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FURRY Knowledge Base

Research foundation, reviewed 2026-10-05. Start with this page, then Common Ground and the TWIST2 audit.

Research Question

How much useful, faithful, physically executed humanoid behavior can we collect from sparse Quest 3 observations, and when does one external RGB-D view justify its calibration and setup cost?

The target is MuJoCo simulation only, first G1 with the bundled Dex3-1 hands. Both Quest controllers and optical hands are first-class input modes. Other humanoids are possible later, not prerequisites. No extra worn body trackers are required for the target system, and no physical-robot deployment is planned.

Whole-body motion and object interaction are both goals. We first reproduce what the released TWIST2 code actually provides, then extend it. A plausible animated body is not evidence that unobserved human leg motion was recovered or that a robot can execute the reference under contact and balance constraints.

Evidence Vocabulary

Label Meaning
Author-reported A cited paper or project makes the claim; we have not reproduced it.
Inspected A specific source revision supports the statement; execution is unverified.
Proposed A FURRY hypothesis, contract, or experiment awaiting implementation and validation.
Locally reproduced Linked commands, environment, inputs and results support a repeatable local run.

This foundation includes source inspection and documentation-tool tests only. There are no locally reproduced robotics results yet. Promote claims between these categories only when the corresponding evidence is linked.

Milestones And Workstreams

The program roadmap links the eight workstreams: baseline simulation, Quest acquisition, desktop/VR runtime, sparse motion reconstruction, dexterous hands, optional RGB-D, trajectories, and evaluation. Umbrellas coordinate work; students create smaller linked tasks.

Workstream Umbrella
Released TWIST2 baseline #2
Quest acquisition #3
Desktop runtime and VR feedback #4
Sparse reconstruction and retargeting #5
G1 dexterous hands and interaction #6
Optional RealSense fusion #7
Recording and replay #8
Benchmarking and evidence #9
Milestone Exit evidence
M0: Released TWIST2 Baseline Pinned standing/walking reproduction, environment and joint/tensor mapping, measured timing, documented gaps.
M1: Quest-to-G1 Collection Both input modes, calibrated references, closed-loop simulation, VR feedback and inspectable/replayable episodes.
M2: Dexterous Loco-Manipulation And Sensing Comparisons Actual hand simulation and object tasks; matched input-mode and optional RGB-D comparisons.

Optional hardware must not block M0 or the camera-free M1 path. Benchmark design starts during M0; the final comparison belongs to M2. Owners and dates remain unset until participants agree to a bounded task.

Reading Routes

Page What it answers
Getting Started What should I install now, and what should I leave for my workstream?
Literature Review What ideas, baselines and implementations should we compare?
TWIST2 Baseline What is actually released, and what still needs reproduction or extension?
Architecture And Decisions Where are the component boundaries and unresolved design choices?
Common Ground What do our terms, transforms, clocks and representations mean?
Data And Evaluation What makes a trajectory auditable and a comparison fair?
Contributing How do I turn an investigation into a reviewed contribution?

For a first session, read Home -> Common Ground -> TWIST2 Baseline. Then read the literature rows relevant to your workstream and write a small experiment using the contribution template. Do not start by installing every upstream project.

What Is Not Decided

The Quest engine, desktop transport, storage format, reconstruction model and RGB-D estimator are not selected. See the decision register. No runtime API is introduced by these docs. No performance target, novelty claim, or paper result should be presented as an achieved FURRY capability.

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