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How many degrees of pressure resolution does a tactile hand actually need for eggs vs boxes?
Posted: Tue Mar 03, 2026 11:03 pm
by wei_ross
Wanted to get this in front of people who actually know the space.
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. Tactile skin arrays have improved a lot, but 'good enough to matter' really depends on the task - coarse contact detection across a large area is fairly mature, while fine, high-resolution force distribution sensing (like a human fingertip) is still the harder problem.
Open to being corrected on the specifics.
Re: How many degrees of pressure resolution does a tactile hand actually need for eggs vs boxes?
Posted: Wed Mar 04, 2026 2:30 am
by ronald.clark
Agreed, and I'd add:
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.
Re: How many degrees of pressure resolution does a tactile hand actually need for eggs vs boxes?
Posted: Wed Mar 04, 2026 4:48 am
by emilyperez
@ronald.clark One nitpick -
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.
Re: How many degrees of pressure resolution does a tactile hand actually need for eggs vs boxes?
Posted: Wed Mar 04, 2026 9:32 am
by kwilliams
@emilyperez From hands-on experience,
IMU drift over time (bias instability) is usually the real culprit behind slowly diverging state estimates, not noise - it's typically handled with sensor fusion against other references (visual odometry, joint kinematics) rather than trying to eliminate drift at the source.
Re: How many degrees of pressure resolution does a tactile hand actually need for eggs vs boxes?
Posted: Wed Mar 04, 2026 10:50 am
by rtorres
@kwilliams Small correction on one detail:
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. 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.
Re: How many degrees of pressure resolution does a tactile hand actually need for eggs vs boxes?
Posted: Thu Mar 05, 2026 2:36 am
by noah_pate
@rtorres This raises a question for me -
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. Sensor fusion mostly earns its keep by covering for each individual sensor's weaknesses - vision struggles with occlusion and lighting, IMUs drift, force/torque sensors are noisy at low loads - fusing them gives a more robust estimate than any one source alone, independent of raw compute.
Re: How many degrees of pressure resolution does a tactile hand actually need for eggs vs boxes?
Posted: Fri Mar 06, 2026 2:07 pm
by freya.smith
@noah_pate This matches what I've seen too.
A minimum viable sensing suite for safe bipedal walking generally includes joint encoders, an IMU for orientation/angular velocity, and either force/torque sensing or accurate current-based torque estimation at the ankles - everything else (vision, tactile, LiDAR) adds capability rather than being strictly required just to stay upright. SLAM in a working warehouse is harder than in a controlled lab mainly because the map keeps changing - pallets move, people walk through, lighting shifts near dock doors - so a lot of production systems lean on semi-static maps refreshed periodically rather than pure continuous SLAM.
Totally unrelated but has anyone else noticed how fast component costs are dropping this year.
Re: How many degrees of pressure resolution does a tactile hand actually need for eggs vs boxes?
Posted: Sun Mar 08, 2026 2:25 am
by garcia51
@freya.smith Here's what I know on this:
Proprioception (the robot's sense of its own joint angles, velocities, and forces) tends to get less attention than flashy vision systems, even though a lot of balance and manipulation failures trace back to proprioceptive noise or miscalibration rather than a vision problem.
Re: How many degrees of pressure resolution does a tactile hand actually need for eggs vs boxes?
Posted: Tue Mar 10, 2026 6:55 am
by ramirez77
New to this, so forgive me if this is obvious -
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: How many degrees of pressure resolution does a tactile hand actually need for eggs vs boxes?
Posted: Wed Mar 11, 2026 8:11 am
by freya.sokolov
One nitpick -
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. 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.
Kind of makes me think about how different this all looked even three years ago.