# ragg_retrievalaugmented_grasp_generation_model__657092d0.pdf RAGG: Retrieval-Augmented Grasp Generation Model Zhenhua Tang1, Bin Zhu2, Yanbin Hao3, Chong-Wah Ngo2, Richang Hong1* 1Hefei University of Technology, Anhui, China 2Singapore Management University, Singapore 3University of Science and Technology of China, Anhui, China zhenhuat@foxmail.com, {binzhu, cwngo}@smu.edu.sg, haoyanbin@hotmail.com, hongrc.hfut@gmail.com Intent-based grasp generation inherently involves challenges such as manipulation ambiguity and modality gaps. To address these, we propose a novel Retrieval-Augmented Grasp Generation model (RAGG). Our key insight is that when humans manipulate new objects, they initially mimic the interaction patterns observed in similar objects, then progressively adjust hand-object contact. Consequently, we develop RAGG as a two-stage approach, encompassing retrieval-guided generation and structurally stable grasp refinement. In the first stage, we propose a Retrieval-Augmented Diffusion Model (Re Dim), which identifies the most relevant interaction instance from a knowledge base to explicitly guide grasp generation, thereby mitigating ambiguity and bridging modality gaps to ensure semantically correct manipulation. In the second stage, we introduce a Progressive Refinement Network (PRN) with Kolmogorov-Arnold Network (KAN) layers to refine the generated coarse grasp, employing a Structural Similarity Index loss to constrain the spatial relationship between the hand and the object, thus ensuring the stability of the grasp. Extensive experiments on the Oak Ink and GRAB benchmarks demonstrate that RAGG achieves superior results compared to the state-of-the-art approach, indicating not only better physical feasibility and controllability, but also strong generalization and interpretability for unseen objects. Introduction Being able to manipulate objects like humans holds significant implications across various fields, including humancomputer interaction (Pollard and Zordan 2005), virtual reality (H oll et al. 2018; Wu et al. 2020), augmented reality (H urst and Van Wezel 2013), and imitation learning in robotics (Hsiao and Lozano-Perez 2006; Liu et al. 2024a). To understand object affordance, i.e., manipulation intent or grasp type (Corona et al. 2020; Yang et al. 2022) through learning from human experience, recent advances have developed various multimodal hand-object interaction datasets (Taheri et al. 2020; Yang et al. 2022; Jian et al. 2023). These datasets are accompanied by text signals that specify the intent (e.g., hold and use), leading to the definition of a new intent-based grasp generation task. Given a 3D object and *Corresponding author. Copyright 2025, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved. Target: To use this Retrieval-augmented Grasp Generation knowledge base Fully Relevant Irrelevant Partially Relevant Figure 1: Our RAGG retrieves the most relevant grasp sample based on the object shape and manipulation intent to guide the generation process. a manipulation intent, the goal is to generate a 3D hand pose that ensures physically feasible hand-object contact, enables affordance-aware interaction, and achieves robust generalization to unseen objects. The intent-based grasp generation task inherently involves challenge of manipulation ambiguity, as one intent may result in different poses, complicating model convergence (Jian et al. 2023; Chang and Sun 2024). The gaps between the modalities of text, point cloud, and mesh further exacerbate this challenge in generating semantically correct grasps (Zhu et al. 2019; Liu, Li, and Lin 2023; Zhang et al. 2024). Yang et al. (Yang et al. 2022) attempt to address these challenges by employing Grab Net (Taheri et al. 2020). However, this approach is far from satisfactory compared to human-level interaction, as it merely compresses object point cloud, intent text, and hand pose into a latent space for reconstruction. More recently, approaches such as Text2Grasp (Chang and Sun 2024) and Diff H2O (Christen et al. 2024) utilize rich data annotations and textual descriptions as generation prompts to explicitly specify the parts of objects being interacted with, thus improving the model s understanding of manipulation intent and reducing ambiguity. Despite achieving impressive results, their approaches rely heavily on high-quality textual cues and lack the flexibility to handle uncommon objects. In this paper, we address the above limitations by employing a Retrieval-Augmented Generation (RAG) mechanism (Sheynin et al. 2022; Chen et al. 2022; Blattmann et al. 2022; The Thirty-Ninth AAAI Conference on Artificial Intelligence (AAAI-25) Zhang et al. 2023). Our key insight is that when humans manipulate new objects, they initially mimic their interaction patterns observed in similar objects, then progressively adjust hand-object contact. By using RAG, we specify a relevant interaction instance as auxiliary information, explicitly guiding the model to mimic the grasping of the referenced instance. This approach mitigates inter-modal barriers by providing a grasping reference to bridge the semantic gap between the object point cloud and the textual intent. Using the reference as a condition further reduces generation uncertainty, alleviating manipulation ambiguity. Additionally, when dealing with unseen objects, our approach offers the flexibility to guide generation by retrieving similar instances from known interaction samples. In contrast, methods like (Chang and Sun 2024; Christen et al. 2024) that rely on textual prompts require re-labeling of unseen objects, such as specifying the new object s category, the contact region, etc. Consequently, we develop a Retrieval-Augmented Grasp Generation model (RAGG), as illustrated in Figure 1, which comprises two stages: retrieval-guided generation and structurally stable grasp refinement. In the first stage, we propose a Retrieval-Augmented Diffusion Model (Re Dim), which integrates RAG into a diffusion-based generation framework. Specifically, we develop a Joint Retrieval mechanism (Sheynin et al. 2022; Chen et al. 2022; Blattmann et al. 2022; Zhang et al. 2023) that evaluates both object shape and manipulation intent to identify the most relevant interaction instance as a reference. It helps to bridge the semantic gap and reduce ambiguity. However, simply transferring the referenced grasp into target object may destroy the physical feasibility of the interaction. Therefore, we further utilize a Semantic Calibrator Transformer (SCT) to align the referenced grasp with the conditional signals and fuse them with the noise latent during the denoising process. The latent is finally used to predict clean signals from the noise space, resulting in a grasp that is semantically correct in manipulation. In the second stage, we build upon previous pipelines (Taheri et al. 2020; Yang et al. 2022; Jian et al. 2023; Chang and Sun 2024) that utilize a Fully-Connection Network to refine the generated coarse grasp. However, we empirically found that prior refinements often produce features that loosen the object, leading to greater simulation displacements. To address this, we propose a Progressive Refinement Network (PRN) that improves refinement in two key aspects: (1) by introducing residual Kolmogorov-Arnold Networks (KAN) (Liu et al. 2024b) (Res KAN), which enhance the model s capacity with strong nonlinear representation capabilities (Zhang and Zhang 2024); and (2) by imposing a Structural Similarity Index (SSIM) (Wang et al. 2004) loss to limit structural incorrectness. This strategy encourages the model to leverage the spatial relationship between the hand and the object, thus ensuring the stability of the grasp. We summarize the main contributions of this work as follows: First, Re Dim is a novel intent-based grasp generation model that retrieves the most relevant interaction sample to guide generation, effectively mitigating manipulation ambiguity and modality gaps. Second, PRN contains an innovative architecture and loss function that ensure stable grasp- ing, and it can be seamlessly integrated with other models to enhance their performance. By combining Re Dim and PRN, our RAGG achieves superior results on the Oak Ink and GRAB datasets compared to state-of-the-art approach. Extensive experiments demonstrate its superior physical feasibility, controllability, and strong generalization and interpretability for unseen objects. Related Work Based on whether manipulation intent is specified in the conditional signals, we categorize the 3D hand-object interaction generation approaches into general grasp generation and intent-based grasp generation. General grasp generation. The general grasp generation task explores how hands interact with objects without specifying manipulation intent. Previous regression-based methods (Liu et al. 2019, 2020) directly predict grasp parameters given the object as input, often resulting in either repetitive outcomes or less accurate predictions. Therefore, a line of works employ various generation models to improve the diversity. Gan Hand (Corona et al. 2020) utilizies a multitask Generative Adversarial Network (GAN) (Goodfellow et al. 2020) to jointly analyzes the 3D shape/pose of object, predict possible grasp type, and then optimize the 3D hand model MANO (Romero, Tzionas, and Black 2022). Grab Net (Taheri et al. 2020) utilizes Conditional Variational Auto Encoder (CVAE) (Sohn, Lee, and Yan 2015) to compresses hand pose and object shape features into a low-dimensional space, which is then recovered by sampling from Gaussian noise. And then GOAL(Taheri et al. 2022) expands Grab Net to whole-body grasp task. GF (Karunratanakul et al. 2020) calculates the signed distances to the surfaces of both the hand and the object, enabling the hand conform to the object s surface. Inspired by the success of diffusion model in text-to-image generation tasks, recent works have adapted it to grasp generation. Dex Diffuser (Weng et al. 2024) combines a conditional diffusion-based sampler with an evaluator to generate and refine high-quality dexterous grasps from object point clouds. G-HOP (Ye et al. 2024) develops a hand s skeletal distance field to align with the latent signed distance field of the object, creating a coherent and accurate 3D representation. Gene OH Diffusion (Liu and Yi 2024) handles input trajectories with intricate interaction noise by first diffusing them to align with the whitened noise space and then cleaning them using a canonical denoiser. Moreover, works such as (Brahmbhatt et al. 2019, 2020; Jiang et al. 2021; Li et al. 2022) collect additional contact maps to enhance physical feasibility. Grasp TTA (Jiang et al. 2021) introduces a Grasp CVAE to generate hand grasps and a Contact Net to predict object contact maps. Contact2Grasp (Li et al. 2022) learns the distribution of contact maps for grasps using a CVAE and then maps these contacts to grasps. Contac Gen (Liu et al. 2023) proposes a comprehensive representation that encodes the specific contact parts of both the object and hand, along with the precise touch direction. UGG (Lu et al. 2023) employs a unified framework to jointly generate grasping hands, objects, and their contact information, ensuring diversity and physical feasibility. Despite their success in generating natural and realistic hand poses for different objects, these methods are limited in their comprehensive understanding of object affordance. Intent-based grasp generation. To learn how humans manipulate objects with specific intent, recent datasets collect multimodal hand-object interaction data. Oak Ink (Yang et al. 2022) captures grasps based on various object meshes and action texts, including use, hold, lift-up, hand-out, and receive, defining the intent-based generation task. Affordpose (Jian et al. 2023) goes further by labeling specific partlevel affordances on the objects, such as twist, pull, handlegrasp, and the corresponding parts. As a baseline, Oak Ink (Yang et al. 2022) and Afford Pose (Jian et al. 2023) inject the intent representation into Grab Net (Taheri et al. 2020) to guide generation. Diff H2O (Christen et al. 2024) designs a textual descriptor to specify the action of the interaction, as well as the name of the interacting object, reducing the uncertainty. Similarly, Text2Grasp (Chang and Sun 2024) leverages GPT-3 to generate various text prompts for interaction. Moreover, Sem Grasp (Li et al. 2024) uses an automatic grasp language annotation methodology based on GPT-4 to augment previous datasets and employs vector quantized variational autoencoder (VQ-VAE) to discretize grasp components into tokens, aligning human grasp poses with language descriptions. Although these methods demonstrate outstanding performance in intent-based grasp generation task, they all rely on high-quality textual prompts for interactions, limiting their versatility with uncommon object categories. In this paper, we enhance the diffusion model with a RAG to explicitly guide generation, mitigating manipulation ambiguity and bridging modality gaps. Proposed Method Figure 2 depicts an overview of the proposed RAGG, which consists of two main stages: retrieval-guided generation by Re Dim and structurally stable grasp refinement by PRN. This section is organized as follows: we first describe the Joint Retrieval mechanism for identifying the most relevant sample, then introduce Re Dim for generating a semantically correct grasp guided by reference and conditional signals, and finally, we apply PRN to refine the initial grasp to ensure physical feasibility. Joint Retrieval Basically, there are two steps for Joint Retrieval. The first step is to establish a knowledge base from massive handobject interaction samples. The second step is to retrieve the appropriate instance from the knowledge base as a reference. Knowledge base. For the hand-object interaction sample {Hi, Oi, Ii} in the training set, where Hi = θ R1 96, P R1 3 indicates the 6D rotation of 16 hand joints and the root position, Oi RN 3 indicates the 3D point cloud of object and Ii is the manipulation intent, it will take extremely high retrieval costs for calculating the similarities across all entities. To support the retrieval process, we establish a lightweight knowledge base from all the training data, containing diverse interaction samples. Specifically, for each data sample, we first extract its point cloud features of the object f obj i R4096 using the Basis Point Set (BPS) model (Prokudin, Lassner, and Romero 2019), which efficiently represents the shape of the object. We then translate the intention into one-hot embedding f int i R1 and combine it with the BPS feature to achieve an object-intent joint feature Fi = n f obj i , f int i o R4097. Next, we use the K-means algorithm to cluster the samples into K clusters by calculating the cosine distance between the object-intent joint feature of each sample and the cluster centers. Finally, for each cluster we retain only the L samples closest to the center, resulting in a knowledge base containing K L samples. Each entity HKB i , F KB i in the knowledge base consists of the hand pose HKB i and the object-intent joint feature F KB i . Retrieval reference. To find the appropriate grasp samples, we compute the object-intent joint feature f obj, f int of the generated conditions in the same way (by BPS and one-hot embedding). As shown in left-top of Figure 2, the similarity score si between given conditions and the ith entity in knowledge base is calculated as below: si = f obj, f int , F KB i , (1) where ., . denotes the cosine similarity between the two feature vectors. This feature enables the representation of both the object shape and manipulation semantics in interaction. The similarity decreases when the objects are not similar in shape or the intention of the interaction differs, and vice versa. We then sort all elements by the score si in Equ. 1 and select v most relevant entities from the knowledge, constituting an grasp set M for target grasp. Formally, we have: M = {Hi | Hi = {Pi, θi}, i Topv(s1, s2, . . . , s K L)}. (2) The set contains the most probable grasping gestures under the current conditions, helping to bridge modality gaps and reduce ambiguity. In this paper, we set v to 1. To simplify the notation, we denote the given object as o, the intent as i, and the retrieved grasp as m. And they are then fed into the denoiser of Re Dim to explicitly guide the generation. Retrieval-Augmented Diffusion Model In this section, we introduce how to reference the retrieved information via our proposed Re Dim. Figure 2 (a) depicts the overall architecture of Re Dim, a versatile generation model that can be parameterized as two Markov chains: 1) a diffuse phase that gradually perturbs data to noise, and 2) a reverse phase that reconstructs the uncontaminated data using a denoiser. Diffuse phase. In the diffuse phase, we first sample a timestep t U (0, T), where T is the maximum number of timesteps. Then the real grasp data y0 is diffused to the corrupted pose yt by adding t-step independent Gaussian noise ϵ U (0, 1). Following DDPMs (Ho, Jain, and Abbeel 2020), this process can be formulated as: q(yt|y0) := KB i obj i F f f s ,} , { int use Joint Retrieval )} ( - | { i v v s v Top H H M Knowledge Base SCT Grasp Embedding Generation Head Semantics Calibration Transformer ] , , , [ t m o i f f f f Semantics Calibration Transformer Stacked Block average pooling 1 1, 1 2 2, 2 1 - 1 2 - 1 scale,shift scale sigmoid Pˆ ,ˆ MANO h2o 3 iterations iter. 0: contact loss iter. 1: contact loss iter. 2: contact loss + recons. loss + ssim loss cross attention layernorm Figure 2: Overview of the proposed RAGG, comprising two stages: (a) retrieval-guided generation by Re Dim and (b) structurally stable grasp refinement by PRN. (a) Re Dim perturbs real grasp poses into noise, then integrates the Joint Retrieval mechanism and Semantics Calibration Transformer (SCT) into the denoiser, generating a semantically correct grasp. (b) PRN refines the generated coarse grasp using a residual Kolmogorov Arnold Network (Res KAN), optimized with multiple loss functions over three iterations. where αt := Qt s=0αs and αt := 1 βt, βt is the cosine noise variance schedule. When T is large enough, the distribution of q (y T ) is nearly an isotropic Gaussian distribution. Denoise phase. Subsequently, yt is sent to a denoiser D conditioned on given conditional signals (i.e., object o and intent i), timestep t and also the reference grasp set m to reconstruct the hand pose y0 without noise: y0 = D (yt, i, o, t, m) , (4) The denoiser consists of a grasp embeding, multiple stacked Semantics Calibration Transformer (SCT) blocks for context (i.e., object, intent, referenced grasp, and input noise) aggregation and a generation head. Grasp embedding. Taking the noisy grasp pose {θ, P} decoupled from yt as input, Re Dim firstly projects the grasp pose to high-dimensional feature by a grasp embedding layer. This layer applies two independent linear transformations to the rotation and root position, followed by a GELU activation function. The resulting features are then concatenated and passed through another linear layer with an activation function. This process produces a feature vector fy with a shape of 1 C. Semantics Calibration Transformer blocks. The Semantics Calibration Transformer (SCT) aims to align and selectively absorb information from all conditional signals, including objects, intents, and referenced grasps, for generation. To achieve this, we customize the advanced multimodal fusion transformer proposed in (Peebles and Xie 2023). As shown in the top-right of Figure 2, the one-hot feature of intent, BPS feature of the object, referenced grasp, and time step pass through four linear layers to obtain representations of the same dimension, denoted respectively as fi, fo, fm, ft R1 c. After concatenation, they form the key K and value V vectors using two additional linear layers for cross attention, while the query Q is obtained by a linear transformation of the noisy grasp fy. Moreover, we adopt the adaptive normalization layers (Peebles and Xie 2023) to regress the dimension-wise scale and shift parameters γ and β from the average of the features [fi, fo, fm, ft]. Formally, we have: α1, β1, γ1, α2, β2, γ2 = Linear (Avg ([fi, fo, fm, ft])) , (5) where [ , ] denotes concatenation, and Avg denotes the compression of the four features into a single feature using average pooling. The learnt parameters α1 and α2 are introduced to weight the residual connection. For simplicity, we omit the activation layer. Each SCT block is constructed using cross attention (CA), layer normalization (LN), and a multilayer perceptron (MLP) in sequence, with weighted skip connections: H = γ1 LN (CA (Q, K, V )) + β1, Hy = α1 H + (1 α1) fy, Z = γ2 LN (MLP (Hy)) + β2 , Zy = α2 Z + (1 α2) Hy, where H, Hy and Z are the hidden features. The output Zy serves as the input to the next block until the final block. Generation head. Instead of predicting noise as formulated by DDPM (Ho, Jain, and Abbeel 2020), we follow MDM (Tevet et al. 2022) and predict the clean signal by Equ. 4. A linear layer is established on top of the SCT blocks to generate the target grasp pose n θ, P o , which then passes through the MANO layer (Romero, Tzionas, and Black 2022) to obtain the hand mesh y0 R778 3. Thus, we can easily apply the standard reconstruction loss: Lrec. = λ1 y0 y0 2 + λ2 e0 e0 2 , (7) where e0 and e0 denote the edges between pairs of vertices of the MANO grasp, with λ1 = 34.825 and λ2 = 29.85. The contact losses are given by: Lh20 = λ3 h2o( y0, O) h2o(y0, O) 2 , (8) Lo2h = λ4 o2h( y0, O) o2h(y0, O) 2 , (9) where h2o denotes the signed distance from every vertex on the MANO hand to the object mesh, and o2h denotes the signed distance from every vertex on the object mesh to the hand mesh, with λ3 = 34.825 and λ4 = 29.85. Progressive Refinement Network To further improve the physical feasibility of interaction, we input the coarse hand pose n θ, P o and the signed distance from the hand to the object into the Progressive Refinement Network (PRN) shown in Figure 2 (b). It consists of three residual blocks, each comprising two Kolmogorov-Arnold Network (KAN) layers, referred to as Res KAN, which enhance the models nonlinear representation. The detailed architecture of Res KAN is provided in the appendix. However, optimizing the refinement network using vertex-independent loss functions (i.e., Equ. 7 and Equ. 8) may cause all fingers to move away from the object, thereby increasing displacement. Hence, we propose using a Structural Similarity Index (SSIM) loss to maintain hand structure while adjusting the pose for stable grasping. Specifically, we compute SSIM for each of the 17 palm parts based on the MANO model. Each part has a distance set, ˆd, calculated from the distances between its palm points and the object, along with the ground-truth distance set, d0. Using their means, (µ1, µ2), variances, (σ2 1, σ2 2), and covariance, σ12, we obtain the SSIM score: SSIM( ˆd, d0) = (2µ1µ2 + C1)(2σ12 + C2) (µ2 1 + µ2 2 + C1)(σ2 1 + σ2 2 + C2) , (10) where C1 and C2 are set to 0.0001 and 0.0009, respectively, to avoid numerical instability as the denominator approaches zero. We then sum the SSIM loss across each local region. This loss term constrains both local and global hand structure dynamics, minimizing when the spatial relationship between the hand and object is correct, thereby ensuring grasping stability. Finally, in line with previous works (Taheri et al. 2020; Yang et al. 2022), we optimize the network by applying contact, reconstruction, and SSIM losses over three iterations. Experimental Results We comprehensively evaluate the proposed RAGG and compare it with the state-of-the-art technique, Grab Net (Taheri et al. 2020), which has been expanded for the intent-based grasp generation task by (Yang et al. 2022). Datasets and Evaluation Metrics Oak Ink is a large-scale knowledge repository for understanding hand-object interactions, which contains 1800 object models of 32 categories. Building on the previous protocol (Yang et al. 2022), we use 9 categories of objects (i.e., bottle, camera, cylinder bottle, eyeglasses, game controller, lotion pump, mug, pen, and trigger sprayer) with 2 intents (i.e., use and hold) for training and testing, making our setup more challenging. To evaluate the generalization ability , we further select 3 unseen object categories: bowl, headphone, and knife for testing. GRAB contains real human grasps for 51 objects from 10 different subjects. In this dataset, we select objects on which subject S1 performs pass manipulation to test the out-ofdomain performance. These include two object categories identical to those in Oak In K (camera and mug), as well as two unseen object categories (wineglass and toothpaste). Evaluation metrics. Following previous works, we assess the physical feasibility of generated grasps by 1) penetration depth, 2) solid intersection volume (Yang et al. 2021), and 3) simulation displacement (Hasson et al. 2019). Additionally, we measure controllability by 4) downscaling the generated grasps using t-SNE based on the intent and calculating the center distance of different clusters. We also conduct a perceptual evaluation by 5) asking five volunteers to judge whether the generated hand poses on target objects demonstrate the given intents, and then count the success rate. Performance Comparison on Oak Ink Table 1 summarizes the performance comparisons in terms of physical feasibility and controllability. Overall, compared to the competitor Grab Net (Yang et al. 2022), RAGG achieves lower average penetration depth (i.e., 0.506 cm vs. 0.5133 cm, and 0.410 cm vs. 0.541 cm), intersection volume (i.e., 3.667 cm3 vs. 5.165 cm3, and 2.973 cm3 vs. 4.867 cm3), and simulation displacement (i.e., 1.274 cm vs. 1.964 cm, and 1.598 cm vs. 1.604 cm) under both manipulation intents, highlighting its advantages in physical feasibility. For the hold intent, RAGG achieves smaller penetration depths, insertion values, and simulation displacements on 7 out of 9, 9 out of 9, and 7 out of 9 objects, respectively. For the use intent, these values were achieved on 8 out of 9, 9 out of 9, and 6 out of 9 objects, respectively. Moreover, RAGG achieves much higher average center distances for generated grasps, demonstrating a better understanding of manipulation intent and the ability to generate distinguishable grasps. The higher success rates of human perception further demonstrate the advantage of RAGG in intent-based grasp generation. Obj. Method Hold Use Control. Pen. Ins. Dis. Pen. Ins. Dis. Cen. Hum. Bot. Grab Net 1.140 0.909 15.486 22.390 2.441 2.708 1.070 0.849 10.727 15.844 2.476 2.902 4.296 56.341 RAGG 0.855 0.760 8.423 12.920 1.939 2.338 0.841 0.694 7.054 15.138 3.275 3.460 37.155 75.362 Cam. Grab Net 1.440 0.800 17.167 23.346 2.274 1.732 1.641 0.922 21.897 25.595 3.130 1.996 10.949 60.268 RAGG 1.283 0.655 11.617 12.150 1.703 0.973 1.180 0.660 19.185 28.028 3.122 2.173 28.928 88.839 Cyl. Grab Net 0.702 0.810 8.395 16.976 2.419 2.783 0.634 0.757 6.924 14.602 2.429 2.731 6.110 45.847 RAGG 0.697 0.744 6.819 11.159 1.421 1.112 0.619 0.721 5.908 15.136 2.309 2.523 42.045 58.866 Eye. Grab Net 0.074 0.075 0.573 0.971 4.120 1.211 0.047 0.063 0.391 0.817 4.097 1.342 8.828 64.063 RAGG 0.078 0.093 0.213 0.298 4.966 1.416 0.033 0.064 0.076 0.236 5.182 2.188 12.702 93.750 Gam. Grab Net 1.280 0.367 7.944 2.759 0.476 0.148 1.318 0.290 12.225 5.128 1.286 1.273 2.615 50.000 RAGG 1.058 0.554 3.899 3.315 0.464 0.064 0.503 0.376 3.023 2.181 0.438 0.163 14.041 75.000 Lot. Grab Net 1.042 0.598 3.749 3.528 1.419 0.469 0.691 0.476 4.898 4.874 1.118 0.191 23.474 50.000 RAGG 0.227 0.198 0.481 0.622 1.282 0.313 0.973 0.603 3.537 3.573 1.105 0.063 21.841 50.000 Mug Grab Net 0.383 0.318 2.857 3.897 1.725 2.095 0.429 0.370 2.852 3.341 1.172 0.699 69.602 94.883 RAGG 0.411 0.301 2.405 2.747 1.001 0.702 0.299 0.248 1.616 1.910 1.047 0.475 68.367 100.000 Pen Grab Net 0.347 0.289 1.101 1.427 2.393 2.900 0.454 0.221 1.386 1.282 0.969 1.003 10.34 77.404 RAGG 0.322 0.249 1.085 1.089 4.026 3.798 0.235 0.212 0.195 0.269 2.547 2.464 30.992 96.154 Spa. Grab Net 1.432 0.864 21.535 25.470 2.489 2.754 1.500 0.848 19.425 17.828 2.397 2.297 1.03 52.273 RAGG 1.276 0.769 15.472 13.634 1.298 0.747 0.863 0.367 9.099 8.158 1.284 0.997 5.646 95.455 Ave. Grab Net 0.5133 0.584 5.165 14.011 1.964 2.593 0.541 0.595 4.867 12.049 1.604 1.775 33.094 82.463 RAGG 0.506 0.497 3.667 7.080 1.274 1.318 0.410 0.478 2.973 7.839 1.598 1.898 61.395 93.440 Table 1: Performance comparisons in terms of physical feasibility and controllability on Oak Ink dataset. Hold and Use indicate the conditional manipulation intent. The best result in each column are marked in bold. indicates that the lower value, the better generation. And indicates that the higher value, the better generation. 0 1 2 3 4 Penetration Depth (cm) Percentage of Samples (%) 1/8th Point of Penetration Depth Grab Net RAGG 100 Detail View (>1/8th) Figure 3: Generation result distributions on Oak Ink. The horizontal axe represents penetration depth, while the vertical axe shows the proportion of grasps per interval. In Figure 3, we present the result distributions of RAGG and Grab Net (Yang et al. 2022). As shown in Figure 3, RAGG produces a higher percentage of samples with lower penetration depths and significantly fewer samples in the region of larger penetration depths compared to Grab Net. A similar pattern is observed in the appendix, where RAGG generates a greater proportion of samples with smaller simulation displacements. These results confirm the superiority of RAGG in achieving lower average penetration depth, stable grasping, and better distribution across error ranges. Performance Comparison on Unseen Object In Table 2, we further compare the quantitative results for unseen object categories on Oak Ink. The results indicate that RAGG achieves lower intersection volumes across all three categories, including bowl, headphone, and knife, and ex- Obj. Method Physical Feasibility Control. Pen. Ins. Dis. Cen. Bow. Grab Net 0.314 6.102 1.073 1.113 6.097 RAGG 0.312 4.958 1.086 1.179 30.476 Hea. Grab Net 0.506 5.082 3.430 2.128 5.431 RAGG 0.461 4.415 2.904 1.657 12.081 Kni. Grab Net 0.226 1.023 3.961 2.375 1.741 RAGG 0.261 0.949 3.756 2.211 39.979 Cam. Grab Net 0.788 3.985 2.016 2.167 17.299 RAGG 0.499 2.060 1.861 1.707 20.195 Mug Grab Net 0.328 2.969 1.012 0.553 4.520 RAGG 0.273 2.210 0.867 0.365 15.608 Too. Grab Net 0.747 3.438 3.989 4.139 19.609 RAGG 0.638 2.271 3.688 2.937 39.763 Win. Grab Net 0.153 1.213 2.779 1.881 5.777 RAGG 0.098 0.159 4.680 2.873 30.511 Table 2: Performance comparisons of unseen object categories on Oak Ink and out-of-domain objects on GRAB. hibits smaller penetration depths and displacements in the bowl and headphone categories, suggesting higher grasp quality. Additionally, RAGG consistently achieves greater center distances compared to Grab Net (Yang et al. 2022). To further verify the generalization to out-of-domain objects, we test the performance on the GRAB dataset. Table 2 shows the comparisons between our RAGG and Grab Net (Yang et al. 2022), where RAGG achieves lower penetration and intersection values in all objects, indicating its superior generation quality. RAGG consistently demonstrates superior controllability for intent-based grasp generation, with higher center distance values across all object categories. Component Physical Feasibility Control. Base Ori R. JR PRN Pen. Ins. Dis. Cen. #1 ! 0.672 11.177 1.457 33.479 #2 ! ! 0.527 5.016 1.784 33.094 #3 ! ! 0.489 4.277 1.571 32.892 #4 ! 0.554 4.553 1.255 57.767 #5 ! ! 0.477 3.940 1.725 57.357 #6 ! ! 0.594 5.270 1.102 61.508 #7 ! ! ! 0.468 3.793 1.787 57.449 #8 ! ! 0.464 3.480 1.462 58.310 #9 ! ! ! 0.458 3.320 1.436 61.359 Table 3: Performance contribution of each component in the proposed RAGG on Oak Ink dataset. Base refers to using only the generation models. Ori R. denotes the original refinement network used by Grab Net (Yang et al. 2022). Ablation Study We conduct ablation studies to assess the impact of different design components on the Oak Ink dataset. Table 3 details the contribution of each component towards the overall performance. Without incorporating the Joint Retrieval mechanism and refinement network, RAGG achieves smaller penetration depth and displacement distance compared to Grab Net (i.e., #4 vs. #1), highlighting the advantage of the diffusion model. By introducing the Joint Retrieval mechanism to form our Re Di M, it better understands manipulation semantic, achieving comparable results in physical feasibility to the baseline of RAGG while significantly enhancing controllability by 61.508 (i.e., #6 vs. #4). The model is further improved by using refinement, which significantly reduced the penetration values (i.e., #7 vs. #6). It can be observed that using the Joint Retrieval mechanism to first mimic semantically similar grasps helps the refinement model with further adjustments (i.e., #7 vs. #5). However, employing the original refinement (Yang et al. 2022) causes the hand to release the object, reducing penetration but increasing displacement for both Grab Net and RAGG (i.e., #2 vs. #1 and #7 vs. #6). Alternatively, our PRN achieves better refinement quality, reducing penetration depth by 0.010 cm, intersection volume by 0.473 cm3, and displacement by 0.351 cm (i.e., #9 vs. #7). Additionally, PRN can be conveniently applied to Grab Net, consistently enhancing its physical feasibility in terms of both penetration and displacement (i.e., #3 vs. #2). Qualitative Analysis In this section, we validate our RAGG through generated grasp visualization and correlation visualization between the referenced sample and the generated grasp. Result Visualization of Seen Object Categories on Oak Ink. Figure 4 showcases intent-based grasp generation by our RAGG and Grab Net. Four examples are randomly selected from the sprayer and camera categories in Oak Ink. For each object, both hold and use manipulation hold sprayer hold camera use sprayer use camera Figure 4: Examples of generated grasps from seen object categories by Grab Net and RAGG. PRN Reference PRN Reference Re Dim Figure 5: Examples of the generated grasp by RAGG and the corresponding reference. intents are applied, with generated results shown from two different views. Overall, RAGG demonstrates superior generation quality across all four samples compared to Grab Net. Specifically, under the hold intent, RAGG consistently shows better physical feasibility, while Grab Net often produces results with significant interpenetration. Under the intent to use, RAGG exhibits greater controllability, such as correctly generating a grasping gesture to press the shutter rather than simply holding the camera. Correlation Visualization Between the Referenced Sample and the Generated Grasp. To demonstrate the effectiveness of RAG, we present the results of RAGG (Re Dim and PRN) alongside the corresponding references in Figure 5. The hand poses generated by Re Dim closely align with the referenced grasps, highlighting the interpretability and effectiveness of RAG. For instance, when tasked with using an unseen object like a headphone, Re Dim mimics the pose of the use game controller instance, albeit with slight penetration. This initial grasp is then refined by the PRN to achieve a more physically feasible interaction. We have presented RAGG, a novel Retrieval-Augmented Grasp Generation model for intent-based grasp generation. RAGG comprises two main stages: retrieval-guided generation using a Retrieval-Augmented Diffusion Model (Re Dim) and structurally stable grasp refinement through a Progressive Refinement Network (PRN). Re Dim effectively bridges the semantic gaps between different modalities by retrieving the most relevant interaction instance from a knowledge base and integrating it using a Semantics Calibration Transformer (SCT). PRN further refines the generated grasp by incorporating a residual Kolmogorov-Arnold Network (Res KAN) and applying a Structural Similarity Index loss to ensure a stable grasp. Our extensive experiments on the Oak Ink and GRAB datasets demonstrate that RAGG outperforms state-of-the-art method, achieving superior results in terms of physical feasibility and controllability, while also demonstrating generalization to unseen objects. Acknowledgements This work was supported in part by the National Natural Science Foundation of China under grants No. 61932009 and No. U23B2031. References Blattmann, A.; Rombach, R.; Oktay, K.; M uller, J.; and Ommer, B. 2022. Retrieval-augmented diffusion models. Neur IPS. Brahmbhatt, S.; Handa, A.; Hays, J.; and Fox, D. 2019. 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