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Simulation drives robotics progress, but how do we close the reality gap? Introducing GaussGym: an open-source framework for learning locomotion from pixels with ultra-fast parallelized photorealistic rendering across >4,000 iPhone, GrandTour, ARKit, and Veo scenes! Thread 🧵

111,223 görüntüleme • 1 yıl önce •via X (Twitter)

20 Yorum

Alejandro Escontrela profil fotoğrafı
Alejandro Escontrela1 yıl önce

Most vision-based locomotion relies on depth/heightmaps—easy to simulate but lacking semantics. Learning from RGB pixels has been too slow (NeRFs) or too unrealistic (traditional renders). GaussGym solves this with 3D Gaussian Splatting as a drop-in renderer.

Alejandro Escontrela profil fotoğrafı
Alejandro Escontrela1 yıl önce

Gaussian Splatting gives us speed AND visual fidelity. GaussGym supports motion blur, camera jitter, and shutter speed simulation—all at ~100K steps/sec for humanoid tasks. That's 4,096 parallel environments on a single RTX 4090.

Alejandro Escontrela profil fotoğrafı
Alejandro Escontrela1 yıl önce

Zero-shot sim2real transfer with no fine-tuning. We trained a Unitree A1 to climb 17cm stairs from RGB alone—trained entirely in simulation (in just one stage), deployed directly to hardware.

Alejandro Escontrela profil fotoğrafı
Alejandro Escontrela1 yıl önce

We leverage MapAnything for pose extraction, NKSR for high-res meshes, and @nerfstudioteam gsplat for crisp, photoreal 3D Gaussian Splats. Warp handles fast heightfield computation for terrain rewards and curricula. All processing is automated—from images to trainable scenes.

Alejandro Escontrela profil fotoğrafı
Alejandro Escontrela1 yıl önce

GaussGym unlocks semantic tasks beyond locomotion. Purple policy (depth) walks straight into the penalty area. Green policy (RGB) recognizes and avoids it. A simple task demonstrating how RGB is necessary for even “easy” tasks.

Alejandro Escontrela profil fotoğrafı
Alejandro Escontrela1 yıl önce

Thanks to @justkerrding, @arthurallshire, @JonasFrey96, @rocky_duan, @carlo_sferrazza, @pabbeel! Excited to keep pushing vision-based robot learning forward. 🔗 Website (and demos): 📄 Paper: 💻 Code:

Chuan Wen profil fotoğrafı
Chuan Wen1 yıl önce

Congrats, Ale! Very impressive work.

David Bar profil fotoğrafı
David Bar1 yıl önce

looking great

𓆩𓆪 profil fotoğrafı
𓆩𓆪1 yıl önce

Impressive. Curious how stable the splat based rendering is under aggressive camera motion any plans to benchmark that?

Alejandro Escontrela profil fotoğrafı
Alejandro Escontrela1 yıl önce

@Ulas_eng It's quite stable! look at our website for examples

𓆩𓆪 profil fotoğrafı
𓆩𓆪1 yıl önce

Very cool. The motion blur simulation is a nice touch too

Mykhailo Sorochuk profil fotoğrafı
Mykhailo Sorochuk1 yıl önce

Impressive that you can achieve zero-shot sim2real transfer so effectively. Makes the potential for real-world applications exciting!

Théo profil fotoğrafı
Théo1 yıl önce

Really cool project congrats! How difficult do you think it would be to make the objects (like a coffee cup) gradable by the robot?

Alejandro Escontrela profil fotoğrafı
Alejandro Escontrela1 yıl önce

Thanks! Super-imposing a mesh on top of gaussians can be done relatively easily by extracting the image + depth from the simulator, then laying based on depth values. This would slow down rendering in IsaacGym but would be fairly fast in IsaacSim

Marius78.crypto ױ / 🤖ボッ profil fotoğrafı
Marius78.crypto ױ / 🤖ボッ1 yıl önce

use @OVRtheReality

Nick profil fotoğrafı
Nick1 yıl önce

Cool!

Gianluca profil fotoğrafı
Gianluca1 yıl önce

Super cool!

Tirth Gada profil fotoğrafı
Tirth Gada1 yıl önce

@sarayu_sapa map anything used

JeremySMorgan profil fotoğrafı
JeremySMorgan1 yıl önce

Looks great! I'm considering doing gaussian splats -> object meshes for my project but am concerned the output meshes will be too noisy/non-smooth etc. How well does the NKSR library work in your experience? And do you load the full scene mesh into IsaacGym?

Alejandro Escontrela profil fotoğrafı
Alejandro Escontrela1 yıl önce

Cool idea! I've found NKSR works quite well, but can sometimes produce unexpected holes in the resulting mesh. I wrote some code to fix this and other mesh-related issues:

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