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Check out 🌟Vid2Sim: Generalizable, Video-based Reconstruction of Appearance, Geometry & Physics for Mesh-Free Simulation #CVPR2025, from Lingjie Liu’s lab at UPenn. Congrats to Chuhao Chen! Vid2Sim aims to achieve system identification by reconstructing geometry, appearance, and physical properties directly from video. It combines learned data priors with closed-loop optimization:...

12,393 次观看 • 1 年前 •via X (Twitter)

3 条评论

Zhiyang (Frank) Dou 的头像
Zhiyang (Frank) Dou1 年前

Combining a data-driven prior as an "initial guess" with subsequent optimization (open loop + closed loop) to accurately align outputs with observations or control signals has also been applied in our previous work: TLControl ( where it demonstrated both effectiveness and efficiency in accurate joint-level controllable motion generation. At the same time, the long-term goal is to achieve a fully feed-forward solution (with NNs), given sufficient training data.

Wenjia Wang 的头像
Wenjia Wang1 年前

@LingjieLiu1 @MorPhLingXD very interesting!

Himanshu Kumar 的头像
Himanshu Kumar1 年前

@LingjieLiu1 @MorPhLingXD Reconstructing physics from video is a powerful step towards creating truly interactive virtual environments.

相关视频

Introducing ✨RigidFormer: Learning Rigid Dynamics with Transformers - our attempt to scale learning-based physical dynamics with Transformers. RigidFormer learns rigid dynamics with Transformers. It is a mesh-free, object-centric Transformer for multi-object rigid-body contact dynamics from point clouds. Learning physics with purely neural simulators, without relying on traditional physics engines, is an important and widely studied problem. Prior SOTA methods often use graph neural networks for accuracy and generalization, but still struggle with efficient, high-fidelity simulation at scale. RigidFormer uses only point inputs, matches or outperforms mesh-based baselines on standard benchmarks, runs much faster, generalizes across point resolutions and datasets, and scales to 200+ objects. We also show a preliminary extension to command-conditioned articulated bodies by treating body parts as interacting object-level components. RigidFormer is mesh-free: it does not require mesh connectivity, SDFs, or vertex-level message passing, making it well-suited for point-cloud observations and scalable simulation. This architecture can also be adapted to learn soft-body dynamics by replacing the rigid-body module (differentiable Kabsch alignment). 🎬See our video for more details. Many thanks to my amazing collaborators: Minghao Guo Minghao Guo, Haixu Wu Haixu Wu 吴海旭, Doug Roble, Tuur Stuyck Tuur Stuyck, and Wojciech Matusik Wojciech Matusik. Project page: Paper:

Zhiyang (Frank) Dou

572,908 次观看 • 3 个月前

Everything you love about generative models — now powered by real physics! Announcing the Genesis project — after a 24-month large-scale research collaboration involving over 20 research labs — a generative physics engine able to generate 4D dynamical worlds powered by a physics simulation platform designed for general-purpose robotics and physical AI applications. Genesis's physics engine is developed in pure Python, while being 10-80x faster than existing GPU-accelerated stacks like Isaac Gym and MJX. It delivers a simulation speed ~430,000 faster than in real-time, and takes only 26 seconds to train a robotic locomotion policy transferrable to the real world on a single RTX4090 (see tutorial: The Genesis physics engine and simulation platform is fully open source at We'll gradually roll out access to our generative framework in the near future. Genesis implements a unified simulation framework all from scratch, integrating a wide spectrum of state-of-the-art physics solvers, allowing simulation of the whole physical world in a virtual realm with the highest realism. We aim to build a universal data engine that leverages an upper-level generative framework to autonomously create physical worlds, together with various modes of data, including environments, camera motions, robotic task proposals, reward functions, robot policies, character motions, fully interactive 3D scenes, open-world articulated assets, and more, aiming towards fully automated data generation for robotics, physical AI and other applications. Open Source Code: Project webpage: Documentation: 1/n

Zhou Xian

3,819,325 次观看 • 1 年前

Flexible Isosurface Extraction for Gradient-Based Mesh Optimization paper page: This work considers gradient-based mesh optimization, where we iteratively optimize for a 3D surface mesh by representing it as the isosurface of a scalar field, an increasingly common paradigm in applications including photogrammetry, generative modeling, and inverse physics. Existing implementations adapt classic isosurface extraction algorithms like Marching Cubes or Dual Contouring; these techniques were designed to extract meshes from fixed, known fields, and in the optimization setting they lack the degrees of freedom to represent high-quality feature-preserving meshes, or suffer from numerical instabilities. We introduce FlexiCubes, an isosurface representation specifically designed for optimizing an unknown mesh with respect to geometric, visual, or even physical objectives. Our main insight is to introduce additional carefully-chosen parameters into the representation, which allow local flexible adjustments to the extracted mesh geometry and connectivity. These parameters are updated along with the underlying scalar field via automatic differentiation when optimizing for a downstream task. We base our extraction scheme on Dual Marching Cubes for improved topological properties, and present extensions to optionally generate tetrahedral and hierarchically-adaptive meshes. Extensive experiments validate FlexiCubes on both synthetic benchmarks and real-world applications, showing that it offers significant improvements in mesh quality and geometric fidelity.

AK

38,450 次观看 • 3 年前

We are back again :) After three weeks of quiet building. Introducing Genesis World 1.0, our latest simulation platform, the second release in our full-stack suite. Open-sourced. Robotics is still bottlenecked by the 1× speed of the physical world. Every model, checkpoint, and data recipe eventually needs to be tested on physical hardware, slowly, expensively, and with limited coverage. One hour in reality can become 100 days in simulation. That is how robotics model iteration moves from a wall-clock bottleneck to a compute problem. To make this work, simulation has to be both fast and trustworthy. Over the past year, we rebuilt the entire stack: a GPU-accelerated cross-platform compiler, penetration-free multi-physics contact solvers, unified rigid and deformable physics, and a photo-realistic renderer purpose-built for physical AI applications. We built Nyx, a high-performance path-traced rendering engine for robotics application. Genesis World 1.0 achieves near realtime performance with our latest development for penetration-free IPC solver, supporting various types of deformables beyond rigid bodies. It supports contact-rich, dexterous manipulation simulation across different embodiments: unitree, sharpa, wuji, genesis hand and various types of grippers. Under the hood is Quadrants, our effort in pushing forward cross-platform GPU-accelerated computation. Quadrants started as a fork of Taichi, and we rebuilt most of the critical parts for optimizing simulation workloads, giving 10x faster launch time and up to 4.6x runtime performance compared to the initial Genesis release. Together, they bring us to an unprecedentedly low sim-to-real gap, enabling zero-shot real-to-sim model evaluation and much faster iteration of GENE. All available today. Genesis World 1.0: Quadrants: Nyx:

Genesis AI

314,164 次观看 • 2 个月前

In my past research experience, finding or developing an appropriate simulation environment, dataset, and benchmark has always been a challenge. Missing features, limited support, or unexpected bugs often occupied my days and nights. Moreover, current simulation platforms are relatively fragmented—making it challenging to replicate the success of the RT-X dataset in unifying community efforts. Introducing RoboVerse, we provide a unified platform, dataset, and benchmark for scalable and generalizable robot learning. We hope to build a shared foundation to combine the community efforts. RoboVerse includes: MetaSim: We carefully designed a configuration system and a universal interface to align current robotic simulators. With MetaSim, you can use any simulator with the same code—bringing together the community’s diverse efforts under one framework! RoboVerse Dataset and Benchmark: We unify popular simulation environments and benchmarks into a single cohesive system and introduce the RoboVerse dataset—a large-scale, high-quality synthetic dataset. Additionally, we propose a standardized benchmark across both imitation learning and reinforcement learning. A cool feature enabled by our unified framework: Hybrid Simulation! You can now integrate physics engines and renderers from different simulators—e.g., using MuJoCo precise physics with Isaac photorealistic rendering. This not only elevates simulation fidelity but also significantly enhances real-world transfer performance across complex robotic applications. Hopefully, our team’s efforts could serve the robotic community to thrive vibrantly in the years to come. RoboVerse is open-sourced🥳!!! Project Page: Documentation: Github Repo: Paper:

Haoran Geng

84,318 次观看 • 1 年前

Excited to announce GR00T N1, the world’s first open foundation model for humanoid robots! We are on a mission to democratize Physical AI. The power of general robot brain, in the palm of your hand - with only 2B parameters, N1 learns from the most diverse physical action dataset ever compiled and punches above its weight: - Real humanoid teleoperation data. - Large-scale simulation data: we are open-sourcing 300K+ trajectories! - Neural trajectories: we apply SOTA video generation models to “hallucinate” new synthetic data that features accurate physics in pixels. Using Jensen’s words, “systematically infinite data”! - Latent actions: we develop novel algorithms to extract action tokens from in-the-wild human videos and neural generated videos. GR00T N1 is a single end-to-end neural net, from photons to actions: - Vision-Language Model (System 2) that interprets the physical world through vision and language instructions, enabling robots to reason about their environment and instructions, and plan the right actions. - Diffusion Transformer (System 1) that “renders” smooth and precise motor actions at 120 Hz, executing the latent plan made by System 2. We deploy N1 on GR1 robot, 1X Neo robot, and a large collection of simulation benchmarks. N1 achieves up to +30% boost in diverse manipulation tasks for household and industrial settings. While humanoid robots are the main focus of N1, our model also supports cross-embodiment. We finetune it to work on the $110 HuggingFace LeRobot SO100 robot arm! Open robot brain runs on open hardware. Sounds just right. Let’s solve robotics, together, one token at a time. Links to our Whitepaper, Github repo, HuggingFace model, and open dataset page in the thread: 🧵

Jim Fan

466,442 次观看 • 1 年前

Vibe Coding 3D Garment Software with ThreeJS : A Small Step For Me So, after modeling the human i did what any reasonable vibe coder would do, i asked codex how to get clothes for my models After it was done running subliminal ad campaigns for Marvelous Designer and CLO 3D, i asked it to explain their architecture to me and adapt it to my threejs app. Guess what it did? You damn right, it built the most basic shit interpretation you can think of. And this is the average interaction the Anti-AI coders have until they conclude that AI is slop and/or it can only work if you micro manage it on every line of code. Well, eons of humanities knowledge are now packaged in tiny silicon and transferred across the globe in realtime, available on tap. So anyways i just iterated quite a lot over it, told it repeatedly why it was bad (the initial one used rapier physics and a naive cloth simulation) We found out together that: 1. A ground truth document model is needed 2. The visual mesh in 3D should be triangulated from the 2D shape 3. The physical object is running independently through different solvers: - A fast proxy which is generated by reading all the bones in runtime and just inflating these areas with spheres and capsules - A medium quality proxy which resamples the human model and creates a lower-poly mesh for simulations - Full mesh simulation (can't run it, every simulation tick takes about 5 minutes on my machine) It ended the session by telling me that this is still crap because it runs everything on CPU (thanks, not that i care, but i guess we'll be fixing that?) Oh yea also built a 2D canvas editor with boolean operations so i can build cool stuff like ponchos. It also allows me to mark stitches between two objects, which is how the shirt in the video pulls towards the other half. The garment's properties and materials are not yet exposed, yes i know it looks very stiff like a poncho made from a persian rug, we're working on it, okay? So, yea, tbh this is another endless rabbit hole, let's go i guess

robot

38,935 次观看 • 3 个月前

Robotics has a massive, silent bottleneck. It isn’t just data collection—it’s the brutal 1x speed of the physical world. Genesis AI Genesis AI just unveiled Genesis World 1.0, and they are attempting to turn the notorious Sim2Real gap into a pure compute problem. Evaluating a robotics foundation model across edge cases usually means hundreds of hours of physical lab testing. With Genesis World 1.0, what traditionally takes nearly a week of continuous, real-world operation is being compressed into 30 minutes in simulation. What makes this different from just dropping a robot model into an off-the-shelf game engine? 1️⃣ Nyx Renderer: A custom, real-time path-traced engine rendering noise-free 1080p frames in under 4ms. Game engines use rasterization tricks that confuse AI; Nyx uses physically accurate multi-bounce lighting so the model's "eyes" see exactly what real sensors see. 2️⃣ Quadrants Compiler: A custom Python-to-GPU compiler to run heavily parallelized multi-physics simulations (rigid bodies, fluids, deformables) natively across architectures. 3️⃣ Evaluation First: They aren't rushing to train on synthetic data. They are using this purely for closed-loop evaluation to perfect the physics first, currently claiming an impressive 89% correlation with real-world hardware tests. If the industry can accurately evaluate models in simulation without the physical world bottleneck, humanoid development stops moving at wall-clock time and starts scaling with compute.

Humanoids daily

17,240 次观看 • 2 个月前

That's sick! 🤯 Genesis AI simulates robots playing yo-yo! 🪀 Genesis AI just open-sourced Genesis World 1.0, and it might be one of the most important infrastructure releases in robotics this year. Robotics is still bottlenecked by the 1× speed of the physical world. Every model needs to be tested on real hardware, slowly, expensively, with limited coverage. Genesis World 1.0 from Genesis AI flips that equation: One hour in reality becomes 100 days in simulation. That turns a wall-clock bottleneck into a compute problem. And compute problems are solvable. The technical stack they rebuilt from scratch is serious: → GPU-accelerated cross-platform compiler via Quadrants, 10x faster launch time and up to 4.6x runtime vs the initial Genesis release → Penetration-free multi-physics contact solvers, the thing that makes simulation actually trustworthy → Unified rigid AND deformable physics in a single engine → Nyx, a high-performance path-traced rendering engine purpose-built for physical AI The sim-to-real gap has historically been the graveyard of robotics research. Policies that work beautifully in simulation fall apart on real hardware. Genesis World 1.0 is a direct attack on that problem. And it's fully open-source. The companies that master simulation infrastructure will train better robots faster than anyone else. Find it here: Genesis World 1.0: Quadrants: Nyx: Theophile Gervet, Zhou Xian congrats! 👏🏼 ~~ ♻️ Join the weekly robotics newsletter, and never miss any news →

Lukas Ziegler

57,061 次观看 • 2 个月前

Exciting updates on Project GR00T! We discover a systematic way to scale up robot data, tackling the most painful pain point in robotics. The idea is simple: human collects demonstration on a real robot, and we multiply that data 1000x or more in simulation. Let’s break it down: 1. We use Apple Vision Pro (yes!!) to give the human operator first person control of the humanoid. Vision Pro parses human hand pose and retargets the motion to the robot hand, all in real time. From the human’s point of view, they are immersed in another body like the Avatar. Teleoperation is slow and time-consuming, but we can afford to collect a small amount of data. 2. We use RoboCasa, a generative simulation framework, to multiply the demonstration data by varying the visual appearance and layout of the environment. In Jensen’s keynote video below, the humanoid is now placing the cup in hundreds of kitchens with a huge diversity of textures, furniture, and object placement. We only have 1 physical kitchen at the GEAR Lab in NVIDIA HQ, but we can conjure up infinite ones in simulation. 3. Finally, we apply MimicGen, a technique to multiply the above data even more by varying the *motion* of the robot. MimicGen generates vast number of new action trajectories based on the original human data, and filters out failed ones (e.g. those that drop the cup) to form a much larger dataset. To sum up, given 1 human trajectory with Vision Pro -> RoboCasa produces N (varying visuals) -> MimicGen further augments to NxM (varying motions). This is the way to trade compute for expensive human data by GPU-accelerated simulation. A while ago, I mentioned that teleoperation is fundamentally not scalable, because we are always limited by 24 hrs/robot/day in the world of atoms. Our new GR00T synthetic data pipeline breaks this barrier in the world of bits. Scaling has been so much fun for LLMs, and it's finally our turn to have fun in robotics! We are building tools to enable everyone in the ecosystem to scale up with us. Links in thread:

Jim Fan

364,565 次观看 • 2 年前

We trained a robot dog to balance and walk on top of a yoga ball purely in simulation, and then transfer zero-shot to the real world. No fine-tuning. Just works. I’m excited to announce DrEureka, an LLM agent that writes code to train robot skills in simulation, and writes more code to bridge the difficult simulation-reality gap. It fully automates the pipeline from new skill learning to real-world deployment. The Yoga ball task is particularly hard because it is not possible to accurately simulate the bouncy ball surface. Yet DrEureka has no trouble searching over a vast space of sim-to-real configurations, and enables the dog to steer the ball on various terrains, even walking sideways! Traditionally, the sim-to-real transfer is achieved by domain randomization, a tedious process that requires expert human roboticists to stare at every parameter and adjust by hand. Frontier LLMs like GPT-4 have tons of built-in physical intuition for friction, damping, stiffness, gravity, etc. We are (mildly) surprised to find that DrEureka can tune these parameters competently and explain its reasoning well. DrEureka builds on our prior work Eureka, the algorithm that teaches a 5-finger robot hand to do pen spinning. It takes one step further on our quest to automate the entire robot learning pipeline by an AI agent system. One model that outputs strings will supervise another model that outputs torque control. We open-source everything! Welcome you all to check out the paper, more videos, and try the codebase today: Code:

Jim Fan

908,935 次观看 • 2 年前

I don’t know if we live in a Matrix, but I know for sure that robots will spend most of their lives in simulation. Let machines train machines. I’m excited to introduce DexMimicGen, a massive-scale synthetic data generator that enables a humanoid robot to learn complex skills from only a handful of human demonstrations. Yes, as few as 5! DexMimicGen addresses the biggest pain point in robotics: where do we get data? Unlike with LLMs, where vast amounts of texts are readily available, you cannot simply download motor control signals from the internet. So researchers teleoperate the robots to collect motion data via XR headsets. They have to repeat the same skill over and over and over again, because neural nets are data hungry. This is a very slow and uncomfortable process. At NVIDIA, we believe the majority of high-quality tokens for robot foundation models will come from simulation. What DexMimicGen does is to trade GPU compute time for human time. It takes one motion trajectory from human, and multiplies into 1000s of new trajectories. A robot brain trained on this augmented dataset will generalize far better in the real world. Think of DexMimicGen as a learning signal amplifier. It maps a small dataset to a large (de facto infinite) dataset, using physics simulation in the loop. In this way, we free humans from babysitting the bots all day. The future of robot data is generative. The future of the entire robot learning pipeline will also be generative. 🧵

Jim Fan

165,246 次观看 • 1 年前

🚨 BREAKING: ABB Robotics + NVIDIA close the sim-to-real gap with 99% accuracy! 👾 ABB Robotics is integrating NVIDIA Omniverse libraries into RobotStudio to deliver physical AI for industry, closing the gap from virtual training to real-world deployment with up to 99% accuracy. RobotStudio HyperReality, available second half of 2026, will fundamentally change how quickly manufacturers can scale production: reducing costs by up to 40%, accelerating time-to-market by 50%, and cutting setup and commissioning times by up to 80%. For decades, the deficit between simulation accuracy and real-world lighting, materials, and environments has limited manufacturers' ability to design advanced manufacturing processes in the virtual world. The only robot manufacturer with a virtual controller running the same firmware as the hardware, ensuring near-perfect correlation between simulation and real-world performance. The system uses physically accurate simulations and foundation models endlessly optimized with real-world data feedback. These models can train any number of ABB robots anywhere in the world with industrial-grade reliability. Foxconn is using RobotStudio HyperReality for consumer electronics assembly. Assembly robots are trained virtually using synthetic data to perfect multiple production processes across various scenarios, then moved to production lines with 99% accuracy. This eliminates physical training and tests, reducing setup times and costs. Workr is demonstrating AI-powered robotic systems at NVIDIA GTC 2026. Built on ABB technology, trained with synthetic data using NVIDIA Omniverse, deployed without operators needing programming knowledge . 🚨 I’ll be onsite in San Jose during GTC 2026, and will be showing all the cool stuff that ABB Robotics prepared this year! Can’t wait! 🫡 ~~ ♻️ Join the weekly robotics newsletter, and never miss any news →

Lukas Ziegler

22,482 次观看 • 5 个月前

NEWS: Humanoid robotics company Figure has released Helix 02, what they claim in their most capable humanoid model yet. "A single neural system that controls the full body directly from pixels, enabling dexterous, long horizon autonomy across an entire room: • Autonomous, long‑horizon loco-manipulation: Helix 02 unloads and reloads a dishwasher across a full-sized kitchen - a four-minute, end-to-end autonomous task that integrates walking, manipulation, and balance with no resets and no human intervention. We believe this is the longest horizon, most complex task completed autonomously by a humanoid robot to date. • All sensors in. All actuators out: Helix 02 connects every onboard sensor - vision, touch, and proprioception - directly to every actuator through a single unified visuomotor neural network. • Human-like whole body control from human data: All results are enabled by System 0, a learned whole‑body controller trained on over 1,000 hours of human motion data and sim‑to‑real reinforcement learning. System 0 replaces 109,504 lines of hand‑engineered C++ with a single neural prior for stable, natural motion. • New classes of dexterity: With Figure 03’s embedded tactile sensing and palm cameras, Helix 02 performs manipulation that was previously out of reach: extracting individual pills, dispensing precise syringe volumes, and singulating small, irregular objects from clutter despite self‑occlusion. Helix 02 is trained on over 1,000 hours of human motion data and integrates vision, touch, and proprioception."

Sawyer Merritt

624,770 次观看 • 6 个月前