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Jul 3

SERN: Simulation-Enhanced Realistic Navigation for Multi-Agent Robotic Systems in Contested Environments

The increasing deployment of autonomous systems in complex environments necessitates efficient communication and task completion among multiple agents. This paper presents SERN (Simulation-Enhanced Realistic Navigation), a novel framework integrating virtual and physical environments for real-time collaborative decision-making in multi-robot systems. SERN addresses key challenges in asset deployment and coordination through our bi-directional SERN ROS Bridge communication framework. Our approach advances the SOTA through: accurate real-world representation in virtual environments using Unity high-fidelity simulator; synchronization of physical and virtual robot movements; efficient ROS data distribution between remote locations; and integration of SOTA semantic segmentation for enhanced environmental perception. Additionally, we introduce a Multi-Metric Cost Function (MMCF) that dynamically balances latency, reliability, computational overhead, and bandwidth consumption to optimize system performance in contested environments. We further provide theoretical justification for synchronization accuracy by proving that the positional error between physical and virtual robots remains bounded under varying network conditions. Our evaluations show a 15% to 24% improvement in latency and up to a 15% increase in processing efficiency compared to traditional ROS setups. Real-world and virtual simulation experiments with multiple robots (Clearpath Jackal and Husky) demonstrate synchronization accuracy, achieving less than 5 cm positional error and under 2^circ rotational error. These results highlight SERN's potential to enhance situational awareness and multi-agent coordination in diverse, contested environments.

  • 19 authors
·
Oct 22, 2024

HERCULES: An Open-Source Simulation Framework for Heterogeneous Multi-Robot SLAM, Collaborative Perception, and Exploration

We present HERCULES, an open-source simulator and data-collection pipeline for heterogeneous multi-robot autonomy. Built upon the Unreal Engine 5 (UE5)-based simulators AirSim and Cosys-AirSim, HERCULES resolves key architectural limitations of prior frameworks to enable concurrent unmanned aerial and ground vehicle (UAV-UGV) operation in large-scale, photorealistic, dynamic environments. It introduces a new waypoint-tracking UGV controller that mirrors existing UAV control interfaces, and provides a shared navigation stack for mapping, traversability analysis, planning, and control across heterogeneous platforms. Expanding inherited sensor suites, it adds physics-based long-wave infrared (LWIR) cameras and configurable night-vision modes for degraded visual environments. HERCULES provides lightweight APIs, ROS 2 wrappers, and rigorous time synchronization across sensors and platforms, and brings state-of-the-art game-engine capabilities into robotics simulation, integrating intelligent agents such as pedestrians, traffic, and wildlife with high-fidelity dynamic phenomena, including fire, flooding, and crop disease spread. HERCULES runs in two modes: passively, replaying offline-designed trajectories to generate reproducible multi-modal datasets, and actively, running an online planner in closed loop from live observations. Our experiments in heterogeneous multi-robot SLAM, collaborative perception, and exploration, using both HERCULES-generated data and active closed-loop execution, demonstrate its utility for advancing heterogeneous multi-robot autonomy. We publicly release our source code, experiment code, documentation, and datasets, including a heterogeneous multi-robot SLAM benchmark collected with two UAVs and two UGVs across kilometer-scale desert, forest, and city environments, at https://lunarlab-gatech.github.io/HERCULES-website.

  • 4 authors
·
Jun 21

GraspLook: a VR-based Telemanipulation System with R-CNN-driven Augmentation of Virtual Environment

The teleoperation of robotic systems in medical applications requires stable and convenient visual feedback for the operator. The most accessible approach to delivering visual information from the remote area is using cameras to transmit a video stream from the environment. However, such systems are sensitive to the camera resolution, limited viewpoints, and cluttered environment bringing additional mental demands to the human operator. The paper proposes a novel system of teleoperation based on an augmented virtual environment (VE). The region-based convolutional neural network (R-CNN) is applied to detect the laboratory instrument and estimate its position in the remote environment to display further its digital twin in the VE, which is necessary for dexterous telemanipulation. The experimental results revealed that the developed system allows users to operate the robot smoother, which leads to a decrease in task execution time when manipulating test tubes. In addition, the participants evaluated the developed system as less mentally demanding (by 11%) and requiring less effort (by 16%) to accomplish the task than the camera-based teleoperation approach and highly assessed their performance in the augmented VE. The proposed technology can be potentially applied for conducting laboratory tests in remote areas when operating with infectious and poisonous reagents.

  • 5 authors
·
Oct 24, 2021

Experimental Evaluation of ROS-Causal in Real-World Human-Robot Spatial Interaction Scenarios

Deploying robots in human-shared environments requires a deep understanding of how nearby agents and objects interact. Employing causal inference to model cause-and-effect relationships facilitates the prediction of human behaviours and enables the anticipation of robot interventions. However, a significant challenge arises due to the absence of implementation of existing causal discovery methods within the ROS ecosystem, the standard de-facto framework in robotics, hindering effective utilisation on real robots. To bridge this gap, in our previous work we proposed ROS-Causal, a ROS-based framework designed for onboard data collection and causal discovery in human-robot spatial interactions. In this work, we present an experimental evaluation of ROS-Causal both in simulation and on a new dataset of human-robot spatial interactions in a lab scenario, to assess its performance and effectiveness. Our analysis demonstrates the efficacy of this approach, showcasing how causal models can be extracted directly onboard by robots during data collection. The online causal models generated from the simulation are consistent with those from lab experiments. These findings can help researchers to enhance the performance of robotic systems in shared environments, firstly by studying the causal relations between variables in simulation without real people, and then facilitating the actual robot deployment in real human environments. ROS-Causal: https://lcastri.github.io/roscausal

  • 5 authors
·
Jun 7, 2024

TwinOR: Photorealistic Digital Twins of Dynamic Operating Rooms for Embodied AI Research

Developing embodied AI for intelligent surgical systems requires safe, controllable environments for continual learning and evaluation. However, safety regulations and operational constraints in operating rooms (ORs) limit embodied agents from freely perceiving and interacting in realistic settings. Digital twins provide high-fidelity, risk-free environments for exploration and training. How we may create photorealistic and dynamic digital representations of ORs that capture relevant spatial, visual, and behavioral complexity remains unclear. We introduce TwinOR, a framework for constructing photorealistic, dynamic digital twins of ORs for embodied AI research. The system reconstructs static geometry from pre-scan videos and continuously models human and equipment motion through multi-view perception of OR activities. The static and dynamic components are fused into an immersive 3D environment that supports controllable simulation and embodied exploration. The proposed framework reconstructs complete OR geometry with centimeter level accuracy while preserving dynamic interaction across surgical workflows, enabling realistic renderings and a virtual playground for embodied AI systems. In our experiments, TwinOR simulates stereo and monocular sensor streams for geometry understanding and visual localization tasks. Models such as FoundationStereo and ORB-SLAM3 on TwinOR-synthesized data achieve performance within their reported accuracy on real indoor datasets, demonstrating that TwinOR provides sensor-level realism sufficient for perception and localization challenges. By establishing a real-to-sim pipeline for constructing dynamic, photorealistic digital twins of OR environments, TwinOR enables the safe, scalable, and data-efficient development and benchmarking of embodied AI, ultimately accelerating the deployment of embodied AI from sim-to-real.

  • 14 authors
·
Nov 10, 2025

VirtualEnv: A Platform for Embodied AI Research

As large language models (LLMs) continue to improve in reasoning and decision-making, there is a growing need for realistic and interactive environments where their abilities can be rigorously evaluated. We present VirtualEnv, a next-generation simulation platform built on Unreal Engine 5 that enables fine-grained benchmarking of LLMs in embodied and interactive scenarios. VirtualEnv supports rich agent-environment interactions, including object manipulation, navigation, and adaptive multi-agent collaboration, as well as game-inspired mechanics like escape rooms and procedurally generated environments. We provide a user-friendly API built on top of Unreal Engine, allowing researchers to deploy and control LLM-driven agents using natural language instructions. We integrate large-scale LLMs and vision-language models (VLMs), such as GPT-based models, to generate novel environments and structured tasks from multimodal inputs. Our experiments benchmark the performance of several popular LLMs across tasks of increasing complexity, analyzing differences in adaptability, planning, and multi-agent coordination. We also describe our methodology for procedural task generation, task validation, and real-time environment control. VirtualEnv is released as an open-source platform, we aim to advance research at the intersection of AI and gaming, enable standardized evaluation of LLMs in embodied AI settings, and pave the way for future developments in immersive simulations and interactive entertainment.

  • 7 authors
·
Jan 12 1

Synthesizing Diverse Human Motions in 3D Indoor Scenes

We present a novel method for populating 3D indoor scenes with virtual humans that can navigate in the environment and interact with objects in a realistic manner. Existing approaches rely on training sequences that contain captured human motions and the 3D scenes they interact with. However, such interaction data are costly, difficult to capture, and can hardly cover all plausible human-scene interactions in complex environments. To address these challenges, we propose a reinforcement learning-based approach that enables virtual humans to navigate in 3D scenes and interact with objects realistically and autonomously, driven by learned motion control policies. The motion control policies employ latent motion action spaces, which correspond to realistic motion primitives and are learned from large-scale motion capture data using a powerful generative motion model. For navigation in a 3D environment, we propose a scene-aware policy with novel state and reward designs for collision avoidance. Combined with navigation mesh-based path-finding algorithms to generate intermediate waypoints, our approach enables the synthesis of diverse human motions navigating in 3D indoor scenes and avoiding obstacles. To generate fine-grained human-object interactions, we carefully curate interaction goal guidance using a marker-based body representation and leverage features based on the signed distance field (SDF) to encode human-scene proximity relations. Our method can synthesize realistic and diverse human-object interactions (e.g.,~sitting on a chair and then getting up) even for out-of-distribution test scenarios with different object shapes, orientations, starting body positions, and poses. Experimental results demonstrate that our approach outperforms state-of-the-art methods in terms of both motion naturalness and diversity. Code and video results are available at: https://zkf1997.github.io/DIMOS.

  • 5 authors
·
May 21, 2023

World-Env: Leveraging World Model as a Virtual Environment for VLA Post-Training

Vision-Language-Action (VLA) models trained via imitation learning suffer from significant performance degradation in data-scarce scenarios due to their reliance on large-scale demonstration datasets. Although reinforcement learning (RL)-based post-training has proven effective in addressing data scarcity, its application to VLA models is hindered by the non-resettable nature of real-world environments. This limitation is particularly critical in high-risk domains such as industrial automation, where interactions often induce state changes that are costly or infeasible to revert. Furthermore, existing VLA approaches lack a reliable mechanism for detecting task completion, leading to redundant actions that reduce overall task success rates. To address these challenges, we propose World-Env, an RL-based post-training framework that replaces physical interaction with a low-cost, world model-based virtual simulator. World-Env consists of two key components: (1) a video-based world simulator that generates temporally consistent future visual observations, and (2) a vision-language model (VLM)-guided instant reflector that provides continuous reward signals and predicts action termination. This simulated environment enables VLA models to safely explore and generalize beyond their initial imitation learning distribution. Our method achieves notable performance gains with as few as five expert demonstrations per task. Experiments on complex robotic manipulation tasks demonstrate that World-Env effectively overcomes the data inefficiency, safety constraints, and inefficient execution of conventional VLA models that rely on real-world interaction, offering a practical and scalable solution for post-training in resource-constrained settings.

  • 8 authors
·
Sep 29, 2025

aerial-autonomy-stack -- a Faster-than-real-time, Autopilot-agnostic, ROS2 Framework to Simulate and Deploy Perception-based Drones

Unmanned aerial vehicles are rapidly transforming multiple applications, from agricultural and infrastructure monitoring to logistics and defense. Introducing greater autonomy to these systems can simultaneously make them more effective as well as reliable. Thus, the ability to rapidly engineer and deploy autonomous aerial systems has become of strategic importance. In the 2010s, a combination of high-performance compute, data, and open-source software led to the current deep learning and AI boom, unlocking decades of prior theoretical work. Robotics is on the cusp of a similar transformation. However, physical AI faces unique hurdles, often combined under the umbrella term "simulation-to-reality gap". These span from modeling shortcomings to the complexity of vertically integrating the highly heterogeneous hardware and software systems typically found in field robots. To address the latter, we introduce aerial-autonomy-stack, an open-source, end-to-end framework designed to streamline the pipeline from (GPU-accelerated) perception to (flight controller-based) action. Our stack allows the development of aerial autonomy using ROS2 and provides a common interface for two of the most popular autopilots: PX4 and ArduPilot. We show that it supports over 20x faster-than-real-time, end-to-end simulation of a complete development and deployment stack -- including edge compute and networking -- significantly compressing the build-test-release cycle of perception-based autonomy.

  • 5 authors
·
May 1

Thinking with Imagination: Agentic Visual Spatial Reasoning with World Simulators

While Vision-Language Models (VLMs) have shown strong visual reasoning capabilities, their spatial reasoning abilities remain largely constrained to the observed images and text-oriented chain-of-thought. They often struggle to infer unobserved layouts, maintain cross-view consistency, and reason from alternative viewpoints when only limited egocentric observations are available. In this work, we study this problem as thinking with imagination, where a VLM actively acquires imagined visual evidence by interacting with a world simulator during reasoning. We propose Astra, an agentic spatial reasoning framework that empowers VLMs with action-conditioned visual imagination. Specifically, Astra couples Astra-VL, an RL-trained VLM policy, with Astra-WM, a Bagel-based world simulator that generates novel-view observations from context images and natural-language camera motions. To provide reliable imagined evidence, Astra-WM is trained with view consistency tuning to improve pose and content consistency across views. In the RL stage, we propose a world-simulator-in-the-loop two-phase RL curriculum to stabilize tool-use exploration and advance the model's ability to invoke the simulator only when imagined observations improve over direct answering. Experiments demonstrate that both the world simulator and the agentic policy are necessary: Astra-WM improves simulator-augmented Gemini-3-Flash on MMSI-Bench from 45.1 to 49.5, while Astra-VL improves the Qwen3-VL backbone from 29.8 to 38.8 on MMSI-Bench and from 36.8 to 42.7 on MindCube. These results show that imagined observations can provide useful spatial evidence, but effective world-model-augmented reasoning requires learning when, where, and how to imagine.

Robot Control Stack: A Lean Ecosystem for Robot Learning at Scale

Vision-Language-Action models (VLAs) mark a major shift in robot learning. They replace specialized architectures and task-tailored components of expert policies with large-scale data collection and setup-specific fine-tuning. In this machine learning-focused workflow that is centered around models and scalable training, traditional robotics software frameworks become a bottleneck, while robot simulations offer only limited support for transitioning from and to real-world experiments. In this work, we close this gap by introducing Robot Control Stack (RCS), a lean ecosystem designed from the ground up to support research in robot learning with large-scale generalist policies. At its core, RCS features a modular and easily extensible layered architecture with a unified interface for simulated and physical robots, facilitating sim-to-real transfer. Despite its minimal footprint and dependencies, it offers a complete feature set, enabling both real-world experiments and large-scale training in simulation. Our contribution is twofold: First, we introduce the architecture of RCS and explain its design principles. Second, we evaluate its usability and performance along the development cycle of VLA and RL policies. Our experiments also provide an extensive evaluation of Octo, OpenVLA, and Pi Zero on multiple robots and shed light on how simulation data can improve real-world policy performance. Our code, datasets, weights, and videos are available at: https://robotcontrolstack.github.io/

RobotControlStack Robot Control Stack
·
Sep 18, 2025

CARLA-Air: Fly Drones Inside a CARLA World -- A Unified Infrastructure for Air-Ground Embodied Intelligence

The convergence of low-altitude economies, embodied intelligence, and air-ground cooperative systems creates growing demand for simulation infrastructure capable of jointly modeling aerial and ground agents within a single physically coherent environment. Existing open-source platforms remain domain-segregated: driving simulators lack aerial dynamics, while multirotor simulators lack realistic ground scenes. Bridge-based co-simulation introduces synchronization overhead and cannot guarantee strict spatial-temporal consistency. We present CARLA-Air, an open-source infrastructure that unifies high-fidelity urban driving and physics-accurate multirotor flight within a single Unreal Engine process. The platform preserves both CARLA and AirSim native Python APIs and ROS 2 interfaces, enabling zero-modification code reuse. Within a shared physics tick and rendering pipeline, CARLA-Air delivers photorealistic environments with rule-compliant traffic, socially-aware pedestrians, and aerodynamically consistent UAV dynamics, synchronously capturing up to 18 sensor modalities across all platforms at each tick. The platform supports representative air-ground embodied intelligence workloads spanning cooperation, embodied navigation and vision-language action, multi-modal perception and dataset construction, and reinforcement-learning-based policy training. An extensible asset pipeline allows integration of custom robot platforms into the shared world. By inheriting AirSim's aerial capabilities -- whose upstream development has been archived -- CARLA-Air ensures this widely adopted flight stack continues to evolve within a modern infrastructure. Released with prebuilt binaries and full source: https://github.com/louiszengCN/CarlaAir

  • 4 authors
·
Mar 30 4

ArtiWorld: LLM-Driven Articulation of 3D Objects in Scenes

Building interactive simulators and scalable robot-learning environments requires a large number of articulated assets. However, most existing 3D assets in simulation are rigid, and manually converting them into articulated objects is extremely labor- and cost-intensive. This raises a natural question: can we automatically identify articulable objects in a scene and convert them into articulated assets directly? In this paper, we present ArtiWorld, a scene-aware pipeline that localizes candidate articulable objects from textual scene descriptions and reconstructs executable URDF models that preserve the original geometry. At the core of this pipeline is Arti4URDF, which leverages 3D point cloud, prior knowledge of a large language model (LLM), and a URDF-oriented prompt design to rapidly convert rigid objects into interactive URDF-based articulated objects while maintaining their 3D shape. We evaluate ArtiWorld at three levels: 3D simulated objects, full 3D simulated scenes, and real-world scan scenes. Across all three settings, our method consistently outperforms existing approaches and achieves state-of-the-art performance, while preserving object geometry and correctly capturing object interactivity to produce usable URDF-based articulated models. This provides a practical path toward building interactive, robot-ready simulation environments directly from existing 3D assets. Code and data will be released.

  • 7 authors
·
Nov 16, 2025

HERO: Hierarchical Traversable 3D Scene Graphs for Embodied Navigation Among Movable Obstacles

3D Scene Graphs (3DSGs) constitute a powerful representation of the physical world, distinguished by their abilities to explicitly model the complex spatial, semantic, and functional relationships between entities, rendering a foundational understanding that enables agents to interact intelligently with their environment and execute versatile behaviors. Embodied navigation, as a crucial component of such capabilities, leverages the compact and expressive nature of 3DSGs to enable long-horizon reasoning and planning in complex, large-scale environments. However, prior works rely on a static-world assumption, defining traversable space solely based on static spatial layouts and thereby treating interactable obstacles as non-traversable. This fundamental limitation severely undermines their effectiveness in real-world scenarios, leading to limited reachability, low efficiency, and inferior extensibility. To address these issues, we propose HERO, a novel framework for constructing Hierarchical Traversable 3DSGs, that redefines traversability by modeling operable obstacles as pathways, capturing their physical interactivity, functional semantics, and the scene's relational hierarchy. The results show that, relative to its baseline, HERO reduces PL by 35.1% in partially obstructed environments and increases SR by 79.4% in fully obstructed ones, demonstrating substantially higher efficiency and reachability.

  • 8 authors
·
Dec 16, 2025

Real2Render2Real: Scaling Robot Data Without Dynamics Simulation or Robot Hardware

Scaling robot learning requires vast and diverse datasets. Yet the prevailing data collection paradigm-human teleoperation-remains costly and constrained by manual effort and physical robot access. We introduce Real2Render2Real (R2R2R), a novel approach for generating robot training data without relying on object dynamics simulation or teleoperation of robot hardware. The input is a smartphone-captured scan of one or more objects and a single video of a human demonstration. R2R2R renders thousands of high visual fidelity robot-agnostic demonstrations by reconstructing detailed 3D object geometry and appearance, and tracking 6-DoF object motion. R2R2R uses 3D Gaussian Splatting (3DGS) to enable flexible asset generation and trajectory synthesis for both rigid and articulated objects, converting these representations to meshes to maintain compatibility with scalable rendering engines like IsaacLab but with collision modeling off. Robot demonstration data generated by R2R2R integrates directly with models that operate on robot proprioceptive states and image observations, such as vision-language-action models (VLA) and imitation learning policies. Physical experiments suggest that models trained on R2R2R data from a single human demonstration can match the performance of models trained on 150 human teleoperation demonstrations. Project page: https://real2render2real.com

  • 8 authors
·
May 14, 2025 2

SimuWoB: Simulating Real-World Mobile Apps for Fast and Faithful GUI Agent Benchmarking

Mobile GUI agents powered by large language models have progressed rapidly, creating urgent needs for realistic and comprehensive evaluation. Existing benchmarks prioritize reproducibility but are often limited to open-source apps or file-operation tasks for the difficulty of constructing rewards on real applications, leaving a gap between benchmark settings and real-world usage. Moreover, most benchmarks focus on basic grounding and navigation, with limited coverage of complex, long-horizon interactions. To address these limitations, we introduce SimuWoB, a fully synthetic benchmark for mobile GUI agents with 120 challenging tasks spanning diverse types and difficulty levels. We build a robust virtual environment generation framework that synthesizes high-fidelity tasks and environments, and automatically provides valid rewards for each task. Each environment is deployed as a backend-free webpage accessible via URL, enabling efficient and reproducible evaluation. We conduct comprehensive experiments on several state-of-the-art mobile GUI agents. The average success rate is only 27.92%, dropping to 17.82% on long-horizon tasks, which reveals substantial weaknesses in current agents under complex scenarios. Evaluation result comparison with real-world sample tasks demonstrate that agent assessments based on our synthetic environment generalize well. We further provide diagnostic insights across key capability dimensions and discuss implications for future mobile GUI agent development.

Object-Centric Residual RL for Zero-Shot Sim-to-Real VLA Enhancement

Vision-Language-Action (VLA) models can generalize across diverse manipulation tasks, but their imitation-learning-based policies remain brittle in precise physical interactions due to compounding execution errors; Can a reinforcement learning policy trained purely in simulation improve the robustness of real-world VLAs zero-shot? Residual RL, which learns a corrective policy on top of a frozen VLA, offers a natural framework, but existing approaches face a fundamental sim-to-real dilemma: privileged-state methods require lossy distillation for deployment; image-based methods suffer from the visual domain gap; and real-world RL is costly and unsafe. We propose an object-centric residual RL framework that refines VLA actions using object poses, enabling a compact observation space that transfers consistently between simulation and reality. To align the two domains, we additionally replay the same teleoperation demonstrations in simulation to train a sim counterpart of the real-world VLA. The residual RL policy is trained only in simulation with pose noise injection and dropout, and transfers zero-shot to the real robot. Across five manipulation tasks on a real Franka Research 3 (FR3) robot, our method improves the success rate from 42% to 76% zero-shot, and the improved rollouts can be further reused to retrain the base VLA for self-improvement without additional teleoperation. Project page: https://www.microsoft.com/en-us/research/articles/object-centric-residual-rl/

SOUS VIDE: Cooking Visual Drone Navigation Policies in a Gaussian Splatting Vacuum

We propose a new simulator, training approach, and policy architecture, collectively called SOUS VIDE, for end-to-end visual drone navigation. Our trained policies exhibit zero-shot sim-to-real transfer with robust real-world performance using only onboard perception and computation. Our simulator, called FiGS, couples a computationally simple drone dynamics model with a high visual fidelity Gaussian Splatting scene reconstruction. FiGS can quickly simulate drone flights producing photorealistic images at up to 130 fps. We use FiGS to collect 100k-300k image/state-action pairs from an expert MPC with privileged state and dynamics information, randomized over dynamics parameters and spatial disturbances. We then distill this expert MPC into an end-to-end visuomotor policy with a lightweight neural architecture, called SV-Net. SV-Net processes color image, optical flow and IMU data streams into low-level thrust and body rate commands at 20 Hz onboard a drone. Crucially, SV-Net includes a learned module for low-level control that adapts at runtime to variations in drone dynamics. In a campaign of 105 hardware experiments, we show SOUS VIDE policies to be robust to 30% mass variations, 40 m/s wind gusts, 60% changes in ambient brightness, shifting or removing objects from the scene, and people moving aggressively through the drone's visual field. Code, data, and experiment videos can be found on our project page: https://stanfordmsl.github.io/SousVide/.

  • 5 authors
·
Dec 20, 2024

GS-Verse: Mesh-based Gaussian Splatting for Physics-aware Interaction in Virtual Reality

As the demand for immersive 3D content grows, the need for intuitive and efficient interaction methods becomes paramount. Current techniques for physically manipulating 3D content within Virtual Reality (VR) often face significant limitations, including reliance on engineering-intensive processes and simplified geometric representations, such as tetrahedral cages, which can compromise visual fidelity and physical accuracy. In this paper, we introduce GS-Verse (Gaussian Splatting for Virtual Environment Rendering and Scene Editing), a novel method designed to overcome these challenges by directly integrating an object's mesh with a Gaussian Splatting (GS) representation. Our approach enables more precise surface approximation, leading to highly realistic deformations and interactions. By leveraging existing 3D mesh assets, GS-Verse facilitates seamless content reuse and simplifies the development workflow. Moreover, our system is designed to be physics-engine-agnostic, granting developers robust deployment flexibility. This versatile architecture delivers a highly realistic, adaptable, and intuitive approach to interactive 3D manipulation. We rigorously validate our method against the current state-of-the-art technique that couples VR with GS in a comparative user study involving 18 participants. Specifically, we demonstrate that our approach is statistically significantly better for physics-aware stretching manipulation and is also more consistent in other physics-based manipulations like twisting and shaking. Further evaluation across various interactions and scenes confirms that our method consistently delivers high and reliable performance, showing its potential as a plausible alternative to existing methods.

  • 7 authors
·
Oct 13, 2025

GS-Playground: A High-Throughput Photorealistic Simulator for Vision-Informed Robot Learning

Embodied AI research is undergoing a shift toward vision-centric perceptual paradigms. While massively parallel simulators have catalyzed breakthroughs in proprioception-based locomotion, their potential remains largely untapped for vision-informed tasks due to the prohibitive computational overhead of large-scale photorealistic rendering. Furthermore, the creation of simulation-ready 3D assets heavily relies on labor-intensive manual modeling, while the significant sim-to-real physical gap hinders the transfer of contact-rich manipulation policies. To address these bottlenecks, we propose GS-Playground, a multi-modal simulation framework designed to accelerate end-to-end perceptual learning. We develop a novel high-performance parallel physics engine, specifically designed to integrate with a batch 3D Gaussian Splatting (3DGS) rendering pipeline to ensure high-fidelity synchronization. Our system achieves a breakthrough throughput of 10^4 FPS at 640x480 resolution, significantly lowering the barrier for large-scale visual RL. Additionally, we introduce an automated Real2Sim workflow that reconstructs photorealistic, physically consistent, and memory-efficient environments, streamlining the generation of complex simulation-ready scenes. Extensive experiments on locomotion, navigation, and manipulation demonstrate that GS-Playground effectively bridges the perceptual and physical gaps across diverse embodied tasks. Project homepage: https://gsplayground.github.io.

  • 42 authors
·
Apr 27

ROVR-Open-Dataset: A Large-Scale Depth Dataset for Autonomous Driving

Depth estimation is a fundamental task for 3D scene understanding in autonomous driving, robotics, and augmented reality. Existing depth datasets, such as KITTI, nuScenes, and DDAD, have advanced the field but suffer from limitations in diversity and scalability. As benchmark performance on these datasets approaches saturation, there is an increasing need for a new generation of large-scale, diverse, and cost-efficient datasets to support the era of foundation models and multi-modal learning. We present ROVR, a large-scale, diverse, and cost-efficient depth dataset designed to capture the complexity of real-world driving. ROVR comprises 200K high-resolution frames across highway, rural, and urban scenarios, spanning day/night and adverse weather conditions. A lightweight acquisition pipeline ensures scalable collection, while sparse but statistically sufficient ground truth supports robust training. Benchmarking with state-of-the-art monocular depth models reveals severe cross-dataset generalization failures: models achieving near-ceiling accuracy on KITTI degrade drastically on ROVR, and even when trained on ROVR, current methods fall short of saturation. These results highlight the unique challenges posed by ROVR-scene diversity, dynamic environments, and sparse ground truth, establishing it as a demanding new platform for advancing depth estimation and building models with stronger real-world robustness. Extensive ablation studies provide a more intuitive understanding of our dataset across different scenarios, lighting conditions, and generalized ability.

  • 14 authors
·
Aug 19, 2025

OSWorld: Benchmarking Multimodal Agents for Open-Ended Tasks in Real Computer Environments

Autonomous agents that accomplish complex computer tasks with minimal human interventions have the potential to transform human-computer interaction, significantly enhancing accessibility and productivity. However, existing benchmarks either lack an interactive environment or are limited to environments specific to certain applications or domains, failing to reflect the diverse and complex nature of real-world computer use, thereby limiting the scope of tasks and agent scalability. To address this issue, we introduce OSWorld, the first-of-its-kind scalable, real computer environment for multimodal agents, supporting task setup, execution-based evaluation, and interactive learning across various operating systems such as Ubuntu, Windows, and macOS. OSWorld can serve as a unified, integrated computer environment for assessing open-ended computer tasks that involve arbitrary applications. Building upon OSWorld, we create a benchmark of 369 computer tasks involving real web and desktop apps in open domains, OS file I/O, and workflows spanning multiple applications. Each task example is derived from real-world computer use cases and includes a detailed initial state setup configuration and a custom execution-based evaluation script for reliable, reproducible evaluation. Extensive evaluation of state-of-the-art LLM/VLM-based agents on OSWorld reveals significant deficiencies in their ability to serve as computer assistants. While humans can accomplish over 72.36% of the tasks, the best model achieves only 12.24% success, primarily struggling with GUI grounding and operational knowledge. Comprehensive analysis using OSWorld provides valuable insights for developing multimodal generalist agents that were not possible with previous benchmarks. Our code, environment, baseline models, and data are publicly available at https://os-world.github.io.

  • 17 authors
·
Apr 11, 2024 1

TryOnCrafter: Unleashing Camera Trajectories for Realistic Video Virtual Try-on via a Renderable 4D Try-on Proxy

While Video Virtual Try-on (VVT) has achieved remarkable progress in synthesizing realistic garment overlays on dynamic subjects, existing paradigms remains fundamentally constrained by a passive dependency on source camera trajectories, failing to accommodate the requisite interactive freedom for omnidirectional viewpoint exploration. To address this limitation, we define a pioneering research frontier: Camera-controllable Video Virtual Try-on (CaM-VVT). Unlike conventional VVT, CaM-VVT not only necessitates viewpoint-agnostic texture hallucination but also strict structural synchronization between non-rigid human dynamics and background contexts under arbitrary, unconstrained camera movements. To tackle these challenges, we present TryOnCrafter, the first unified DiT-based framework specifically architected for the CaM-VVT task. Departing from implicit pixel-space manipulation, we introduce a Renderable 4D Try-on Proxy that explicitly decouples the human subject from the environment. This is achieved by distilling high-fidelity 2D try-on priors into a clothed 3DGS-based avatar, which is subsequently animated via SMPL-X sequences and metric-aligned into a reconstructed background point cloud. This proxy establishes a robust structural foundation with superior texture density and motion integrity. Our Proxy-Anchored Video DiT leverages this robust structural foundation as a primary geometric anchor, ensuring that the synthesized photorealistic videos are strictly constrained by prescribed trajectories and physically plausible deformations. Benefiting from the inherent editability of the 4D proxy, TryOnCrafter facilitates diverse downstream applications, including human relocalization, ``bullet time'' effects, and 360-degree orbital viewing.

alibaba-inc Alibaba-Inc
·
Jun 23 1

HoloScene: Simulation-Ready Interactive 3D Worlds from a Single Video

Digitizing the physical world into accurate simulation-ready virtual environments offers significant opportunities in a variety of fields such as augmented and virtual reality, gaming, and robotics. However, current 3D reconstruction and scene-understanding methods commonly fall short in one or more critical aspects, such as geometry completeness, object interactivity, physical plausibility, photorealistic rendering, or realistic physical properties for reliable dynamic simulation. To address these limitations, we introduce HoloScene, a novel interactive 3D reconstruction framework that simultaneously achieves these requirements. HoloScene leverages a comprehensive interactive scene-graph representation, encoding object geometry, appearance, and physical properties alongside hierarchical and inter-object relationships. Reconstruction is formulated as an energy-based optimization problem, integrating observational data, physical constraints, and generative priors into a unified, coherent objective. Optimization is efficiently performed via a hybrid approach combining sampling-based exploration with gradient-based refinement. The resulting digital twins exhibit complete and precise geometry, physical stability, and realistic rendering from novel viewpoints. Evaluations conducted on multiple benchmark datasets demonstrate superior performance, while practical use-cases in interactive gaming and real-time digital-twin manipulation illustrate HoloScene's broad applicability and effectiveness. Project page: https://xiahongchi.github.io/HoloScene.

  • 8 authors
·
Oct 7, 2025 2

MoDem-V2: Visuo-Motor World Models for Real-World Robot Manipulation

Robotic systems that aspire to operate in uninstrumented real-world environments must perceive the world directly via onboard sensing. Vision-based learning systems aim to eliminate the need for environment instrumentation by building an implicit understanding of the world based on raw pixels, but navigating the contact-rich high-dimensional search space from solely sparse visual reward signals significantly exacerbates the challenge of exploration. The applicability of such systems is thus typically restricted to simulated or heavily engineered environments since agent exploration in the real-world without the guidance of explicit state estimation and dense rewards can lead to unsafe behavior and safety faults that are catastrophic. In this study, we isolate the root causes behind these limitations to develop a system, called MoDem-V2, capable of learning contact-rich manipulation directly in the uninstrumented real world. Building on the latest algorithmic advancements in model-based reinforcement learning (MBRL), demo-bootstrapping, and effective exploration, MoDem-V2 can acquire contact-rich dexterous manipulation skills directly in the real world. We identify key ingredients for leveraging demonstrations in model learning while respecting real-world safety considerations -- exploration centering, agency handover, and actor-critic ensembles. We empirically demonstrate the contribution of these ingredients in four complex visuo-motor manipulation problems in both simulation and the real world. To the best of our knowledge, our work presents the first successful system for demonstration-augmented visual MBRL trained directly in the real world. Visit https://sites.google.com/view/modem-v2 for videos and more details.

  • 4 authors
·
Sep 25, 2023

Agentic 3D Scene Generation with Spatially Contextualized VLMs

Despite recent advances in multimodal content generation enabled by vision-language models (VLMs), their ability to reason about and generate structured 3D scenes remains largely underexplored. This limitation constrains their utility in spatially grounded tasks such as embodied AI, immersive simulations, and interactive 3D applications. We introduce a new paradigm that enables VLMs to generate, understand, and edit complex 3D environments by injecting a continually evolving spatial context. Constructed from multimodal input, this context consists of three components: a scene portrait that provides a high-level semantic blueprint, a semantically labeled point cloud capturing object-level geometry, and a scene hypergraph that encodes rich spatial relationships, including unary, binary, and higher-order constraints. Together, these components provide the VLM with a structured, geometry-aware working memory that integrates its inherent multimodal reasoning capabilities with structured 3D understanding for effective spatial reasoning. Building on this foundation, we develop an agentic 3D scene generation pipeline in which the VLM iteratively reads from and updates the spatial context. The pipeline features high-quality asset generation with geometric restoration, environment setup with automatic verification, and ergonomic adjustment guided by the scene hypergraph. Experiments show that our framework can handle diverse and challenging inputs, achieving a level of generalization not observed in prior work. Further results demonstrate that injecting spatial context enables VLMs to perform downstream tasks such as interactive scene editing and path planning, suggesting strong potential for spatially intelligent systems in computer graphics, 3D vision, and embodied applications.

  • 3 authors
·
May 26, 2025

PACE: Data-Driven Virtual Agent Interaction in Dense and Cluttered Environments

We present PACE, a novel method for modifying motion-captured virtual agents to interact with and move throughout dense, cluttered 3D scenes. Our approach changes a given motion sequence of a virtual agent as needed to adjust to the obstacles and objects in the environment. We first take the individual frames of the motion sequence most important for modeling interactions with the scene and pair them with the relevant scene geometry, obstacles, and semantics such that interactions in the agents motion match the affordances of the scene (e.g., standing on a floor or sitting in a chair). We then optimize the motion of the human by directly altering the high-DOF pose at each frame in the motion to better account for the unique geometric constraints of the scene. Our formulation uses novel loss functions that maintain a realistic flow and natural-looking motion. We compare our method with prior motion generating techniques and highlight the benefits of our method with a perceptual study and physical plausibility metrics. Human raters preferred our method over the prior approaches. Specifically, they preferred our method 57.1% of the time versus the state-of-the-art method using existing motions, and 81.0% of the time versus a state-of-the-art motion synthesis method. Additionally, our method performs significantly higher on established physical plausibility and interaction metrics. Specifically, we outperform competing methods by over 1.2% in terms of the non-collision metric and by over 18% in terms of the contact metric. We have integrated our interactive system with Microsoft HoloLens and demonstrate its benefits in real-world indoor scenes. Our project website is available at https://gamma.umd.edu/pace/.

  • 2 authors
·
Mar 24, 2023

CARLA2Real: a tool for reducing the sim2real gap in CARLA simulator

Simulators are indispensable for research in autonomous systems such as self-driving cars, autonomous robots and drones. Despite significant progress in various simulation aspects, such as graphical realism, an evident gap persists between the virtual and real-world environments. Since the ultimate goal is to deploy the autonomous systems in the real world, closing the sim2real gap is of utmost importance. In this paper, we employ a state-of-the-art approach to enhance the photorealism of simulated data, aligning them with the visual characteristics of real-world datasets. Based on this, we developed CARLA2Real, an easy-to-use, publicly available tool (plug-in) for the widely used and open-source CARLA simulator. This tool enhances the output of CARLA in near real-time, achieving a frame rate of 13 FPS, translating it to the visual style and realism of real-world datasets such as Cityscapes, KITTI, and Mapillary Vistas. By employing the proposed tool, we generated synthetic datasets from both the simulator and the enhancement model outputs, including their corresponding ground truth annotations for tasks related to autonomous driving. Then, we performed a number of experiments to evaluate the impact of the proposed approach on feature extraction and semantic segmentation methods when trained on the enhanced synthetic data. The results demonstrate that the sim2real gap is significant and can indeed be reduced by the introduced approach.

  • 2 authors
·
Oct 23, 2024

3D Dynamic Scene Graphs: Actionable Spatial Perception with Places, Objects, and Humans

We present a unified representation for actionable spatial perception: 3D Dynamic Scene Graphs. Scene graphs are directed graphs where nodes represent entities in the scene (e.g. objects, walls, rooms), and edges represent relations (e.g. inclusion, adjacency) among nodes. Dynamic scene graphs (DSGs) extend this notion to represent dynamic scenes with moving agents (e.g. humans, robots), and to include actionable information that supports planning and decision-making (e.g. spatio-temporal relations, topology at different levels of abstraction). Our second contribution is to provide the first fully automatic Spatial PerceptIon eNgine(SPIN) to build a DSG from visual-inertial data. We integrate state-of-the-art techniques for object and human detection and pose estimation, and we describe how to robustly infer object, robot, and human nodes in crowded scenes. To the best of our knowledge, this is the first paper that reconciles visual-inertial SLAM and dense human mesh tracking. Moreover, we provide algorithms to obtain hierarchical representations of indoor environments (e.g. places, structures, rooms) and their relations. Our third contribution is to demonstrate the proposed spatial perception engine in a photo-realistic Unity-based simulator, where we assess its robustness and expressiveness. Finally, we discuss the implications of our proposal on modern robotics applications. 3D Dynamic Scene Graphs can have a profound impact on planning and decision-making, human-robot interaction, long-term autonomy, and scene prediction. A video abstract is available at https://youtu.be/SWbofjhyPzI

  • 5 authors
·
Feb 14, 2020 1

Enhancing Vision-Language Model Training with Reinforcement Learning in Synthetic Worlds for Real-World Success

Interactive multimodal agents must convert raw visual observations into coherent sequences of language-conditioned actions -- a capability that current vision-language models (VLMs) still lack. Earlier reinforcement-learning (RL) efforts could, in principle, endow VLMs with such skills, but they have seldom tested whether the learned behaviours generalize beyond their training simulators, and they depend either on brittle hyperparameter tuning or on dense-reward environments with low state variability. We introduce Vision-Language Decoupled Actor-Critic (VL-DAC), a lightweight, hyperparameter-free RL algorithm. VL-DAC applies PPO updates to action tokens while learning value only at the environment-step level: an arrangement, to our knowledge, not previously explored for large VLMs or LLMs. This simple decoupling removes unstable weighting terms and yields faster, more reliable convergence. Training a single VLM with VL-DAC in one inexpensive simulator at a time (MiniWorld, Gym-Cards, ALFWorld, or WebShop) already produces policies that generalize widely: +50\% relative on BALROG (game-centric agentic control), +5\% relative on the hardest part of VSI-Bench (spatial planning), and +2\% on VisualWebBench (web navigation), all without degrading general image understanding accuracy. These results provide the first evidence that a simple RL algorithm can train VLMs entirely in cheap synthetic worlds while delivering measurable gains on real-image agentic, spatial-reasoning, and web-navigation benchmarks.

t-tech T-Tech
·
Aug 6, 2025 2

SimWorld Studio: Automatic Environment Generation with Evolving Coding Agent for Embodied Agent Learning

LLM/VLM-based digital agents have advanced rapidly thanks to scalable sandboxes for coding, web navigation, and computer use, which provide rich interactive training grounds. In contrast, embodied agents still lack abundant, diverse, and automatically generated 3D environments for interactive learning. Existing embodied simulators rely on manually crafted scenes or procedural templates, while recent LLM-based 3D generation systems mainly produce static scenes rather than deployable environments with verifiable tasks and standard learning interfaces. We introduce SimWorld Studio, an open-source platform built on Unreal Engine 5 for generating evolving embodied learning environments. At its core is SimCoder, a tool/skill-augmented coding agent that writes and executes engine-level code to construct physically grounded 3D worlds from language/image instructions. SimCoder self-evolves by using verifier feedback (e.g., compilation errors, physics checks, VLM critiques) to revise environments and autonomously add reusable tools and skills to its library. Generated worlds are exported as Gym-style environments for embodied agent learning. SimWorld Studio further enables co-evolution between environment generation and embodied learning: agent performance feedback guides SimCoder to generate adaptive curricula near the learner's capability frontier, so that environments become increasingly challenging as the embodied agent improves. Three case studies on embodied navigation show that self-evolution improves generation reliability, generated environments substantially improve embodied agent performance that generalizes to unseen benchmarks, and co-evolution yields an 18-point success-rate gain over fixed-environment learning and a 40-point gain over an untrained agent.

  • 8 authors
·
May 9 1

From Off-Policy to On-Policy: Enhancing GUI Agents via Bi-level Expert-to-Policy Assimilation

Vision-language models are increasingly deployed as computer-use agents (CUAs) that operate desktops and browsers. Top-performing CUAs are framework-based systems that decompose planning and execution, while end-to-end screenshot-to-action policies are easier to deploy but lag behind on benchmarks such as OSWorld-Verified. GUI datasets like OSWorld pose two bottlenecks: they expose only a few hundred interactive, verifiable tasks and environments, and expert trajectories must be gathered by interacting with these environments, making such data hard to scale. We therefore ask how reinforcement learning from verifiable rewards (RLVR) can best exploit a small pool of exist expert trajectories to train end-to-end policies. Naively mixing these off-policy traces into on-policy RLVR is brittle: even after format conversion, expert trajectories exhibit structural mismatch and distribution shift from the learner. We propose BEPA (Bi-Level Expert-to-Policy Assimilation), which turns static expert traces into policy-aligned guidance via self-rolled reachable trajectories under the base policy (LEVEL-1) and a per-task, dynamically updated cache used in RLVR (LEVEL-2). On OSWorld-Verified, BEPA improves UITARS1.5-7B success from 22.87% to 32.13% and raises a held-out split from 5.74% to 10.30%, with consistent gains on MMBench-GUI and Online-Mind2Web. Our code and data are available at: https://github.com/LEON-gittech/Verl_GUI.git

  • 5 authors
·
Jan 9

Habitat-GS: A High-Fidelity Navigation Simulator with Dynamic Gaussian Splatting

Training embodied AI agents depends critically on the visual fidelity of simulation environments and the ability to model dynamic humans. Current simulators rely on mesh-based rasterization with limited visual realism, and their support for dynamic human avatars, where available, is constrained to mesh representations, hindering agent generalization to human-populated real-world scenarios. We present Habitat-GS, a navigation-centric embodied AI simulator extended from Habitat-Sim that integrates 3D Gaussian Splatting scene rendering and drivable gaussian avatars while maintaining full compatibility with the Habitat ecosystem. Our system implements a 3DGS renderer for real-time photorealistic rendering and supports scalable 3DGS asset import from diverse sources. For dynamic human modeling, we introduce a gaussian avatar module that enables each avatar to simultaneously serve as a photorealistic visual entity and an effective navigation obstacle, allowing agents to learn human-aware behaviors in realistic settings. Experiments on point-goal navigation demonstrate that agents trained on 3DGS scenes achieve stronger cross-domain generalization, with mixed-domain training being the most effective strategy. Evaluations on avatar-aware navigation further confirm that gaussian avatars enable effective human-aware navigation. Finally, performance benchmarks validate the system's scalability across varying scene complexity and avatar counts.

  • 12 authors
·
Apr 13 2

EgoRelight: Egocentric Human Capture and Illumination Recovery for Relightable and Photoreal Avatar Rendering

Mixed Reality (MR) headsets promise a future of immersive telepresence where virtual humans blend indistinguishably into real or virtual surroundings. Achieving this vision requires a method for capturing a user's motion, estimating appearance under novel lighting, and understanding the environment - all from the constrained viewpoint of a head-mounted display (HMD). Existing approaches treat these as isolated problems: they either focus on driving avatars with baked-in lighting or rely on studio setups for relighting. In this paper, we present EgoRelight, a holistic framework for egocentric telepresence that simultaneously captures full-body human performance, synthesizes photorealistic and relightable appearance, and estimates high dynamic range (HDR) environment maps from a single HMD. First, to ensure motion and surface reconstruction, we propose an egocentric perception module that leverages stereo down-facing cameras to extract dense depth maps, which serve as geometric control signals to drive a mesh-based avatar. Second, we introduce a novel neural appearance model that learns to synthesize view-dependent specular and view-independent diffuse shading separately. By employing a specialized ray-sampling strategy, our model generalizes to unseen illumination without relying on restrictive analytical BRDF priors. Third, we enable seamless avatar integration into the physical world via a test-time inverse rendering process, which recovers an HDR environment map by matching the pre-trained avatar's appearance to live egocentric camera observations. We demonstrate our system through a social telepresence application, where remote users are coherently relit according to their physical environment. Extensive experiments show that our components and the integrated system significantly outperform state-of-the-art baselines in geometric accuracy and rendering as well as relighting fidelity.

  • 6 authors
·
May 26

Habitat: A Platform for Embodied AI Research

We present Habitat, a platform for research in embodied artificial intelligence (AI). Habitat enables training embodied agents (virtual robots) in highly efficient photorealistic 3D simulation. Specifically, Habitat consists of: (i) Habitat-Sim: a flexible, high-performance 3D simulator with configurable agents, sensors, and generic 3D dataset handling. Habitat-Sim is fast -- when rendering a scene from Matterport3D, it achieves several thousand frames per second (fps) running single-threaded, and can reach over 10,000 fps multi-process on a single GPU. (ii) Habitat-API: a modular high-level library for end-to-end development of embodied AI algorithms -- defining tasks (e.g., navigation, instruction following, question answering), configuring, training, and benchmarking embodied agents. These large-scale engineering contributions enable us to answer scientific questions requiring experiments that were till now impracticable or 'merely' impractical. Specifically, in the context of point-goal navigation: (1) we revisit the comparison between learning and SLAM approaches from two recent works and find evidence for the opposite conclusion -- that learning outperforms SLAM if scaled to an order of magnitude more experience than previous investigations, and (2) we conduct the first cross-dataset generalization experiments {train, test} x {Matterport3D, Gibson} for multiple sensors {blind, RGB, RGBD, D} and find that only agents with depth (D) sensors generalize across datasets. We hope that our open-source platform and these findings will advance research in embodied AI.

  • 12 authors
·
Nov 24, 2019

ImmerseGen: Agent-Guided Immersive World Generation with Alpha-Textured Proxies

Automatic creation of 3D scenes for immersive VR presence has been a significant research focus for decades. However, existing methods often rely on either high-poly mesh modeling with post-hoc simplification or massive 3D Gaussians, resulting in a complex pipeline or limited visual realism. In this paper, we demonstrate that such exhaustive modeling is unnecessary for achieving compelling immersive experience. We introduce ImmerseGen, a novel agent-guided framework for compact and photorealistic world modeling. ImmerseGen represents scenes as hierarchical compositions of lightweight geometric proxies, i.e., simplified terrain and billboard meshes, and generates photorealistic appearance by synthesizing RGBA textures onto these proxies. Specifically, we propose terrain-conditioned texturing for user-centric base world synthesis, and RGBA asset texturing for midground and foreground scenery. This reformulation offers several advantages: (i) it simplifies modeling by enabling agents to guide generative models in producing coherent textures that integrate seamlessly with the scene; (ii) it bypasses complex geometry creation and decimation by directly synthesizing photorealistic textures on proxies, preserving visual quality without degradation; (iii) it enables compact representations suitable for real-time rendering on mobile VR headsets. To automate scene creation from text prompts, we introduce VLM-based modeling agents enhanced with semantic grid-based analysis for improved spatial reasoning and accurate asset placement. ImmerseGen further enriches scenes with dynamic effects and ambient audio to support multisensory immersion. Experiments on scene generation and live VR showcases demonstrate that ImmerseGen achieves superior photorealism, spatial coherence and rendering efficiency compared to prior methods. Project webpage: https://immersegen.github.io.

  • 9 authors
·
Jun 17, 2025 2

Geometry-aided Vision-based Localization of Future Mars Helicopters in Challenging Illumination Conditions

Planetary exploration using aerial assets has the potential for unprecedented scientific discoveries on Mars. While NASA's Mars helicopter Ingenuity proved flight in Martian atmosphere is possible, future Mars rotorcraft will require advanced navigation capabilities for long-range flights. One such critical capability is Map-based Localization (MbL) which registers an onboard image to a reference map during flight to mitigate cumulative drift from visual odometry. However, significant illumination differences between rotorcraft observations and a reference map prove challenging for traditional MbL systems, restricting the operational window of the vehicle. In this work, we investigate a new MbL system and propose Geo-LoFTR, a geometry-aided deep learning model for image registration that is more robust under large illumination differences than prior models. The system is supported by a custom simulation framework that uses real orbital maps to produce large amounts of realistic images of the Martian terrain. Comprehensive evaluations show that our proposed system outperforms prior MbL efforts in terms of localization accuracy under significant lighting and scale variations. Furthermore, we demonstrate the validity of our approach across a simulated Martian day and on real Mars imagery. Code and datasets are available at: https://dpisanti.github.io/geo-loftr/.

  • 4 authors
·
Apr 22

ROSGPT_Vision: Commanding Robots Using Only Language Models' Prompts

In this paper, we argue that the next generation of robots can be commanded using only Language Models' prompts. Every prompt interrogates separately a specific Robotic Modality via its Modality Language Model (MLM). A central Task Modality mediates the whole communication to execute the robotic mission via a Large Language Model (LLM). This paper gives this new robotic design pattern the name of: Prompting Robotic Modalities (PRM). Moreover, this paper applies this PRM design pattern in building a new robotic framework named ROSGPT_Vision. ROSGPT_Vision allows the execution of a robotic task using only two prompts: a Visual and an LLM prompt. The Visual Prompt extracts, in natural language, the visual semantic features related to the task under consideration (Visual Robotic Modality). Meanwhile, the LLM Prompt regulates the robotic reaction to the visual description (Task Modality). The framework automates all the mechanisms behind these two prompts. The framework enables the robot to address complex real-world scenarios by processing visual data, making informed decisions, and carrying out actions automatically. The framework comprises one generic vision module and two independent ROS nodes. As a test application, we used ROSGPT_Vision to develop CarMate, which monitors the driver's distraction on the roads and makes real-time vocal notifications to the driver. We showed how ROSGPT_Vision significantly reduced the development cost compared to traditional methods. We demonstrated how to improve the quality of the application by optimizing the prompting strategies, without delving into technical details. ROSGPT_Vision is shared with the community (link: https://github.com/bilel-bj/ROSGPT_Vision) to advance robotic research in this direction and to build more robotic frameworks that implement the PRM design pattern and enables controlling robots using only prompts.

  • 3 authors
·
Aug 22, 2023

Foundation Model Driven Robotics: A Comprehensive Review

The rapid emergence of foundation models, particularly Large Language Models (LLMs) and Vision-Language Models (VLMs), has introduced a transformative paradigm in robotics. These models offer powerful capabilities in semantic understanding, high-level reasoning, and cross-modal generalization, enabling significant advances in perception, planning, control, and human-robot interaction. This critical review provides a structured synthesis of recent developments, categorizing applications across simulation-driven design, open-world execution, sim-to-real transfer, and adaptable robotics. Unlike existing surveys that emphasize isolated capabilities, this work highlights integrated, system-level strategies and evaluates their practical feasibility in real-world environments. Key enabling trends such as procedural scene generation, policy generalization, and multimodal reasoning are discussed alongside core bottlenecks, including limited embodiment, lack of multimodal data, safety risks, and computational constraints. Through this lens, this paper identifies both the architectural strengths and critical limitations of foundation model-based robotics, highlighting open challenges in real-time operation, grounding, resilience, and trust. The review concludes with a roadmap for future research aimed at bridging semantic reasoning and physical intelligence through more robust, interpretable, and embodied models.

  • 2 authors
·
Jul 14, 2025

CANVAS: Commonsense-Aware Navigation System for Intuitive Human-Robot Interaction

Real-life robot navigation involves more than just reaching a destination; it requires optimizing movements while addressing scenario-specific goals. An intuitive way for humans to express these goals is through abstract cues like verbal commands or rough sketches. Such human guidance may lack details or be noisy. Nonetheless, we expect robots to navigate as intended. For robots to interpret and execute these abstract instructions in line with human expectations, they must share a common understanding of basic navigation concepts with humans. To this end, we introduce CANVAS, a novel framework that combines visual and linguistic instructions for commonsense-aware navigation. Its success is driven by imitation learning, enabling the robot to learn from human navigation behavior. We present COMMAND, a comprehensive dataset with human-annotated navigation results, spanning over 48 hours and 219 km, designed to train commonsense-aware navigation systems in simulated environments. Our experiments show that CANVAS outperforms the strong rule-based system ROS NavStack across all environments, demonstrating superior performance with noisy instructions. Notably, in the orchard environment, where ROS NavStack records a 0% total success rate, CANVAS achieves a total success rate of 67%. CANVAS also closely aligns with human demonstrations and commonsense constraints, even in unseen environments. Furthermore, real-world deployment of CANVAS showcases impressive Sim2Real transfer with a total success rate of 69%, highlighting the potential of learning from human demonstrations in simulated environments for real-world applications.

  • 12 authors
·
Oct 2, 2024 2

Odysseus: Scaling VLMs to 100+ Turn Decision-Making in Games via Reinforcement Learning

Given the rapidly growing capabilities of vision-language models (VLMs), extending them to interactive decision-making tasks such as video games has emerged as a promising frontier. However, existing approaches either rely on large-scale supervised fine-tuning (SFT) on human trajectories or apply reinforcement learning (RL) only in relatively short-horizon settings (typically around 20--30 turns). In this work, we study RL-based training of VLMs for long-horizon decision-making in Super Mario Land, a visually grounded environment requiring 100+ turns of interaction with coordinated perception, reasoning, and action. We begin with a systematic investigation of key algorithmic components and propose an adapted variant of PPO with a lightweight turn-level critic, which substantially improves training stability and sample efficiency over critic-free methods such as GRPO and Reinforce++. We further show that pretrained VLMs provide strong action priors, significantly improving sample efficiency during RL training and reducing the need for manual design choices such as action engineering, compared to classical deep RL trained from scratch. Building on these insights, we introduce Odysseus, an open training framework for VLM agents, achieving substantial gains across multiple levels of the game and at least 3 times average game progresses than frontier models. Moreover, the trained models exhibit consistent improvements under both in-game and cross-game generalization settings, while maintaining general-domain capabilities. Overall, our results identify key ingredients for making RL stable and effective in long-horizon, multi-modal settings, and provide practical guidance for developing VLMs as embodied agents.

SceneCode: Executable World Programs for Editable Indoor Scenes with Articulated Objects

Indoor scene synthesis underpins embodied AI, robotic manipulation, and simulation-based policy evaluation, where a useful scene must specify not only what the environment looks like, but also how its objects are structured. Existing pipelines, however, typically represent generated content as static meshes and inherit articulation only from curated asset libraries, which limits object-level controllability and prevents new interactable assets from being produced on demand. We address this gap by formulating physically interactable indoor scene synthesis as programmatic world generation, and present SceneCode, a framework that compiles a natural language prompt into an executable, code-driven indoor world rather than a collection of opaque meshes. A room-level agentic backbone first turns the prompt into a structured house layout and emits per-object AssetRequests through a planner--designer--critic loop. Each request is then routed to one of five code-generation strategies and converted into a synthesized part-wise Blender Python programs that are validated through an execution-guided repair-and-refine loop. The resulting programs are compiled into simulation-ready assets, and exported as SDF for physics simulation. A persistent scene-state registry links object requests, executable programs, rendered geometry, and simulation assets, turning scene assembly into a traceable and locally editable world-building process. We evaluate SceneCode across scene-level synthesis, object-level asset quality, human judgment, and downstream robot interaction. Results show that executable world programs improve prompt-faithful indoor scene generation and produce assets with cleaner mesh structure, and simulator-loadable articulation metadata. Project page: https://scene-code.github.io/.

  • 7 authors
·
May 18

MolmoSpaces: A Large-Scale Open Ecosystem for Robot Navigation and Manipulation

Deploying robots at scale demands robustness to the long tail of everyday situations. The countless variations in scene layout, object geometry, and task specifications that characterize real environments are vast and underrepresented in existing robot benchmarks. Measuring this level of generalization requires infrastructure at a scale and diversity that physical evaluation alone cannot provide. We introduce MolmoSpaces, a fully open ecosystem to support large-scale benchmarking of robot policies. MolmoSpaces consists of over 230k diverse indoor environments, ranging from handcrafted household scenes to procedurally generated multiroom houses, populated with 130k richly annotated object assets, including 48k manipulable objects with 42M stable grasps. Crucially, these environments are simulator-agnostic, supporting popular options such as MuJoCo, Isaac, and ManiSkill. The ecosystem supports the full spectrum of embodied tasks: static and mobile manipulation, navigation, and multiroom long-horizon tasks requiring coordinated perception, planning, and interaction across entire indoor environments. We also design MolmoSpaces-Bench, a benchmark suite of 8 tasks in which robots interact with our diverse scenes and richly annotated objects. Our experiments show MolmoSpaces-Bench exhibits strong sim-to-real correlation (R = 0.96, ho = 0.98), confirm newer and stronger zero-shot policies outperform earlier versions in our benchmarks, and identify key sensitivities to prompt phrasing, initial joint positions, and camera occlusion. Through MolmoSpaces and its open-source assets and tooling, we provide a foundation for scalable data generation, policy training, and benchmark creation for robot learning research.

ai21labs AI21
·
Feb 11 1

View Invariant Learning for Vision-Language Navigation in Continuous Environments

Vision-Language Navigation in Continuous Environments (VLNCE), where an agent follows instructions and moves freely to reach a destination, is a key research problem in embodied AI. However, most existing approaches are sensitive to viewpoint changes, i.e. variations in camera height and viewing angle. Here we introduce a more general scenario, V^2-VLNCE (VLNCE with Varied Viewpoints) and propose a view-invariant post-training framework, called VIL (View Invariant Learning), that makes existing navigation policies more robust to changes in camera viewpoint. VIL employs a contrastive learning framework to learn sparse and view-invariant features. We also introduce a teacher-student framework for the Waypoint Predictor Module, a standard part of VLNCE baselines, where a view-dependent teacher model distills knowledge into a view-invariant student model. We employ an end-to-end training paradigm to jointly optimize these components. Empirical results show that our method outperforms state-of-the-art approaches on V^2-VLNCE by 8-15\% measured on Success Rate for two standard benchmark datasets R2R-CE and RxR-CE. Evaluation of VIL in standard VLNCE settings shows that despite being trained for varied viewpoints, VIL often still improves performance. On the harder RxR-CE dataset, our method also achieved state-of-the-art performance across all metrics. This suggests that adding VIL does not diminish the standard viewpoint performance and can serve as a plug-and-play post-training method. We further evaluate VIL for simulated camera placements derived from real robot configurations (e.g. Stretch RE-1, LoCoBot), showing consistent improvements of performance. Finally, we present a proof-of-concept real-robot evaluation in two physical environments using a panoramic RGB sensor combined with LiDAR. The code is available at https://github.com/realjoshqsun/V2-VLNCE.

  • 5 authors
·
Jul 5, 2025

GARDEN: Gravity-Aligned Reconstruction of Disentangled ENvironments from RGB images

Converting multi-view RGB observations into simulation-ready 3D environments remains challenging because current reconstruction pipelines produce monolithic scene representations without explicit physical structure. They are typically defined up to an arbitrary global rotation and entangle rigid foreground objects with background geometry, which hinders stable physical interaction. Existing solutions often recover interactivity by replacing reconstructed objects with retrieved CAD assets, but this introduces a slow retrieval-and-replacement stage and weakens scene-specific geometric fidelity. We propose GARDEN, an RGB-only framework that reformulates reconstruction as physically-grounded scene factorization and outputs a structured hybrid scene representation. The key idea is to use gravity as a universal physical prior: we first align the reconstruction to a unified Gravity-View frame to resolve gauge ambiguity, then recover object-centric rigid meshes with accurate 6-DoF placement, and finally remove duplicate object geometry from the background through conditional 3D point classification. The resulting representation combines explicit rigid bodies with a decoupled background, enabling direct physics simulation while preserving visual realism. Experiments on both simulated and real multi-view scenes show that GARDEN improves object placement reliability, disentanglement quality, and rendering-simulation efficiency compared with retrieval-based baselines.

  • 6 authors
·
Jun 2

RoboStressBench: Benchmarking VLM Robustness to Physical Visual Stress in Embodied Scenes

Vision-Language Models (VLMs) have shown strong visual understanding and are increasingly deployed in embodied AI systems, where reliable perception under real conditions is essential. However, existing benchmarks assess VLMs using clean images or isolated perturbations rather than stresses caused by physical scene formation. This design has two limitations: it covers only a narrow subset of everyday visual stresses, and some perturbations rarely appear in realistic embodied scenes. This gap raises a fundamental question: how can we define visual stress in a principled way that captures the diverse factors encountered in physical environments? To address this question, we formulate visual perception from an inverse graphics perspective and introduce RoboStressBench, a benchmark for evaluating VLM robustness to physical visual stress in embodied scenes. Inspired by the physical rendering equation, RoboStressBench decomposes visual stress into four physically grounded dimensions: Material (M), Viewpoint (V), Lighting (L), and Geometry (G). This design enables RoboStressBench to cover a broad range of visual stresses in real-world environments, while allowing controlled analysis of their effects on VLM capabilities such as visual recognition, reasoning, and planning. Through comprehensive evaluations of state-of-the-art VLMs, we identify stress-specific failure modes and reveal that different physical factors degrade different embodied capabilities, which are often obscured by aggregate accuracy. We further introduce a stress-aware agentic solver that detects visual stressors and invokes visual-editing skills before reasoning, improving robustness in high-stress scenarios. Overall, RoboStressBench provides a principled evaluation framework for diagnosing and improving VLM perception under real-world physical stress, supporting the development of more reliable embodied AI systems.

High-Fidelity Simulated Data Generation for Real-World Zero-Shot Robotic Manipulation Learning with Gaussian Splatting

The scalability of robotic learning is fundamentally bottlenecked by the significant cost and labor of real-world data collection. While simulated data offers a scalable alternative, it often fails to generalize to the real world due to significant gaps in visual appearance, physical properties, and object interactions. To address this, we propose RoboSimGS, a novel Real2Sim2Real framework that converts multi-view real-world images into scalable, high-fidelity, and physically interactive simulation environments for robotic manipulation. Our approach reconstructs scenes using a hybrid representation: 3D Gaussian Splatting (3DGS) captures the photorealistic appearance of the environment, while mesh primitives for interactive objects ensure accurate physics simulation. Crucially, we pioneer the use of a Multi-modal Large Language Model (MLLM) to automate the creation of physically plausible, articulated assets. The MLLM analyzes visual data to infer not only physical properties (e.g., density, stiffness) but also complex kinematic structures (e.g., hinges, sliding rails) of objects. We demonstrate that policies trained entirely on data generated by RoboSimGS achieve successful zero-shot sim-to-real transfer across a diverse set of real-world manipulation tasks. Furthermore, data from RoboSimGS significantly enhances the performance and generalization capabilities of SOTA methods. Our results validate RoboSimGS as a powerful and scalable solution for bridging the sim-to-real gap.

Alibaba-DAMO-Academy DAMO Academy
·
Oct 12, 2025 2

GN0: Toward a Unified Paradigm for Generation, Evaluation, and Policy Learning in Visual-Language Navigation

Embodied navigation connects intelligent agents with the physical world and is fundamental for general robotic intelligence. Limited availability and quality of navigation data have constrained Vision-and-Language Navigation (VLN) systems' generalization and long-horizon capabilities. To address this, we curate diverse 3D scenes and develop an automated pipeline for large-scale navigation data, resulting in the GN-Matrix dataset. Building on a 3D Gaussian Splatting (3DGS) engine, we introduce a high-fidelity simulation platform supporting interactive roaming and collision-aware navigation. We further propose GN-Bench, the first BEV-based benchmark incorporating dynamic 3DGS avatars for human-robot interaction evaluation. To leverage the simulator, we develop an RL-driven navigation foundation model, Break and Establish (BAE). After supervised learning, DAgger exposes the model to rollout-induced states, breaking narrow expert-centric distributions and enabling downstream RL exploration. This unified VLN paradigm integrates map-based and map-free tasks, including instruction following, human following, and goal navigation. GN-BAE formalizes high-fidelity 3DGS-rendered Bird's Eye View representations as compact memory, unlocking latent spatial reasoning in VLMs. Extensive evaluations on GN-Bench and VLN-CE show that GN0 outperforms state-of-the-art VLN methods. Overall, GN-Matrix offers a unified framework spanning data, simulation, and learning, advancing embodied navigation in research and industrial applications.

  • 13 authors
·
Jun 1

A review of path following control strategies for autonomous robotic vehicles: theory, simulations, and experiments

This article presents an in-depth review of the topic of path following for autonomous robotic vehicles, with a specific focus on vehicle motion in two dimensional space (2D). From a control system standpoint, path following can be formulated as the problem of stabilizing a path following error system that describes the dynamics of position and possibly orientation errors of a vehicle with respect to a path, with the errors defined in an appropriate reference frame. In spite of the large variety of path following methods described in the literature we show that, in principle, most of them can be categorized in two groups: stabilization of the path following error system expressed either in the vehicle's body frame or in a frame attached to a "reference point" moving along the path, such as a Frenet-Serret (F-S) frame or a Parallel Transport (P-T) frame. With this observation, we provide a unified formulation that is simple but general enough to cover many methods available in the literature. We then discuss the advantages and disadvantages of each method, comparing them from the design and implementation standpoint. We further show experimental results of the path following methods obtained from field trials testing with under-actuated and fully-actuated autonomous marine vehicles. In addition, we introduce open-source Matlab and Gazebo/ROS simulation toolboxes that are helpful in testing path following methods prior to their integration in the combined guidance, navigation, and control systems of autonomous vehicles.

  • 9 authors
·
Apr 14, 2022

Are Video Reasoning Models Ready to Go Outside?

In real-world deployment, vision-language models often encounter disturbances such as weather, occlusion, and camera motion. Under such conditions, their understanding and reasoning degrade substantially, revealing a gap between clean, controlled (i.e., unperturbed) evaluation settings and real-world robustness. To address this limitation, we propose ROVA, a novel training framework that improves robustness by modeling a robustness-aware consistency reward under spatio-temporal corruptions. ROVA introduces a difficulty-aware online training strategy that prioritizes informative samples based on the model's evolving capability. Specifically, it continuously re-estimates sample difficulty via self-reflective evaluation, enabling adaptive training with a robustness-aware consistency reward. We also introduce PVRBench, a new benchmark that injects real-world perturbations into embodied video datasets to assess both accuracy and reasoning quality under realistic disturbances. We evaluate ROVA and baselines on PVRBench, UrbanVideo, and VisBench, where open-source and proprietary models suffer up to 35% and 28% drops in accuracy and reasoning under realistic perturbations. ROVA effectively mitigates performance degradation, boosting relative accuracy by at least 24% and reasoning by over 9% compared with baseline models (QWen2.5/3-VL, InternVL2.5, Embodied-R). These gains transfer to clean standard benchmarks, yielding consistent improvements.

Automated Creation of Digital Cousins for Robust Policy Learning

Training robot policies in the real world can be unsafe, costly, and difficult to scale. Simulation serves as an inexpensive and potentially limitless source of training data, but suffers from the semantics and physics disparity between simulated and real-world environments. These discrepancies can be minimized by training in digital twins, which serve as virtual replicas of a real scene but are expensive to generate and cannot produce cross-domain generalization. To address these limitations, we propose the concept of digital cousins, a virtual asset or scene that, unlike a digital twin, does not explicitly model a real-world counterpart but still exhibits similar geometric and semantic affordances. As a result, digital cousins simultaneously reduce the cost of generating an analogous virtual environment while also facilitating better robustness during sim-to-real domain transfer by providing a distribution of similar training scenes. Leveraging digital cousins, we introduce a novel method for their automated creation, and propose a fully automated real-to-sim-to-real pipeline for generating fully interactive scenes and training robot policies that can be deployed zero-shot in the original scene. We find that digital cousin scenes that preserve geometric and semantic affordances can be produced automatically, and can be used to train policies that outperform policies trained on digital twins, achieving 90% vs. 25% success rates under zero-shot sim-to-real transfer. Additional details are available at https://digital-cousins.github.io/.

  • 8 authors
·
Oct 9, 2024

Perceptual-Evidence Anchored Reinforced Learning for Multimodal Reasoning

Reinforcement Learning with Verifiable Rewards (RLVR) has significantly advanced the reasoning capabilities of Large Language Models (LLMs) and is now being applied to Vision-Language Models (VLMs). However, vanilla RLVR for VLMs verifies only the final textual output, critically neglecting the foundational step of visual perception. This oversight leads to visual hallucinations and reward hacking, as reasoning built upon flawed perception is inherently unreliable. To address this, we propose PEARL (Perceptual-Evidence Anchored Reinforced Learning), a dual-branch, perception-reasoning synergistic that strengthens multimodal reasoning by explicitly anchoring it to verified visual evidence. For each reasoning-oriented QA instance, PEARL first derive a perception checklist -- a set of perception-oriented sub-questions with verifiable answers that probe the model's understanding of key visual evidence. During training, auxiliary rollouts on this checklist yield a perceptual reward that both directly reinforces the model's perception ability and acts as a fidelity gate for reasoning. If the model passes the perception check, its policy update is biased towards evidence-anchored reasoning. Otherwise, the process is halted to prevent reasoning from flawed premises. PEARL can be seamlessly integrated with popular RL methods like GRPO and DAPO. Comprehensive experiments show PEARL achieves substantial gains on multimodal reasoning benchmarks, e.g., a +9.7% improvement over the baseline and +6.6% over GRPO on MathVerse.

  • 9 authors
·
Nov 23, 2025

RePo: Resilient Model-Based Reinforcement Learning by Regularizing Posterior Predictability

Visual model-based RL methods typically encode image observations into low-dimensional representations in a manner that does not eliminate redundant information. This leaves them susceptible to spurious variations -- changes in task-irrelevant components such as background distractors or lighting conditions. In this paper, we propose a visual model-based RL method that learns a latent representation resilient to such spurious variations. Our training objective encourages the representation to be maximally predictive of dynamics and reward, while constraining the information flow from the observation to the latent representation. We demonstrate that this objective significantly bolsters the resilience of visual model-based RL methods to visual distractors, allowing them to operate in dynamic environments. We then show that while the learned encoder is resilient to spirious variations, it is not invariant under significant distribution shift. To address this, we propose a simple reward-free alignment procedure that enables test time adaptation of the encoder. This allows for quick adaptation to widely differing environments without having to relearn the dynamics and policy. Our effort is a step towards making model-based RL a practical and useful tool for dynamic, diverse domains. We show its effectiveness in simulation benchmarks with significant spurious variations as well as a real-world egocentric navigation task with noisy TVs in the background. Videos and code at https://zchuning.github.io/repo-website/.

  • 4 authors
·
Aug 31, 2023

Sim-to-Real Transfer for Mobile Robots with Reinforcement Learning: from NVIDIA Isaac Sim to Gazebo and Real ROS 2 Robots

Unprecedented agility and dexterous manipulation have been demonstrated with controllers based on deep reinforcement learning (RL), with a significant impact on legged and humanoid robots. Modern tooling and simulation platforms, such as NVIDIA Isaac Sim, have been enabling such advances. This article focuses on demonstrating the applications of Isaac in local planning and obstacle avoidance as one of the most fundamental ways in which a mobile robot interacts with its environments. Although there is extensive research on proprioception-based RL policies, the article highlights less standardized and reproducible approaches to exteroception. At the same time, the article aims to provide a base framework for end-to-end local navigation policies and how a custom robot can be trained in such simulation environment. We benchmark end-to-end policies with the state-of-the-art Nav2, navigation stack in Robot Operating System (ROS). We also cover the sim-to-real transfer process by demonstrating zero-shot transferability of policies trained in the Isaac simulator to real-world robots. This is further evidenced by the tests with different simulated robots, which show the generalization of the learned policy. Finally, the benchmarks demonstrate comparable performance to Nav2, opening the door to quick deployment of state-of-the-art end-to-end local planners for custom robot platforms, but importantly furthering the possibilities by expanding the state and action spaces or task definitions for more complex missions. Overall, with this article we introduce the most important steps, and aspects to consider, in deploying RL policies for local path planning and obstacle avoidance with Isaac Sim training, Gazebo testing, and ROS 2 for real-time inference in real robots. The code is available at https://github.com/sahars93/RL-Navigation.

  • 5 authors
·
Jan 6, 2025

E3VS-Bench: A Benchmark for Viewpoint-Dependent Active Perception in 3D Gaussian Splatting Scenes

Visual search in 3D environments requires embodied agents to actively explore their surroundings and acquire task-relevant evidence. However, existing visual search and embodied AI benchmarks, including EQA, typically rely on static observations or constrained egocentric motion, and thus do not explicitly evaluate fine-grained viewpoint-dependent phenomena that arise under unrestricted 5-DoF viewpoint control in real-world 3D environments, such as visibility changes caused by vertical viewpoint shifts, revealing contents inside containers, and disambiguating object attributes that are only observable from specific angles. To address this limitation, we introduce {E3VS-Bench}, a benchmark for embodied 3D visual search where agents must control their viewpoints in 5-DoF to gather viewpoint-dependent evidence for question answering. E3VS-Bench consists of 99 high-fidelity 3D scenes reconstructed using 3D Gaussian Splatting and 2,014 question-driven episodes. 3D Gaussian Splatting enables photorealistic free-viewpoint rendering that preserves fine-grained visual details (e.g., small text and subtle attributes) often degraded in mesh-based simulators, thereby allowing the construction of questions that cannot be answered from a single view and instead require active inspection across viewpoints in 5-DoF. We evaluate multiple state-of-the-art VLMs and compare their performance with humans. Despite strong 2D reasoning ability, all models exhibit a substantial gap from humans, highlighting limitations in active perception and coherent viewpoint planning specifically under full 5-DoF viewpoint changes.

  • 9 authors
·
Apr 22

Kinema4D: Kinematic 4D World Modeling for Spatiotemporal Embodied Simulation

Simulating robot-world interactions is a cornerstone of Embodied AI. Recently, a few works have shown promise in leveraging video generations to transcend the rigid visual/physical constraints of traditional simulators. However, they primarily operate in 2D space or are guided by static environmental cues, ignoring the fundamental reality that robot-world interactions are inherently 4D spatiotemporal events that require precise interactive modeling. To restore this 4D essence while ensuring the precise robot control, we introduce Kinema4D, a new action-conditioned 4D generative robotic simulator that disentangles the robot-world interaction into: i) Precise 4D representation of robot controls: we drive a URDF-based 3D robot via kinematics, producing a precise 4D robot control trajectory. ii) Generative 4D modeling of environmental reactions: we project the 4D robot trajectory into a pointmap as a spatiotemporal visual signal, controlling the generative model to synthesize complex environments' reactive dynamics into synchronized RGB/pointmap sequences. To facilitate training, we curated a large-scale dataset called Robo4D-200k, comprising 201,426 robot interaction episodes with high-quality 4D annotations. Extensive experiments demonstrate that our method effectively simulates physically-plausible, geometry-consistent, and embodiment-agnostic interactions that faithfully mirror diverse real-world dynamics. For the first time, it shows potential zero-shot transfer capability, providing a high-fidelity foundation for advancing next-generation embodied simulation.

mmlab-ntu MMLab@NTU
·
Mar 17 4

RIFT: Closed-Loop RL Fine-Tuning for Realistic and Controllable Traffic Simulation

Achieving both realism and controllability in interactive closed-loop traffic simulation remains a key challenge in autonomous driving. Data-driven simulation methods reproduce realistic trajectories but suffer from covariate shift in closed-loop deployment, compounded by simplified dynamics models that further reduce reliability. Conversely, physics-based simulation methods enhance reliable and controllable closed-loop interactions but often lack expert demonstrations, compromising realism. To address these challenges, we introduce a dual-stage AV-centered simulation framework that conducts open-loop imitation learning pre-training in a data-driven simulator to capture trajectory-level realism and multimodality, followed by closed-loop reinforcement learning fine-tuning in a physics-based simulator to enhance controllability and mitigate covariate shift. In the fine-tuning stage, we propose RIFT, a simple yet effective closed-loop RL fine-tuning strategy that preserves the trajectory-level multimodality through a GRPO-style group-relative advantage formulation, while enhancing controllability and training stability by replacing KL regularization with the dual-clip mechanism. Extensive experiments demonstrate that RIFT significantly improves the realism and controllability of generated traffic scenarios, providing a robust platform for evaluating autonomous vehicle performance in diverse and interactive scenarios.

  • 4 authors
·
May 6, 2025

Ariadne: A Controllable Framework for Probing and Extending VLM Reasoning Boundaries

While Vision-Language Models (VLMs) post-trained with Reinforcement Learning (RL) show impressive general reasoning, their evaluation is often confined to language-dominant tasks (e.g., math). This raises a critical question: can RL post-training truly extend the inherent capability boundary of a base VLM, particularly for visual-centric spatial tasks where it initially fails? To investigate this, we introduce Ariadne, a framework utilizing synthetic mazes for multi-step spatial reasoning where task difficulty (e.g., path length, turns) is precisely controlled. We leverage this controllable environment to train VLMs using Reinforcement Learning with Verified Rewards (RLVR) in a difficulty-aware curriculum. Surprisingly, post-RLVR training, the VLM achieves over 50% accuracy on a problem set where the base model scored 0%, demonstrating that our approach expands the model's initial capability boundary. To assess real-world viability, we evaluate out-of-distribution (OOD) generalization on practical benchmarks. Despite training only on synthetic maze samples, Ariadne achieves significant zero-shot improvements, averaging 16% on MapBench (e.g., museum navigation) and 24% on ReasonMap (subway transfer tasks). These results confirm that our method not only broadens the model's fundamental limits but also enhances its generalization to real-world spatial reasoning. We acknowledge our study is limited to the post-training phase, given the opaqueness of pre-training data, and hope our research motivates further work on specialized, capability-extending alignment.

  • 6 authors
·
Nov 1, 2025 2

From Seeing to Experiencing: Scaling Navigation Foundation Models with Reinforcement Learning

Navigation foundation models trained on massive webscale data enable agents to generalize across diverse environments and embodiments. However, these models trained solely on offline data, often lack the capacity to reason about the consequences of their actions or adapt through counterfactual understanding. They thus face significant limitations in the real-world urban navigation where interactive and safe behaviors, such as avoiding obstacles and moving pedestrians, are critical. To tackle these challenges, we introduce the Seeing-to-Experiencing framework to scale the capability of navigation foundation models with reinforcement learning. S2E combines the strengths of pre-training on videos and post-training through RL. It maintains the generalizability acquired from large-scale real-world videos while enhancing its interactivity through RL in simulation environments. Specifically, we introduce two innovations: an Anchor-Guided Distribution Matching strategy, which stabilizes learning and models diverse motion patterns through anchor-based supervision; and a Residual-Attention Module, which obtains reactive behaviors from simulation environments without erasing the model's pretrained knowledge. Moreover, we establish a comprehensive end-to-end evaluation benchmark, NavBench-GS, built on photorealistic 3DGS reconstructions of real-world scenes that incorporate physical interactions. It can systematically assess the generalizability and safety of navigation foundation models. Extensive experiments show that S2E mitigates the diminishing returns often seen when scaling with offline data alone. We perform a thorough analysis of the benefits of Reinforcement Learning compared to Supervised Fine-Tuning in the context of post-training for robot learning. Our findings emphasize the crucial role of integrating interactive online experiences to effectively scale foundation models in Robotics.

  • 4 authors
·
Jul 28, 2025

Evaluating Gemini Robotics Policies in a Veo World Simulator

Generative world models hold significant potential for simulating interactions with visuomotor policies in varied environments. Frontier video models can enable generation of realistic observations and environment interactions in a scalable and general manner. However, the use of video models in robotics has been limited primarily to in-distribution evaluations, i.e., scenarios that are similar to ones used to train the policy or fine-tune the base video model. In this report, we demonstrate that video models can be used for the entire spectrum of policy evaluation use cases in robotics: from assessing nominal performance to out-of-distribution (OOD) generalization, and probing physical and semantic safety. We introduce a generative evaluation system built upon a frontier video foundation model (Veo). The system is optimized to support robot action conditioning and multi-view consistency, while integrating generative image-editing and multi-view completion to synthesize realistic variations of real-world scenes along multiple axes of generalization. We demonstrate that the system preserves the base capabilities of the video model to enable accurate simulation of scenes that have been edited to include novel interaction objects, novel visual backgrounds, and novel distractor objects. This fidelity enables accurately predicting the relative performance of different policies in both nominal and OOD conditions, determining the relative impact of different axes of generalization on policy performance, and performing red teaming of policies to expose behaviors that violate physical or semantic safety constraints. We validate these capabilities through 1600+ real-world evaluations of eight Gemini Robotics policy checkpoints and five tasks for a bimanual manipulator.

deepmind Deepmind
·
Dec 11, 2025 2

EmbRACE-3K: Embodied Reasoning and Action in Complex Environments

Recent advanced vision-language models(VLMs) have demonstrated strong performance on passive, offline image and video understanding tasks. However, their effectiveness in embodied settings, which require online interaction and active scene understanding remains limited. In such scenarios, an agent perceives the environment from a first-person perspective, with each action dynamically shaping subsequent observations. Even state-of-the-art models such as GPT-4o, Claude 3.5 Sonnet, and Gemini 2.5 Pro struggle in open-environment interactions, exhibiting clear limitations in spatial reasoning and long-horizon planning. To address this gap, we introduce EmRACE-3K, a dataset of over 3,000 language-guided tasks situated in diverse, photorealistic environments constructed using Unreal Engine and the UnrealCV-Zoo framework. The tasks encompass a wide range of embodied challenges, including navigation, object manipulation, and multi-stage goal execution. Each task unfolds as a multi-step trajectory, pairing first-person visual observations with high-level instructions, grounded actions, and natural language rationales that express the agent's intent at every step. Using EmRACE-3K, we establish a benchmark to evaluate the embodied reasoning capabilities of VLMs across three key dimensions: Exploration, Dynamic Spatial-Semantic Reasoning, and Multi-stage Goal Execution. In zero-shot settings, all models achieve success rates below 20%, underscoring the challenge posed by our benchmark and the current limitations of VLMs in interactive environments. To demonstrate the utility of EmRACE-3K, we further fine-tune Qwen2.5-VL-7B using supervised learning followed by reinforcement learning. This approach yields substantial improvements across all three challenge categories, highlighting the dataset's effectiveness in enabling the development of embodied reasoning capabilities.

  • 9 authors
·
Jul 14, 2025 5

ActionVOS: Actions as Prompts for Video Object Segmentation

Delving into the realm of egocentric vision, the advancement of referring video object segmentation (RVOS) stands as pivotal in understanding human activities. However, existing RVOS task primarily relies on static attributes such as object names to segment target objects, posing challenges in distinguishing target objects from background objects and in identifying objects undergoing state changes. To address these problems, this work proposes a novel action-aware RVOS setting called ActionVOS, aiming at segmenting only active objects in egocentric videos using human actions as a key language prompt. This is because human actions precisely describe the behavior of humans, thereby helping to identify the objects truly involved in the interaction and to understand possible state changes. We also build a method tailored to work under this specific setting. Specifically, we develop an action-aware labeling module with an efficient action-guided focal loss. Such designs enable ActionVOS model to prioritize active objects with existing readily-available annotations. Experimental results on VISOR dataset reveal that ActionVOS significantly reduces the mis-segmentation of inactive objects, confirming that actions help the ActionVOS model understand objects' involvement. Further evaluations on VOST and VSCOS datasets show that the novel ActionVOS setting enhances segmentation performance when encountering challenging circumstances involving object state changes. We will make our implementation available at https://github.com/ut-vision/ActionVOS.

  • 5 authors
·
Jul 10, 2024

Contact-Anchored Proprioceptive Odometry for Quadruped Robots

Reliable odometry for legged robots without cameras or LiDAR remains challenging due to IMU drift and noisy joint velocity sensing. This paper presents a purely proprioceptive state estimator that uses only IMU and motor measurements to jointly estimate body pose and velocity, with a unified formulation applicable to biped, quadruped, and wheel-legged robots. The key idea is to treat each contacting leg as a kinematic anchor: joint-torque--based foot wrench estimation selects reliable contacts, and the corresponding footfall positions provide intermittent world-frame constraints that suppress long-term drift. To prevent elevation drift during extended traversal, we introduce a lightweight height clustering and time-decay correction that snaps newly recorded footfall heights to previously observed support planes. To improve foot velocity observations under encoder quantization, we apply an inverse-kinematics cubature Kalman filter that directly filters foot-end velocities from joint angles and velocities. The implementation further mitigates yaw drift through multi-contact geometric consistency and degrades gracefully to a kinematics-derived heading reference when IMU yaw constraints are unavailable or unreliable. We evaluate the method on four quadruped platforms (three Astrall robots and a Unitree Go2 EDU) using closed-loop trajectories. On Astrall point-foot robot~A, a sim200\,m horizontal loop and a sim15\,m vertical loop return with 0.1638\,m and 0.219\,m error, respectively; on wheel-legged robot~B, the corresponding errors are 0.2264\,m and 0.199\,m. On wheel-legged robot~C, a sim700\,m horizontal loop yields 7.68\,m error and a sim20\,m vertical loop yields 0.540\,m error. Unitree Go2 EDU closes a sim120\,m horizontal loop with 2.2138\,m error and a sim8\,m vertical loop with less than 0.1\,m vertical error. github.com/ShineMinxing/Ros2Go2Estimator.git

UCAS ucas
·
Feb 19 2

HunyuanWorld 1.0: Generating Immersive, Explorable, and Interactive 3D Worlds from Words or Pixels

Creating immersive and playable 3D worlds from texts or images remains a fundamental challenge in computer vision and graphics. Existing world generation approaches typically fall into two categories: video-based methods that offer rich diversity but lack 3D consistency and rendering efficiency, and 3D-based methods that provide geometric consistency but struggle with limited training data and memory-inefficient representations. To address these limitations, we present HunyuanWorld 1.0, a novel framework that combines the best of both worlds for generating immersive, explorable, and interactive 3D scenes from text and image conditions. Our approach features three key advantages: 1) 360{\deg} immersive experiences via panoramic world proxies; 2) mesh export capabilities for seamless compatibility with existing computer graphics pipelines; 3) disentangled object representations for augmented interactivity. The core of our framework is a semantically layered 3D mesh representation that leverages panoramic images as 360{\deg} world proxies for semantic-aware world decomposition and reconstruction, enabling the generation of diverse 3D worlds. Extensive experiments demonstrate that our method achieves state-of-the-art performance in generating coherent, explorable, and interactive 3D worlds while enabling versatile applications in virtual reality, physical simulation, game development, and interactive content creation.

  • 55 authors
·
Jul 29, 2025 7

LatticeWorld: A Multimodal Large Language Model-Empowered Framework for Interactive Complex World Generation

Recent research has been increasingly focusing on developing 3D world models that simulate complex real-world scenarios. World models have found broad applications across various domains, including embodied AI, autonomous driving, entertainment, etc. A more realistic simulation with accurate physics will effectively narrow the sim-to-real gap and allow us to gather rich information about the real world conveniently. While traditional manual modeling has enabled the creation of virtual 3D scenes, modern approaches have leveraged advanced machine learning algorithms for 3D world generation, with most recent advances focusing on generative methods that can create virtual worlds based on user instructions. This work explores such a research direction by proposing LatticeWorld, a simple yet effective 3D world generation framework that streamlines the industrial production pipeline of 3D environments. LatticeWorld leverages lightweight LLMs (LLaMA-2-7B) alongside the industry-grade rendering engine (e.g., Unreal Engine 5) to generate a dynamic environment. Our proposed framework accepts textual descriptions and visual instructions as multimodal inputs and creates large-scale 3D interactive worlds with dynamic agents, featuring competitive multi-agent interaction, high-fidelity physics simulation, and real-time rendering. We conduct comprehensive experiments to evaluate LatticeWorld, showing that it achieves superior accuracy in scene layout generation and visual fidelity. Moreover, LatticeWorld achieves over a 90times increase in industrial production efficiency while maintaining high creative quality compared with traditional manual production methods. Our demo video is available at https://youtu.be/8VWZXpERR18

  • 10 authors
·
Sep 5, 2025 3

RAP: 3D Rasterization Augmented End-to-End Planning

Imitation learning for end-to-end driving trains policies only on expert demonstrations. Once deployed in a closed loop, such policies lack recovery data: small mistakes cannot be corrected and quickly compound into failures. A promising direction is to generate alternative viewpoints and trajectories beyond the logged path. Prior work explores photorealistic digital twins via neural rendering or game engines, but these methods are prohibitively slow and costly, and thus mainly used for evaluation. In this work, we argue that photorealism is unnecessary for training end-to-end planners. What matters is semantic fidelity and scalability: driving depends on geometry and dynamics, not textures or lighting. Motivated by this, we propose 3D Rasterization, which replaces costly rendering with lightweight rasterization of annotated primitives, enabling augmentations such as counterfactual recovery maneuvers and cross-agent view synthesis. To transfer these synthetic views effectively to real-world deployment, we introduce a Raster-to-Real feature-space alignment that bridges the sim-to-real gap. Together, these components form Rasterization Augmented Planning (RAP), a scalable data augmentation pipeline for planning. RAP achieves state-of-the-art closed-loop robustness and long-tail generalization, ranking first on four major benchmarks: NAVSIM v1/v2, Waymo Open Dataset Vision-based E2E Driving, and Bench2Drive. Our results show that lightweight rasterization with feature alignment suffices to scale E2E training, offering a practical alternative to photorealistic rendering. Project page: https://alan-lanfeng.github.io/RAP/.

  • 8 authors
·
Oct 5, 2025

Robotic Visual Instruction

Recently, natural language has been the primary medium for human-robot interaction. However, its inherent lack of spatial precision introduces challenges for robotic task definition such as ambiguity and verbosity. Moreover, in some public settings where quiet is required, such as libraries or hospitals, verbal communication with robots is inappropriate. To address these limitations, we introduce the Robotic Visual Instruction (RoVI), a novel paradigm to guide robotic tasks through an object-centric, hand-drawn symbolic representation. RoVI effectively encodes spatial-temporal information into human-interpretable visual instructions through 2D sketches, utilizing arrows, circles, colors, and numbers to direct 3D robotic manipulation. To enable robots to understand RoVI better and generate precise actions based on RoVI, we present Visual Instruction Embodied Workflow (VIEW), a pipeline formulated for RoVI-conditioned policies. This approach leverages Vision-Language Models (VLMs) to interpret RoVI inputs, decode spatial and temporal constraints from 2D pixel space via keypoint extraction, and then transform them into executable 3D action sequences. We additionally curate a specialized dataset of 15K instances to fine-tune small VLMs for edge deployment,enabling them to effectively learn RoVI capabilities. Our approach is rigorously validated across 11 novel tasks in both real and simulated environments, demonstrating significant generalization capability. Notably, VIEW achieves an 87.5% success rate in real-world scenarios involving unseen tasks that feature multi-step actions, with disturbances, and trajectory-following requirements. Project website: https://robotic-visual-instruction.github.io/

  • 7 authors
·
May 1, 2025

VEGA: Learning Navigation VLAs from In-the-Wild Egocentric Video with Geometric Trajectory Supervision

We introduce VEGA, an approach for training navigation VisionLanguage-Action (VLA) models from unlabeled egocentric navigation videos. Internet-scale egocentric videos provide a scalable source of navigation-relevant visual observations, capturing cluttered scenes, close-range obstacles, and natural human motion through real-world spaces. However, these videos are not directly usable for policy learning because they do not provide obstacle-aware trajectories conditioned on explicit navigation goals in the robot's coordinate frame. VEGA addresses this gap by reconstructing local scene geometry from monocular video, sampling navigation goals (represented as text, image, or spatial waypoints) and generating obstacle-aware trajectories using the constructed geometry. The resulting trajectory distribution is then used to train a flow-matching VLA navigation policy. By using geometry exclusively during training, VEGA distills obstacle-aware planning directly into a vision-based policy. Furthermore, we introduce VEGA-Bench, a benchmark containing 250k scenes and approximately 5 million navigation goals paired with scene geometry, designed to evaluate goal progress, collision avoidance, and obstacle clearance of VLAs. Our evaluation shows that VEGA achieves competitive goal progress while reducing collisions by 33.0% and improving obstacle clearance by 17.9% over the strongest baseline on VEGABench, while improving success by at least 150.0%, reducing collisions by at least 66.7%, and improving obstacle clearance by at least 60.0% in real-world trials. Ultimately, we demonstrate that video-derived geometric supervision provides a scalable and effective signal for training obstacle-aware navigation VLAs. The code and benchmark will be released at the time of publication.

  • 5 authors
·
Jun 15

EgoCS-400K: An Egocentric Gameplay Dataset for World Models

The shift from video generation to interactive world modeling places new demands on data: beyond captioned videos, world models require temporally aligned video-action-language trajectories grounded in the actions, camera motion, states, and events that drive future scene changes. However, such data is difficult to obtain at scale. Web video datasets offer broad visual coverage but lack executable actions and reliable states; robotic datasets provide action and state supervision but are costly and limited in scene diversity; and existing simulators often lack large-scale human-driven interaction trajectories. In this paper, we introduce EgoCS-400K, a large-scale replay-grounded egocentric Counter-Strike dataset for world models, built from public professional CS and CS2 match demos that preserve human gameplay trajectories and enable parsing, replaying, rendering, and temporal alignment. We extract player states, view directions, movements, keyboard/button inputs, view-angle changes, weapon usage, game events, and round-level context, and render clean first-person videos from the same trajectories. EgoCS-400K contains over 400,000 first-person videos and 10,000 hours of gameplay from more than 1,000 matches and 40,000 rounds, covering 13 maps and 10 player viewpoints per round. It supports a range of interactive visual modeling tasks, including action-conditioned future prediction, state- and event-aware scene rollout, replay-grounded captioning, and agent egocentric action understanding. By connecting visual observations with human actions, camera motion, game states, and events at scale, EgoCS-400K serves as a practical bridge between passive web videos, controllable game simulation, and costly real-world embodied data.

SCENIC: Scene-aware Semantic Navigation with Instruction-guided Control

Synthesizing natural human motion that adapts to complex environments while allowing creative control remains a fundamental challenge in motion synthesis. Existing models often fall short, either by assuming flat terrain or lacking the ability to control motion semantics through text. To address these limitations, we introduce SCENIC, a diffusion model designed to generate human motion that adapts to dynamic terrains within virtual scenes while enabling semantic control through natural language. The key technical challenge lies in simultaneously reasoning about complex scene geometry while maintaining text control. This requires understanding both high-level navigation goals and fine-grained environmental constraints. The model must ensure physical plausibility and precise navigation across varied terrain, while also preserving user-specified text control, such as ``carefully stepping over obstacles" or ``walking upstairs like a zombie." Our solution introduces a hierarchical scene reasoning approach. At its core is a novel scene-dependent, goal-centric canonicalization that handles high-level goal constraint, and is complemented by an ego-centric distance field that captures local geometric details. This dual representation enables our model to generate physically plausible motion across diverse 3D scenes. By implementing frame-wise text alignment, our system achieves seamless transitions between different motion styles while maintaining scene constraints. Experiments demonstrate our novel diffusion model generates arbitrarily long human motions that both adapt to complex scenes with varying terrain surfaces and respond to textual prompts. Additionally, we show SCENIC can generalize to four real-scene datasets. Our code, dataset, and models will be released at https://virtualhumans.mpi-inf.mpg.de/scenic/.

  • 6 authors
·
Dec 20, 2024