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FetchBot: Learning Generalizable Object Fetching in Cluttered Scenes via Zero-Shot Sim2Real
Weiheng Liu, Yuxuan Wan, Jilong Wang, Yuxuan Kuang, Wenbo Cui, Xuesong Shi, Haoran Li, Dongbin Zhao, Zhizheng Zhang, He Wang
TL;DR
FetchBot addresses safe, generalizable object fetching in cluttered scenes, where occlusion and limited real-world data hinder reliable policies. It combines large-scale synthetic scenes and demonstrations with foundation-model depth and local occupancy prediction for zero-shot sim-to-real transfer. The method achieves an average 89.95% real-world success rate and handles transparent, reflective, and irregular objects.
Problem
Safe, generalizable fetching remains difficult because dense clutter causes occlusion, while collecting large-scale real-world data is expensive.
Source: §1 · p. 2Method
FetchBot combines 1M synthetic cluttered scenes, 500k demonstrations, foundation-model depth prediction, and local occupancy prediction for sim-to-real transfer.
Source: §1 · pp. 2–3Results
Takeaways & Limitations
FetchBot demonstrates effective clutter handling, zero-shot sim-to-real transfer, and adaptability across challenging real-world fetching scenarios.
Source: §1 · p. 3, §4.2 · p. 8, §5 · p. 8In heavily occluded cases, collision-avoiding actions may exceed robot joint limits, while fully occluded targets may require advanced obstruction-clearing and scene-restoration reasoning.
Source: §5 · p. 9
Abstract
from arXiv · showhide
Generalizable object fetching in cluttered scenes remains a fundamental and application-critical challenge in embodied AI. Closely packed objects cause inevitable occlusions, making safe action generation particularly difficult. Under such partial observability, effective policies must not only generalize across diverse objects and layouts but also reason about occlusion to avoid collisions. However, collecting large-scale real-world data for this task remains prohibitively expensive, leaving this problem largely unsolved. In this paper, we introduce FetchBot, a sim-to-real framework for this challenge. We first curate a large-scale synthetic dataset featuring 1M diverse scenes and 500k representative demonstrations. Based on this dataset, FetchBot employs a depth-conditioned method for action generation, which leverages structural cues to enable robust obstacle-aware action planning. However, depth is perfect in simulation but noisy in real-world environments. To address this sim-to-real gap, FetchBot predicts depth from RGB inputs using a foundation model and integrates local occupancy prediction as a pre-training task, providing a generalizable latent representation for sim-to-real transfer. Extensive experiments in simulation and real-world environments demonstrate the strong zero-shot sim-to-real transfer, effective clutter handling, and adaptability to novel scenarios. In cluttered environments, it achieves an average real-world success rate of 89.95%, significantly outperforming prior methods. Moreover, FetchBot demonstrates excellent robustness in challenging cases, such as fetching transparent, reflective, and irregular objects, highlighting its practical value.
1 Introduction
FetchBot addresses safe, generalizable object fetching under severe occlusion and limited real-world data. It combines large-scale synthetic training, depth-conditioned perception, and occupancy prediction, achieving strong zero-shot sim-to-real performance.
- Dense clutter creates occlusions and obstacles that require policies to reason about geometry, minimize collisions, and generalize across objects, layouts, and materials.Source: §1 · p. 2
- Prior methods struggle with dense clutter, diverse real-world arrangements, noisy depth sensing, and incomplete voxel representations in occluded regions.These limitations affect heuristic, learning-based, point-cloud, and depth-based approaches.Source: §1 · p. 2
- 89.95% average real-world success rate demonstrates FetchBot’s strong performance in cluttered scenarios, including translucent, reflective, and irregular objects.The method significantly outperforms existing approaches in real-world experiments.Source: §1 · p. 2
- FetchBot uses foundation-model depth predictions to bridge sim-to-real and occupancy prediction to infer occluded information for more complete scene understanding.Source: §1 · pp. 2–3
- UniVoxGen generates 1M diverse cluttered scenes, while a dynamics-aware oracle policy supplies 500k representative demonstrations for training.Source: §1 · p. 2
2 Related Works
Prior robotic-fetching research leaves gaps in realistic clutter simulation and zero-shot transfer for 3D visuomotor policies. FetchBot targets these gaps with dense voxel-based scenes and predicted-depth representations.
- Fetching from clutter requires careful retrieval that minimizes disturbance, but simulated environments often fail to reproduce real-world density and unpredictability.Source: §2 · p. 3
- Point-cloud-based sim-to-real methods remain vulnerable to depth noise and inaccuracies at object edges and reflective surfaces.FetchBot instead uses predicted depth as an intermediate representation and unified 3D fusion for more complete perception.Source: §2 · p. 3
3 FetchBot
FetchBot combines voxel-based scene generation, a dynamics-aware oracle, predicted-depth sim-to-real transfer, occupancy completion, and imitation learning. Its pipeline is designed for dense clutter and safe, generalizable fetching.
3.2 Voxel-based Cluttered Scene Generator
- Collision-free placement is difficult because simulator collision checks and object dropping are costly and can produce unrealistic dense configurations.Source: §3.2 · p. 3
- UniVoxGen efficiently generates realistic dense scenes through voxel union, intersection, difference, and transformation operations, producing 1 million training scenes.The scenes also provide dense occupancy ground truth.Source: §3.2 · p. 4, Figure 3 · p. 4
3.3 Dynamics-Aware Oracle Policy
- The oracle policy uses reinforcement learning to learn environmental dynamics and select low-impact fetching maneuvers.Its hierarchical scene encoder combines local object details with global scene context.Source: §3.3 · p. 4
- The hierarchical encoder processes object-level features locally and aggregates them into a global scene representation, preserving detail alongside scene context.Source: §3.3 · pp. 4–5, Figure 4 · p. 4
3.4 Vision-based Imitation Learning
- Predicted depth maps place simulation and real RGB inputs in a shared representation, avoiding direct reliance on noisy real depth sensors.Source: §3.4 · p. 5
- Multi-view features are projected into 3D query points and aggregated with deformable cross-attention before 3D refinement.The mechanism uses valid camera views and local projected features.Source: §3.4 · p. 5
- Semantic occupancy prediction within a local end-effector ROI distinguishes targets, obstacles, and robots while inferring unobserved structure from multi-view predicted depth.Complete UniVoxGen occupancy supervises this auxiliary task, improving robustness to occlusion and irregular partial observations.Source: §3.4 · p. 5
- The policy converts the 3D scene representation into actions using a transformer architecture and diffusion head, while encoder pretraining precedes imitation learning.Source: §3.4 · pp. 5–6
4 Experiments
FetchBot is evaluated in simulation, real-world zero-shot transfer, and component ablations for safe fetching in cluttered scenes. Across these evaluations, occupancy-based occlusion reasoning and predicted depth support stronger performance and broader deployment.
4 Experiments
- The experiments compare heuristic, motion-planning, and learning-based policies using environmental impact and success rate as the principal evaluation measures.Simulation uses 3000 densely constructed scenes and counts success only when fetching stays within a 3 cm obstacle-displacement threshold.Source: §4.1 · pp. 6–7, §4 · p. 6
4.1 Simulation Experiment
- 81.46% suction-cup and 91.02% parallel-gripper success rates demonstrate FetchBot’s strong simulated fetching performance under clutter and occlusion.Its occupancy representation infers occluded geometry and supports actions that minimize disturbance to nearby objects.Source: §4.1 · p. 7
4.2 Real World Experiment
- FetchBot generalizes to real-world tabletop and drawer tasks while handling transparent and reflective objects through predicted depth and occupancy-based scene completion.The method uses local occupancy and semantic cues to represent occluded regions and diversify local geometries during training.Source: Figure 6 · p. 7, Figure 7 · p. 7, §4.2 · p. 8
4.3 Ablation Study for Sim2Real
- Removing DepthAnything reduces real-world success from 86.60% to 60.00%, while removing occupancy reduces it to 73.33%.Using RGB alone produces the lowest success rate, 33.33%, showing that both modules contribute to sim-to-real fetching.Source: §4.3 · p. 8
5 Conclusion and Limitation
FetchBot combines large-scale synthetic data, depth-conditioned action generation, RGB-to-depth prediction, and occupancy pretraining for cluttered-scene fetching. The paper reports strong zero-shot transfer and practical handling of challenging objects, while identifying reachability, joint limits, and multi-arm coordination as remaining boundaries.
Conclusion
- FetchBot demonstrates strong zero-shot transfer, effective clutter management, and handling of transparent, reflective, and irregular objects in real-world fetching.The conclusion describes these results as significantly outperforming previous methods and demonstrating practical value for complex tasks.Source: §5 · p. 8
- The framework combines a large-scale synthetic dataset with depth-conditioned action generation, RGB-to-depth prediction, and occupancy pretraining.These components are presented as the basis for bridging the sim-to-real gap and improving scene understanding under occlusion.Source: §5 · p. 8
Limitation
- Heavy occlusion can produce complex maneuvers that exceed robot-arm joint limits, while fully occluded targets may remain initially unreachable and large objects challenge single-arm grasping.The paper suggests dual-arm collaboration and reasoning for obstruction clearing and scene restoration as future directions.Source: §5 · p. 9
A.1 Scene Generation Method
UniVoxGen generates realistic cluttered environments in voxel space, while the oracle policy is trained with disturbance-aware rewards and randomized conditions. The resulting scenes span shelves, tabletops, drawers, and racks for broad evaluation and training coverage.
A.1 Scene Generation Method
- UniVoxGen accelerates realistic cluttered-scene generation through voxel-space collision checks and hand-designed placement rules, avoiding expensive simulator-based verification.It generates 1 million scenes in 12 hours on a workstation with 8 RTX 4090s.Source: §A.1 · pp. 15–16
- The generator uses voxel unions, intersections, differences, and SE(3) transformations to place objects while checking collisions and preserving object poses.Its rule set can also include unsolvable cases to better represent real-world clutter.Source: §A.1 · p. 15
A.2 Scene Generation Result
- UniVoxGen produces structured clutter for shelves and additional tabletop, drawer, and rack environments to support extension experiments.Shelf layouts preserve regularity rather than arbitrarily piling objects.Source: §A.2 · p. 16, Figure 10 · p. 16
B.1 Reward Function
- The oracle reward combines task completion, behavioral constraints, and environment-change penalties, with curricula that progressively tighten disturbance thresholds.The policy is trained with PPO and randomized object, camera, end-effector, and observation conditions to improve robustness.Source: §B.1 · pp. 16–17, §B.2 · p. 17
B.3 Curriculum Learning Methods
The study finds that scene-based curricula do not produce satisfactory results, while a σ-based curriculum improves exploration, precision, and training stability. The oracle policy encodes scene context, proprioception, and previous actions into an 82-dimensional observation mapped to actions.
B.3 Curriculum Learning Methods
- Per-environment, unified, and policy-driven difficulty curricula all fail to produce satisfactory improvement.The tested approaches respectively adjust individual environments, advance all environments together, or focus training on failed scenarios.Source: §B.3 · p. 18
- The σ-based curriculum starts with a large σ for exploration and gradually reduces it to improve precision and stability.Unlike the tested scene-based curricula, it schedules training by task difficulty rather than manually defined or policy-derived scene difficulty.Source: §B.3 · p. 18
- Scene difficulty levels are homogeneous, so knowledge learned in easy scenarios transfers poorly to hard ones and provides weak learning gradients.The σ-based curriculum avoids specifying scene difficulty and directly schedules task difficulty.Source: §B.3 · p. 18
B.4 The Architecture of Oracle Policy
- The oracle policy observation concatenates a 64-dimensional scene representation, 12-dimensional target-relative proprioception, and a 6-dimensional previous action into o_t ∈ R^82.The decision module is a three-layer MLP implementing π: R^82 → R^6.Source: §B.4 · pp. 18–19
C.1 Ablation Study on Scaling the Training Data
Scaling data improves performance in both occupancy pre-training and policy learning. Larger datasets consistently raise success rates, with both studies reaching 81.46% at their largest evaluated data volume.
Scaling the Training Data for Occupancy Pre-Training
- 81.46% success is achieved with 500k scenes for occupancy pre-training, rising from 62.33% with 500 scenes.Policy-training data remains fixed at 500K, isolating the effect of occupancy pre-training scale.Source: §C.1 · p. 19, Figure 11 · p. 19
Scaling the Training Data for Policy Learning
- 81.46% success is achieved with 500k state-action pairs for policy learning, rising from 48.23% with 500 pairs.The 3D vision encoder pre-training volume remains fixed, isolating the effect of policy-learning data scale.Source: §C.1 · p. 19, Figure 12 · p. 19
Overall Findings
- Larger datasets improve both occupancy pre-training and policy learning, highlighting the importance of data scale for 3D vision policy performance.The ablation uses a suction-cup end effector.Source: §C.1 · p. 19
C.2 Ablation Study on Region of Interest (ROI) Size
The study finds that a task-scaled local ROI improves fetching accuracy, while multi-view attention, relative-depth processing, and occupancy pre-training support robust 3D scene representations and sim-to-real reconstruction.
C.2 Ablation Study on Region of Interest (ROI) Size)
- 20 × 20 × 30 cm achieves the highest success rate of 81.46% with the lowest translation error of 2.78 cm and rotation error of 0.36 rad.This ROI encloses the approximately 5 × 10 × 12 cm targets while filtering distant distractions.Source: §C.2 · p. 20, Table 5 · p. 20
C.2 Ablation Study on Region of Interest (ROI) Size
- Larger ROIs reduce success and accuracy because irrelevant distant information weakens focus on the target region.The results favor a localized ROI scaled to the task rather than an arbitrarily small crop.Source: §C.2 · p. 20
C.4 The Details of 2D-3D Spatial Attention
- Deformable Cross-Attention aggregates projected multi-view features with visibility- and content-dependent weighting, improving robustness to occlusion and blur.3D queries project into valid camera views, where sparse learned offsets and attention weights sample 2D feature maps.Source: §C.4 · pp. 20–21
C.5 Processing of Relative Depth
- Relative depth is min-max normalized per image and processed as a three-channel input for a ResNet feature extractor.The normalization uses each map’s minimum and maximum values with a small stability constant.Source: §C.5 · p. 21
C.5.1 Mapping Relative Depth to Metric Voxels
- The method projects a predefined 5 mm 3D metric voxel grid into camera views rather than converting relative depth into metric depth or unprojecting features into a point cloud.Multi-view parallax and end-to-end supervision guide the learned mapping from relative-depth features to metric occupancy.Source: §C.5.1 · p. 21
C.6 Real-World Reconstruction Results
- Occupancy pre-training reconstructs occluded volume on simulation and real hardware, while intermediate encoder features—not final occupancy maps—feed the downstream policy.The reconstruction remains robust to transparent, reflective, and irregular objects.Source: §C.6 · p. 21, Figure 13 · p. 22
D Baseline Implementation Details
The implementation compares multiple input representations under a shared DDPM action generator and deploys the policy on a dual-camera robot system with asynchronous control.
D Baseline Implementation Details
- RGB, point-cloud, RGB-D voxel, raw-depth, and predicted-depth baselines share the same DDPM action-generation method while differing in input representation.DDPM training uses 1000 denoising steps and inference uses 100 steps.Source: D Baseline Implementation Details · pp. 22–23
E.1 Setup
- The real-world platform uses a Flexiv Rizon 4S arm and two Intel D435i cameras providing wrist-mounted and third-person RGB views.The system uses a suction cup for boxed objects and a parallel gripper for bottled objects.Source: §E.1 · pp. 23–24
- Experiments primarily use a replicated retail environment, with additional cabinet and rack settings across 30 layouts.The object set includes boxed, bottled, transparent, reflective, and irregularly shaped items.Source: §E.1 · p. 24, Figure 17 · p. 24
E.2 Real-World System Design
- A 10 Hz policy layer sends target end-effector poses to a 100 Hz asynchronous inverse-kinematics controller for smooth, velocity-limited execution.The controller interpolates toward policy targets using small kinematically valid joint motions.Source: §E.2 · p. 24
E.3 Experiment objects
The experiments use diverse objects and illustrate challenging cases involving occlusion, object scale, and end-effector reachability.
E.3 Experiment objects
- The object set spans boxed, bottled, transparent, reflective, and irregularly shaped items.This diversity tests performance across different geometries and materials.Source: §E.3 · p. 24
- The failure illustrations include an above-approach joint-limit violation, a large object requiring dual-arm manipulation, and a completely occluded unreachable target.The last case requires moving obstacles, fetching the target, and restoring the obstacles.Source: Figure 18 · p. 25
F Failure Modes Analysis
The failure analysis identifies complexity-dependent limits involving joint constraints, oversized objects, and targets that require multi-step obstacle manipulation.
F Failure Modes Analysis
- Excessively complex scenes can cause joint-limit violations and task failure when the robot approaches from above.The reported boundary also includes oversized objects needing dual-arm coordination and fully occluded targets needing obstacle rearrangement.Source: F Failure Modes Analysis · p. 25
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