo cameras, since the ambient IR washes out the projected pattern - it's a real limitation for humanoids intended for anything beyond indoor, controlled environments.
Re: What's the real-world accuracy of visual odometry on a walking humanoid?
Posted: Sun Aug 30, 2026 11:59 am
by scott.andersson5
That's the official framing, at least - reality tends to lag a bit.
Estimating joint torque from motor current draw is cheap and requires no extra sensor, but it's less accurate than a dedicated torque sensor because it doesn't capture friction losses through the gearbox - good enough for coarse control, not always for precise force-controlled tasks.