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Nov 10

Rendering-Free Lookahead for Question-Guided Active Vision

Active robot vision requires controlling the camera to reveal task-relevant information that is hidden from the current viewpoint. For example, determining what is inside a box may require raising the camera and looking down into it. For viewpoint-dependent question answering, the challenge is to select camera motions that expose the visual evidence needed to answer the question. Although vision-language models (VLMs) can interpret observed images, selecting such motions requires anticipating the usefulness of unseen views. We quantify this usefulness as answerability, a VLM's estimate that a view suffices to answer the question, and present Rendering-Free Lookahead (RFL), a viewpoint-selection policy that ranks candidate camera motions by predicted future answerability. RFL transfers visual lookahead from deployment to offline training. At training, a privileged teacher renders candidate future views in 3D Gaussian Splatting (3DGS) scenes and uses a frozen VLM to compute one- and two-step answerability targets. Through two-stage distillation, a student learns to predict these action values from the question, recent visual observations, and a candidate camera motion. At deployment, RFL uses these predicted values to select camera motions without rendering future views. On 377 E3VS-Bench test episodes in unseen environments, RFL improves the mean judge score by 43\% over a direct-action baseline using the same VLM. These results support learning camera-control policies from privileged visual lookahead for viewpoint-dependent question answering.

  • 7 authors
·
Oct 7

RoboRender: Robot-Oriented Video Generation for Visual Sim-to-Real Transfer

Simulation enables large-scale, low-cost robot data generation, but policies trained in simulation often fail to transfer to the real world due to the sim-to-real visual discrepancies. Existing approaches often rely on intermediate representations, which can discard rich semantic information or require additional perception modules at deployment. We address this visual sim-to-real gap with RoboRender, a framework that converts simulated trajectories into photorealistic RGB videos for policy learning. RoboRender trains a robot-oriented video generation model conditioned on simulated depth videos, language instructions, and robot RGB mask videos, preserving simulator geometry, robot motion, and action labels while synthesizing realistic textures, backgrounds, and distractors. The generated RGB videos are paired with simulator-provided states and actions to train policies for zero-shot real-world deployment. On robot video test sets, our video model outperforms depth-conditioned video generation baselines in generation quality. In real-world experiments across pick-and-place, articulated-object manipulation, and mobile manipulation tasks, policies trained on RoboRender-generated data achieve a 71% average success rate, outperforming raw simulation renderings and conventional visual domain randomization by approximately 7.1x and 3.6x, respectively. We further show that policy performance improves with more generated videos per simulation trajectory, increasing opening-task success by 65 percentage points. These results demonstrate that generative video rendering mitigates the visual sim-to-real gap for zero-shot policy transfer. Project website: https://robo-render.github.io/.

  • 9 authors
·
Oct 6

Future Rendering $\neq$ Future Surface: A Benchmark and Dataset for Dynamic Surface Reconstruction Beyond the Observed Window

Dynamic-scene reconstruction is almost always evaluated inside the observed time window, yet deployment settings such as AR overlays, robot interaction, and anticipatory planning need the future surface: the geometry at times beyond those captured. No standard benchmark measures this. We introduce FutureSurf, a controlled diagnostic benchmark and dataset for future-time surface reconstruction that trades scene diversity for exact future ground truth and falsification controls. A method trains on the observed first 75% of a sequence; we score its extracted per-frame surface on the held-out future by Chamfer distance, reporting absolute future CD as the primary score and the future/observed gap as a diagnostic. The dataset contains eight analytically defined controlled motions, including three falsification controls, with exact per-frame ground-truth meshes. We also provide a ground-truth-side recoverability oracle. The release includes split files, scoring code, a benchmark card, and Croissant metadata. On the controlled motions, the DG-Mesh backbone leaves a 2.7-4.1times gap even for futures predictable in principle (four of five recoverable from observed motion by a fixed rule), while the falsification controls behave as designed (the surface-invariant motion shows no gap). Beyond the contributed dataset, the gap persists across six animated DG-Mesh asset scenes and a second backbone, Deformable-3DGS (2.0-6.6times; both share a deformation-MLP temporal model). The benchmark also shows that future rendering quality and future-surface accuracy are statistically decoupled, so the novel-view-synthesis metrics the field reports do not track future geometry. The future error is structured, concentrating where the surface moves. The dataset, evaluation toolkit, and scoring code are available on Hugging Face and GitHub (https://github.com/Ricky-S/futuresurf).

  • 2 authors
·
Jul 22

ManiSkill3: GPU Parallelized Robotics Simulation and Rendering for Generalizable Embodied AI

Simulation has enabled unprecedented compute-scalable approaches to robot learning. However, many existing simulation frameworks typically support a narrow range of scenes/tasks and lack features critical for scaling generalizable robotics and sim2real. We introduce and open source ManiSkill3, the fastest state-visual GPU parallelized robotics simulator with contact-rich physics targeting generalizable manipulation. ManiSkill3 supports GPU parallelization of many aspects including simulation+rendering, heterogeneous simulation, pointclouds/voxels visual input, and more. Simulation with rendering on ManiSkill3 can run 10-1000x faster with 2-3x less GPU memory usage than other platforms, achieving up to 30,000+ FPS in benchmarked environments due to minimal python/pytorch overhead in the system, simulation on the GPU, and the use of the SAPIEN parallel rendering system. Tasks that used to take hours to train can now take minutes. We further provide the most comprehensive range of GPU parallelized environments/tasks spanning 12 distinct domains including but not limited to mobile manipulation for tasks such as drawing, humanoids, and dextrous manipulation in realistic scenes designed by artists or real-world digital twins. In addition, millions of demonstration frames are provided from motion planning, RL, and teleoperation. ManiSkill3 also provides a comprehensive set of baselines that span popular RL and learning-from-demonstrations algorithms.

  • 23 authors
·
May 29, 2025

Robot See Robot Do: Imitating Articulated Object Manipulation with Monocular 4D Reconstruction

Humans can learn to manipulate new objects by simply watching others; providing robots with the ability to learn from such demonstrations would enable a natural interface specifying new behaviors. This work develops Robot See Robot Do (RSRD), a method for imitating articulated object manipulation from a single monocular RGB human demonstration given a single static multi-view object scan. We first propose 4D Differentiable Part Models (4D-DPM), a method for recovering 3D part motion from a monocular video with differentiable rendering. This analysis-by-synthesis approach uses part-centric feature fields in an iterative optimization which enables the use of geometric regularizers to recover 3D motions from only a single video. Given this 4D reconstruction, the robot replicates object trajectories by planning bimanual arm motions that induce the demonstrated object part motion. By representing demonstrations as part-centric trajectories, RSRD focuses on replicating the demonstration's intended behavior while considering the robot's own morphological limits, rather than attempting to reproduce the hand's motion. We evaluate 4D-DPM's 3D tracking accuracy on ground truth annotated 3D part trajectories and RSRD's physical execution performance on 9 objects across 10 trials each on a bimanual YuMi robot. Each phase of RSRD achieves an average of 87% success rate, for a total end-to-end success rate of 60% across 90 trials. Notably, this is accomplished using only feature fields distilled from large pretrained vision models -- without any task-specific training, fine-tuning, dataset collection, or annotation. Project page: https://robot-see-robot-do.github.io

  • 7 authors
·
Sep 26, 2024 2

Learning Robot Soccer from Egocentric Vision with Deep Reinforcement Learning

We apply multi-agent deep reinforcement learning (RL) to train end-to-end robot soccer policies with fully onboard computation and sensing via egocentric RGB vision. This setting reflects many challenges of real-world robotics, including active perception, agile full-body control, and long-horizon planning in a dynamic, partially-observable, multi-agent domain. We rely on large-scale, simulation-based data generation to obtain complex behaviors from egocentric vision which can be successfully transferred to physical robots using low-cost sensors. To achieve adequate visual realism, our simulation combines rigid-body physics with learned, realistic rendering via multiple Neural Radiance Fields (NeRFs). We combine teacher-based multi-agent RL and cross-experiment data reuse to enable the discovery of sophisticated soccer strategies. We analyze active-perception behaviors including object tracking and ball seeking that emerge when simply optimizing perception-agnostic soccer play. The agents display equivalent levels of performance and agility as policies with access to privileged, ground-truth state. To our knowledge, this paper constitutes a first demonstration of end-to-end training for multi-agent robot soccer, mapping raw pixel observations to joint-level actions, that can be deployed in the real world. Videos of the game-play and analyses can be seen on our website https://sites.google.com/view/vision-soccer .

  • 16 authors
·
May 3, 2024 1

Eye, Robot: Learning to Look to Act with a BC-RL Perception-Action Loop

Humans do not passively observe the visual world -- we actively look in order to act. Motivated by this principle, we introduce EyeRobot, a robotic system with gaze behavior that emerges from the need to complete real-world tasks. We develop a mechanical eyeball that can freely rotate to observe its surroundings and train a gaze policy to control it using reinforcement learning. We accomplish this by first collecting teleoperated demonstrations paired with a 360 camera. This data is imported into a simulation environment that supports rendering arbitrary eyeball viewpoints, allowing episode rollouts of eye gaze on top of robot demonstrations. We then introduce a BC-RL loop to train the hand and eye jointly: the hand (BC) agent is trained from rendered eye observations, and the eye (RL) agent is rewarded when the hand produces correct action predictions. In this way, hand-eye coordination emerges as the eye looks towards regions which allow the hand to complete the task. EyeRobot implements a foveal-inspired policy architecture allowing high resolution with a small compute budget, which we find also leads to the emergence of more stable fixation as well as improved ability to track objects and ignore distractors. We evaluate EyeRobot on five panoramic workspace manipulation tasks requiring manipulation in an arc surrounding the robot arm. Our experiments suggest EyeRobot exhibits hand-eye coordination behaviors which effectively facilitate manipulation over large workspaces with a single camera. See project site for videos: https://www.eyerobot.net/

  • 8 authors
·
Jun 12, 2025

PyRUA-DataFarm: LLM Agent as a Cost-Efficient Teleoperator for Real-Ready Robot Data

Teleoperation remains the default way to collect robot demonstrations, but every episode costs robot and operator time, and every new task starts from scratch. We ask whether a coding agent can take over the teleoperator's job. In our DataFarm, the agent receives a data request and one calibration episode of the robot in the target scene and rebuilds the task in simulation: it writes the scene, an expert controller, and a success judge. The simulator supplies exact actions, and a video model conditioned on real images renders each rollout as photographic video, generating all camera views together consistently. The output is real-ready data: synchronized camera views labelled with the robot's actions, on which a policy can be trained directly and deployed on the real robot. Independent judges certify the expert and every rendered episode before admission. On five real-robot tasks, policies trained only on farm data match policies trained on as many teleoperated episodes (93 vs. 84 successes in 100 trials), and under an unseen tablecloth and coloured light they keep 87 successes where the teleoperation-trained policies fall to 46. Adapting a task is fully automatic and costs \21 of API usage on average, paid once per task, plus 5 for a render contract; every further episode costs \0.80 on average for simulation, rendering, and review, with no robot or operator. One hour of three-view data for a task costs 107 on average, these costs included, slightly below a quote of \117 for teleoperation in China and below 290 in labour alone in North America.

DAGroup-PKU DAGroup-PKU
·
Nov 3 6

Markerless Camera-to-Robot Pose Estimation via Self-supervised Sim-to-Real Transfer

Solving the camera-to-robot pose is a fundamental requirement for vision-based robot control, and is a process that takes considerable effort and cares to make accurate. Traditional approaches require modification of the robot via markers, and subsequent deep learning approaches enabled markerless feature extraction. Mainstream deep learning methods only use synthetic data and rely on Domain Randomization to fill the sim-to-real gap, because acquiring the 3D annotation is labor-intensive. In this work, we go beyond the limitation of 3D annotations for real-world data. We propose an end-to-end pose estimation framework that is capable of online camera-to-robot calibration and a self-supervised training method to scale the training to unlabeled real-world data. Our framework combines deep learning and geometric vision for solving the robot pose, and the pipeline is fully differentiable. To train the Camera-to-Robot Pose Estimation Network (CtRNet), we leverage foreground segmentation and differentiable rendering for image-level self-supervision. The pose prediction is visualized through a renderer and the image loss with the input image is back-propagated to train the neural network. Our experimental results on two public real datasets confirm the effectiveness of our approach over existing works. We also integrate our framework into a visual servoing system to demonstrate the promise of real-time precise robot pose estimation for automation tasks.

  • 3 authors
·
Mar 20, 2023

Real-is-Sim: Bridging the Sim-to-Real Gap with a Dynamic Digital Twin for Real-World Robot Policy Evaluation

Recent advancements in behavior cloning have enabled robots to perform complex manipulation tasks. However, accurately assessing training performance remains challenging, particularly for real-world applications, as behavior cloning losses often correlate poorly with actual task success. Consequently, researchers resort to success rate metrics derived from costly and time-consuming real-world evaluations, making the identification of optimal policies and detection of overfitting or underfitting impractical. To address these issues, we propose real-is-sim, a novel behavior cloning framework that incorporates a dynamic digital twin (based on Embodied Gaussians) throughout the entire policy development pipeline: data collection, training, and deployment. By continuously aligning the simulated world with the physical world, demonstrations can be collected in the real world with states extracted from the simulator. The simulator enables flexible state representations by rendering image inputs from any viewpoint or extracting low-level state information from objects embodied within the scene. During training, policies can be directly evaluated within the simulator in an offline and highly parallelizable manner. Finally, during deployment, policies are run within the simulator where the real robot directly tracks the simulated robot's joints, effectively decoupling policy execution from real hardware and mitigating traditional domain-transfer challenges. We validate real-is-sim on the PushT manipulation task, demonstrating strong correlation between success rates obtained in the simulator and real-world evaluations. Videos of our system can be found at https://realissim.rai-inst.com.

  • 7 authors
·
Apr 4, 2025 2

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

RobotArena $\infty$: Scalable Robot Benchmarking via Real-to-Sim Translation

The pursuit of robot generalists - instructable agents capable of performing diverse tasks across diverse environments - demands rigorous and scalable evaluation. Yet real-world testing of robot policies remains fundamentally constrained: it is labor-intensive, slow, unsafe at scale, and difficult to reproduce. Existing simulation benchmarks are similarly limited, as they train and test policies within the same synthetic domains and cannot assess models trained from real-world demonstrations or alternative simulation environments. As policies expand in scope and complexity, these barriers only intensify, since defining "success" in robotics often hinges on nuanced human judgments of execution quality. In this paper, we introduce a new benchmarking framework that overcomes these challenges by shifting VLA evaluation into large-scale simulated environments augmented with online human feedback. Leveraging advances in vision-language models, 2D-to-3D generative modeling, and differentiable rendering, our approach automatically converts video demonstrations from widely used robot datasets into simulated counterparts. Within these digital twins, we assess VLA policies using both automated VLM-guided scoring and scalable human preference judgments collected from crowdworkers, transforming human involvement from tedious scene setup, resetting, and safety supervision into lightweight preference comparisons. To measure robustness, we systematically perturb simulated environments along multiple axes, such as textures and object placements, stress-testing policy generalization under controlled variation. The result is a continuously evolving, reproducible, and scalable benchmark for real-world trained robot manipulation policies, addressing a critical missing capability in today's robotics landscape.

  • 9 authors
·
Oct 27, 2025 1

Toward Visually Realistic Simulation: A Benchmark for Evaluating Robot Manipulation in Simulation

Reliable simulation evaluation of robot manipulation policies serves as a high-fidelity proxy for real-world performance. Although existing benchmarks cover a wide range of task categories, they lack visual realism, creating a large domain gap between simulation and reality. This undermines the reliability of simulation-based evaluation in predicting real-world performance. To mitigate the sim-to-real visual gap, we conduct a systematic analysis to isolate the effects of lighting and material. Our results show that these factors play a critical role in geometric reasoning and spatial grounding, yet are largely overlooked in existing benchmarks. Motivated by the analysis, we propose VISER, a visually realistic benchmark for evaluating robot manipulation in simulation. VISER features a high-fidelity dataset of over 1,000 3D assets with physically-based rendering (PBR) materials, along with 3D scenes created from these assets through curated layouts or generation. To this end, we propose an automated pipeline leveraging Multi-modal Large Language Models (MLLMs) for material-aware part segmentation and material retrieval, enabling scalable generation of physically plausible assets. Building on the high-fidelity 3D asset dataset, we construct diverse evaluation tasks, such as grasping, placing, and long-horizon tasks, enabling scalable and reproducible assessment of Vision-Language-Action (VLA) models. Our benchmark shows a strong correlation between simulation and real-world performance, achieving an average Pearson correlation coefficient of 0.92 across different policies.

  • 7 authors
·
May 7

Elevator-VIGS: Separating Elevator Motion from Robot Motion in Visual-Inertial Gaussian Splatting SLAM

We present Elevator-VIGS, a visual-inertial 3D Gaussian Splatting SLAM system that keeps tracking and mapping through elevator rides. Inside a moving elevator, the two sensors are in conflict. The camera sees only the robot's motion relative to the elevator, while the IMU senses that motion plus the elevator's motion relative to the world. This conflict is challenging for existing visual-inertial estimators. If vision dominates, the estimator tracks only the robot's motion within the elevator and misses the elevator's rise, and if the conflict remains, the estimator diverges. We observe that the conflict comes from forcing both observations into a single coordinate frame. We instead estimate the robot's pose in the elevator's coordinate frame, and the elevator's motion relative to the world as a per-keyframe transport state, the elevator's rise and vertical velocity, within dense visual-inertial bundle adjustment. Elevator-VIGS detects rides zero-shot with a vision-language model and a depth network, and constrains the transport state at the departure and the arrival. We record real-world and simulated elevator sequences. On these sequences, Elevator-VIGS achieves state-of-the-art tracking and rendering performance. On four elevator-free public benchmarks it keeps the state-of-the-art performance of VIGS-SLAM. Project page: https://ruizhou-cn.github.io/elevator-vigs/.

  • 6 authors
·
Sep 19

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

Mem-World: Memory-Augmented Action-Conditioned World Models for Persistent Robot Manipulation

Action-conditioned world models have emerged as a promising paradigm for robot learning, offering a scalable alternative to costly real-world experimentation by generating action-consistent video rollouts. However, persistent world modeling remains challenging in manipulation: frequent end-effector occlusions and rapid wrist-camera motion make the current observation insufficient for predicting future views, causing models to forget or hallucinate scene details seen in earlier frames. Existing memory retrieval strategies often fail to identify informative history in dynamic manipulation scenarios. To address this limitation, we propose Mem-World, a memory-augmented multi-view action-conditioned world model. At its core, we present W-VMem, a 4D wrist-view-centered surfel-indexed memory that anchors historical observations to temporally evolving surface elements. By explicitly modeling when and where scene elements are observed, W-VMem enables geometry-aware retrieval of relevant history frames conditioned on future actions. During generation, relevant history frames are selected via surfel-based rendering and scoring, providing informative and non-redundant context for prediction. Extensive experiments show that Mem-World generates persistent rollouts in complex manipulation scenarios, enables more reliable policy evaluation than Ctrl-World, improving the Pearson correlation with real-world performance by 14.5\%, and supports effective policy improvement through synthetic data generation, increasing success rates from 58\% to 72\% on long-horizon tasks.

  • 10 authors
·
Jun 17

ScatterNeRF: Seeing Through Fog with Physically-Based Inverse Neural Rendering

Vision in adverse weather conditions, whether it be snow, rain, or fog is challenging. In these scenarios, scattering and attenuation severly degrades image quality. Handling such inclement weather conditions, however, is essential to operate autonomous vehicles, drones and robotic applications where human performance is impeded the most. A large body of work explores removing weather-induced image degradations with dehazing methods. Most methods rely on single images as input and struggle to generalize from synthetic fully-supervised training approaches or to generate high fidelity results from unpaired real-world datasets. With data as bottleneck and most of today's training data relying on good weather conditions with inclement weather as outlier, we rely on an inverse rendering approach to reconstruct the scene content. We introduce ScatterNeRF, a neural rendering method which adequately renders foggy scenes and decomposes the fog-free background from the participating media-exploiting the multiple views from a short automotive sequence without the need for a large training data corpus. Instead, the rendering approach is optimized on the multi-view scene itself, which can be typically captured by an autonomous vehicle, robot or drone during operation. Specifically, we propose a disentangled representation for the scattering volume and the scene objects, and learn the scene reconstruction with physics-inspired losses. We validate our method by capturing multi-view In-the-Wild data and controlled captures in a large-scale fog chamber.

  • 6 authors
·
May 3, 2023

Pose6DAug: Physically Plausible Multi-view Object Swapping for Robot Data Augmentation

Vision-language-action (VLA) policies have shown strong potential for general-purpose manipulation, yet they often fail on novel, out-of-distribution objects whose appearance or geometry deviates from the training distribution. The standard remedy is to collect multi-view teleoperation data for every failure case, but this scales poorly in both cost and time. We introduce Pose6DAug, a failure-driven data augmentation framework that turns a policy's own successful episodes into targeted demonstrations for its failure modes, without any new data collection. Our key insight is that each successful episode already encodes a physically valid action trajectory together with calibrated multi-view observations. By swapping only the manipulated object while preserving this trajectory, we obtain new and physically grounded demonstrations. However, naive 2D video editing breaks multi-view consistency and physical plausibility, particularly under heavy occlusion and egocentric viewpoints. Our method instead operates directly in 3D, anchoring the target object with an explicit mesh driven by a temporally coherent 6D pose trajectory, ensuring geometrically consistent renderings across all camera views. Fine-tuning a VLA on data augmented by our method improves success rates by 16.5% relative to the state-of-the-art baseline on novel objects, while preserving in-distribution performance. These results show that multi-view and physically consistent augmentation is a practical path to scalable VLA generalization.

  • 5 authors
·
Jun 17

RoboVerse: Towards a Unified Platform, Dataset and Benchmark for Scalable and Generalizable Robot Learning

Data scaling and standardized evaluation benchmarks have driven significant advances in natural language processing and computer vision. However, robotics faces unique challenges in scaling data and establishing evaluation protocols. Collecting real-world data is resource-intensive and inefficient, while benchmarking in real-world scenarios remains highly complex. Synthetic data and simulation offer promising alternatives, yet existing efforts often fall short in data quality, diversity, and benchmark standardization. To address these challenges, we introduce RoboVerse, a comprehensive framework comprising a simulation platform, a synthetic dataset, and unified benchmarks. Our simulation platform supports multiple simulators and robotic embodiments, enabling seamless transitions between different environments. The synthetic dataset, featuring high-fidelity physics and photorealistic rendering, is constructed through multiple approaches. Additionally, we propose unified benchmarks for imitation learning and reinforcement learning, enabling evaluation across different levels of generalization. At the core of the simulation platform is MetaSim, an infrastructure that abstracts diverse simulation environments into a universal interface. It restructures existing simulation environments into a simulator-agnostic configuration system, as well as an API aligning different simulator functionalities, such as launching simulation environments, loading assets with initial states, stepping the physics engine, etc. This abstraction ensures interoperability and extensibility. Comprehensive experiments demonstrate that RoboVerse enhances the performance of imitation learning, reinforcement learning, world model learning, and sim-to-real transfer. These results validate the reliability of our dataset and benchmarks, establishing RoboVerse as a robust solution for advancing robot learning.

  • 37 authors
·
Apr 26, 2025 2

DexBioLab: Benchmarking Dexterous Manipulation with Dynamic Experimental Phenomena in Realistic Laboratories

Automating biological laboratories requires robots to perform dexterous tool interactions under realistic visual conditions while handling dynamic experimental phenomena, presenting significant challenges for robotic manipulation. To enable systematic evaluation under these conditions, we introduce DexBioLab, a simulation benchmark and framework for dexterous manipulation in realistic biological laboratory environments. DexBioLab comprises 14 tasks across 4 robot embodiments, spanning functional tool use, precision manipulation, language-conditioned visual grounding, and instrument operation. We introduce controllable dynamic experimental phenomena, including flames, vapor, and bubbles, to capture the evolving visual conditions of laboratory procedures. To further enhance environmental realism, we develop a hybrid rendering pipeline that integrates interactive simulated foreground objects with Gaussian-splatting backgrounds reconstructed from 6 real laboratory scenes. For efficient large-scale data generation and evaluation, we further build a parallel simulation framework on top of mjlab, proposing Parallel Finite-State Machine (PFSM) and integrating batched rendering with decoupled trajectory replay for demonstration generation and model-independent closed-loop policy evaluation. Our evaluation reveals substantial variation in policy performance across tasks, exposing distinct strengths and weaknesses of current manipulation policies. Real-world experiments further demonstrate a reduced sim-to-real gap, supporting the validity of AutoBio+ for realistic manipulation evaluation. Supplementary materials are available at https://cumulusalpha.github.io/DexBioLabWebPage.

  • 11 authors
·
Oct 15

Worlds in One Demo: A Synthetic Data Engine for Learning Open-World Mobile Manipulation

Learning open-world mobile manipulation policies requires vast data to achieve spatial generalization, long-horizon robustness, and scene generalization. Current prevailing data collection paradigms, teleoperation and UMI, demand prohibitive human effort and cost at scale. To scale beyond the limits of manual data collection, we seek to maximize the value of each human demonstration by scalable data generation. To this end, we introduce WANDA: learning open-World mobile mANipulation from one demonstration via a synthetic DAta engine. WANDA first reconstructs background Gaussian splats and robot-object interaction trajectories from source RGBD observations, as a world substrate for later planning and rendering. It then rearranges contact-rich robot-object interaction segments into extensive spatial configurations, utilizing whole-body motion planning to chain them into new trajectories. To enhance long-horizon robustness, it applies Corrective State Expansion to increase the robot and object state diversity at different stages of mobile manipulation. To unlock cross-environment generalization, trajectories are synthesized on diverse generated 3D worlds from everyday photos. Furthermore, we synthesize photo-realistic observations by compositing rendered robot and object meshes with Gaussian splatting backgrounds. We evaluate our approach on extensive simulation and real-world tasks in various scenes. Experiments show that policies trained with WANDA achieve long-horizon robustness, broad spatial generalization and cross-environment generalization from one real demonstration. Moreover, WANDA naturally supports cross-embodiment data generation, validated by zero-shot deployment on another mobile manipulator with a distinct morphology.

  • 3 authors
·
Jul 16

OASIS: From Simulation Data Collection to Real-World Humanoid Loco-Manipulation

Recent progress in robot manipulation has been largely driven by learning from large-scale demonstrations. For humanoid robot loco-manipulation tasks, however, existing data sources force an unsatisfying tradeoff between trajectory quality and scalability. Real-world teleoperation provides the highest-quality trajectories but requires dedicated physical space and time-consuming scene resets. Simulation offers an alternative way out of this dilemma: it can produce clean, embodiment-aligned data at scale without any physical hardware. In this paper, we propose OASIS, a simulation-data-driven framework for humanoid loco-manipulation. OASIS automatically reconstructs realistic object assets from real-world images using a 3D generative model. Based on these assets, trajectories are first collected through teleoperation in simulation, and then augmented under diverse domain randomizations in a post-processing stage. With the resulting simulation data, we further design a hierarchical visuomotor policy for humanoid loco-manipulation. Extensive experiments on the real humanoid robot show that, under zero-shot deployment, the policy trained on our simulation data achieves higher success rates on most tasks than that trained on real-robot teleoperation data, owing largely to the broad lighting and environmental variations covered by our simulation rendering, which real-robot data fails to capture. The project page is available at https://oasis-humanoid.github.io/.

  • 7 authors
·
Jun 6 2

DeXplicit: Making Physical State Explicit in Dexterous Manipulation World Models

Before acting on an object, a robot needs to anticipate how its hand motion will change the physical world and what the resulting scene will look like. Existing approaches typically entangle action-conditioned dynamics, camera motion, and visual synthesis within a video generation model, or represent dynamics as point trajectories without explicit object structure. We introduce DeXplicit, a dexterous manipulation world model that instead predicts how the world evolves explicitly in metric 3D before rendering its visual consequences. Given an initial scene and a future hand trajectory, a lightweight 3D dynamics network predicts object-centric motion and deformation, providing structured and geometrically grounded future world states. These predictions then serve as a strong scaffold for video generation: appearance is transported through the predicted 3D motion and projected into future views, allowing the renderer to focus on completing uncertain and newly visible content rather than implicitly learning world dynamics from pixels. This explicit-3D-first decomposition also enables efficient causal generation, requiring only two denoising steps per block while conditioning on generated history. Across HOT3D, OakInk2, and PhysTwin, DeXplicit reduces moved-point error by 27-40% relative to PointWorld and improves object fidelity IoU+ by 47% on HOT3D under a shared renderer. Our design with two-step causal generation achieves a 57x speedup from our 14B bi-directional configuration in video synthesis.

  • 5 authors
·
Oct 21

OSCAR: Omni-Embodiment Skeleton-Conditioned World Action Model for Robotics

We present OSCAR, a precise action-conditioned video world model that generalizes across different robot embodiments and enables robot policy evaluation. Existing video world models face three main challenges for real-world robot evaluation: limited scenario diversity in current robot training datasets, imprecise action following, and poor generalization across embodiments for broad adoption. We tackle these challenges from two perspectives. At its core is a large-scale standardized data pipeline that curates, filters, and deduplicates broad robotics and egocentric human datasets, yielding a clean joint-training dataset that spans diverse tasks, scenarios, actions, and robot embodiments. To condition the video model, we adopt 2D kinematic skeleton rendering as a unified conditioning representation that generalizes across different robot arms or even human hands. We finetune the Cosmos-Predict2.5-2B model on a single GH200 GPU. Our model achieves significant improvement on action following, appearance quality, and motion consistency, compared to existing baselines, which either have a much larger model size or require more GPUs. We further deploy OSCAR to evaluate robot policies from RoboArena. Extensive experiments demonstrate the significant correlation between our virtual policy evaluation in OSCAR and real-world evaluation, paving the way for the future where robot policies can be purely evaluated in virtual generated worlds.

  • 2 authors
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Jun 2

DataLadder: A Simulation-Enabled Interconversion Toolchain for the Embodied Data Pyramid

Generalist robot policies require trustworthy evaluation and robot-usable training data, but both are difficult to scale with physical robots alone. Real-robot trials and demonstrations remain the most faithful source of deployment signals, yet they are slow, costly, and hard to reproduce. We present DataLadder, a simulation-enabled interconversion toolchain for human-robot aligned model evaluation and data generation, denoted as Robot rightleftharpoons Simulation rightleftharpoons Human. On the one hand, the Robot rightarrow Simulation rightarrow Human pathway supports human-robot aligned model evaluation by reconstructing real-robot tabletop organization tasks as calibrated digital twins for scalable evaluation, while using human embodied feedback to inspect and refine the naturalness of simulated motions. On the other hand, the Human rightarrow Simulation rightarrow Robot pathway supports human-robot aligned data generation: it lifts ego-centric human demonstrations into simulation, checks them under robot physical constraints, and converts them into robot-centered trajectories, annotations, and visual observations. Together, these pathways use the JoySim simulator as both a scalable evaluation layer and a physical consistency filter for robot data generation. We further package the core reconstruction, simulation, rendering, and realism-augmentation modules as cloud services on JD Cloud, turning the system into reusable infrastructure for robot data generation and model evaluation.

  • 31 authors
·
Jun 14

ϕ-RIE: From Photorealistic Reconstruction to Interactive Environments

3D Gaussian Splatting (3DGS) can reconstruct a captured scene photorealistically, but the resulting representation does not by itself support physical interaction. Robot simulation instead requires object-level change, i.e., objects must move independently, make contact, and reveal previously occluded surroundings. This gap arises because object appearance may remain entangled with the background, while hidden object geometry and occluded background content may be unobserved. To address this challenge, we present ϕ-RIE, a Gaussian-native pipeline that converts selected objects into movable simulator assets while preserving the remaining reconstruction. Our key observation is that asset construction and source removal should be coupled, i.e., one object identity should define the movable asset and the scene content to remove and complete. Accordingly, Scene Observation supplies shared evidence to Coupled Scene Construction, which creates registered assets and completed background Gaussians for simulator-driven rendering in an Interactive Environment. This coupling preserves unedited Gaussians while aligning visual and physical state. On 50 ScanNet++ scenes, evidence-based selection and registration retry increase matched F1 at 20\,mm from 0.336 to 0.383 at fixed retention. Further tests demonstrate asset executability, manipulation gains over a single-generator baseline, and the visual cost of conversion. Together, these results demonstrate that \name\ enables interactive scene conversion.

  • 9 authors
·
Sep 21

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

Physically Embodied Gaussian Splatting: A Realtime Correctable World Model for Robotics

For robots to robustly understand and interact with the physical world, it is highly beneficial to have a comprehensive representation - modelling geometry, physics, and visual observations - that informs perception, planning, and control algorithms. We propose a novel dual Gaussian-Particle representation that models the physical world while (i) enabling predictive simulation of future states and (ii) allowing online correction from visual observations in a dynamic world. Our representation comprises particles that capture the geometrical aspect of objects in the world and can be used alongside a particle-based physics system to anticipate physically plausible future states. Attached to these particles are 3D Gaussians that render images from any viewpoint through a splatting process thus capturing the visual state. By comparing the predicted and observed images, our approach generates visual forces that correct the particle positions while respecting known physical constraints. By integrating predictive physical modelling with continuous visually-derived corrections, our unified representation reasons about the present and future while synchronizing with reality. Our system runs in realtime at 30Hz using only 3 cameras. We validate our approach on 2D and 3D tracking tasks as well as photometric reconstruction quality. Videos are found at https://embodied-gaussians.github.io/.

  • 4 authors
·
Jun 15, 2024

WorldRover: A Scalable Synthetic Video Data Engine for World Exploration with Rich Annotations

Learning to generate or reconstruct explorable worlds requires video paired with more than RGB: camera motion, scene geometry, temporal correspondence and, for interactive models, control signals. Real capture can provide some of these signals, but dense geometry and long-range correspondence usually rely on estimation or specialised instrumentation. Rendering provides these quantities directly, yet existing synthetic resources rarely combine them on the same frames while also supporting controlled changes of viewpoint and appearance. We introduce WorldRover, a data engine for generating richly annotated, long-range explorations of artist-built environments. At its core, WorldRover-Engine is an Unreal Engine pipeline that executes and offline-renders minute-scale routes while preserving their full trajectories and scene geometry. The same exploration can be replayed from first-person, third-person, and 360 panoramic cameras under different environmental states. Using WorldRover-Engine, we construct WorldRover-10M, whose sequences pair RGB with metric depth, camera trajectories, and trajectory-derived action signals throughout each exploration. Third-person subsets additionally provide dense optical flow, long-range 2D/3D point tracks with visibility, and a character trajectory distinct from the camera trajectory. The engine can render a traversal from first-person, third-person and 360 panoramic viewpoints, under different environmental states or with a neutral white material, while preserving the route and scene geometry. WorldRover therefore turns long-horizon world exploration into a scalable data-generation problem, providing supervision for models that must build, maintain, and revisit coherent representations of an explorable world.

AlayaLab Alaya Lab
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Aug 15 2

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
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Mar 17 4

LEGS: Fine-Tuning Teleop-Free VLAs for Humanoid Loco-manipulation in an Embodied Gaussian Splatting World

Training vision-language-action (VLA) policies for humanoid loco-manipulation is constrained by the high cost and complexity of collecting human teleoperation demonstrations. VLA policies fine-tuned in simulators have, until now, failed to transfer effectively in humanoid loco-manipulation tasks. We present LEGS (Loco-manipulation via Embodied Gaussian Splatting), a hybrid simulator that composites a mesh foreground (robot, objects, props) over a photorealistic 3D Gaussian Splatting (3DGS) background reconstructed from a handheld scene capture. LEGS uses a procedural motion-primitive generator to synthesize labeled demonstrations at scale without human teleoperation, and a deterministic two-stage color calibration to align the rendered 3DGS image to the robot's deployment camera. On a Unitree G1 humanoid robot, across three pick-and-place tasks of increasing whole-body difficulty and three VLA backbones (psi_0, pi_0.5, GR00T N1.6), a policy trained purely on LEGS data matches or exceeds one trained on human teleoperation demos on every experiment. It also outperforms a mesh-only simulation baseline that ablates the effect of the 3DGS background, showing that photorealistic rendering is a key enabler for synthetic data transfer. Humanoid motion is recorded independently of scene appearance in LEGS, allowing the same auto-generated demonstrations to be re-rendered under new backgrounds and object meshes--covering a new scene at more than 15x lower cost than teleoperation--to augment training data for robustness to scene variations. Under combined object-and-scene appearance shift, the policy trained on re-rendered LEGS-AUG data maintains task success while the baseline trained on teleoperation data fails entirely. Our project page is located at https://legsvla.github.io/.

  • 7 authors
·
May 30

SR-Platform: An Agentic Pipeline for Natural Language-Driven Robot Simulation Environment Synthesis

Generating robot simulation environments remains a major bottleneck in simulation-based robot learning. Constructing a training-ready MuJoCo scene typically requires expertise in 3D asset modeling, MJCF specification, spatial layout, collision avoidance, and robot-model integration. We present SR-Platform, a production-deployed agentic system that converts free-form natural language descriptions into executable, physically valid MuJoCo environments. SR-Platform decomposes scene synthesis into four stages: an LLM-based orchestrator that converts user intent into a structured scene plan; an asset forge that retrieves cached assets or generates new 3D geometry through LLM-to-CadQuery synthesis; a layout architect that assigns object poses and verifies industrial constraints; and a bridge layer that assembles the final MJCF scene and merges the selected robot model. The system is deployed as a nine-service Docker stack with WebSocket progress streaming, MinIO-backed mesh storage, Qdrant-based semantic asset retrieval, Redis job state, and InfluxDB telemetry. Using 30 days of production telemetry covering 611 successful LLM calls, SR-Platform generates five-object scenes with a median end-to-end latency of approximately 50 s, while cache-accelerated scenes complete in approximately 30-40 s. The asset forge shows an 11.3% first-attempt retry rate with automatic recovery, and cached asset retrieval removes per-object LLM calls for previously generated object types. These results show that agentic scene synthesis can reduce the manual effort required to create diverse robot training environments, enabling users to produce executable MuJoCo scenes from plain English prompts in under one minute.

  • 4 authors
·
May 13

Dream.exe: Can Video Generation Models Dream Executable Robot Manipulation?

Video generation models have made impressive strides in synthesizing visually compelling content, yet their outputs remain confined to the virtual domain. A natural question follows: how well do these models reflect the physical world when their generated videos leave the screen and enter reality? We propose robotic manipulation as a concrete, measurable window onto this question: if a model has truly internalized physical laws, the motion it depicts should translate into executable robot behavior. We introduce Dream.exe, an evaluation framework that operationalizes this criterion through a video-to-execution pipeline. Given a scene image and a task description, Dream.exe synthesizes a manipulation video, converts the generated motion into robot trajectories, and executes them in a physics simulator, yielding a grounding signal that purely visual metrics cannot offer. Using this pipeline, we evaluate 8 models spanning frontier closed-source generators, open-source generators, and robot-specific models. Our benchmark covers 101 manually curated manipulation tasks at three levels of physical complexity, measured across visual quality, trajectory fidelity, and execution success. Encouragingly, several models achieve measurable execution success, suggesting that generative priors learned from internet-scale data already encode meaningful physical knowledge. Yet visual quality proves a poor predictor of executability, exposing a dimension of model capability that standard visual evaluations do not capture. Dream.exe will be open-sourced at https://github.com/showlab/Dream.exe.

  • 9 authors
·
Jun 3 3

RoboScript: Code Generation for Free-Form Manipulation Tasks across Real and Simulation

Rapid progress in high-level task planning and code generation for open-world robot manipulation has been witnessed in Embodied AI. However, previous studies put much effort into general common sense reasoning and task planning capabilities of large-scale language or multi-modal models, relatively little effort on ensuring the deployability of generated code on real robots, and other fundamental components of autonomous robot systems including robot perception, motion planning, and control. To bridge this ``ideal-to-real'' gap, this paper presents RobotScript, a platform for 1) a deployable robot manipulation pipeline powered by code generation; and 2) a code generation benchmark for robot manipulation tasks in free-form natural language. The RobotScript platform addresses this gap by emphasizing the unified interface with both simulation and real robots, based on abstraction from the Robot Operating System (ROS), ensuring syntax compliance and simulation validation with Gazebo. We demonstrate the adaptability of our code generation framework across multiple robot embodiments, including the Franka and UR5 robot arms, and multiple grippers. Additionally, our benchmark assesses reasoning abilities for physical space and constraints, highlighting the differences between GPT-3.5, GPT-4, and Gemini in handling complex physical interactions. Finally, we present a thorough evaluation on the whole system, exploring how each module in the pipeline: code generation, perception, motion planning, and even object geometric properties, impact the overall performance of the system.

  • 14 authors
·
Feb 21, 2024

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

3DFlowAction: Learning Cross-Embodiment Manipulation from 3D Flow World Model

Manipulation has long been a challenging task for robots, while humans can effortlessly perform complex interactions with objects, such as hanging a cup on the mug rack. A key reason is the lack of a large and uniform dataset for teaching robots manipulation skills. Current robot datasets often record robot action in different action spaces within a simple scene. This hinders the robot to learn a unified and robust action representation for different robots within diverse scenes. Observing how humans understand a manipulation task, we find that understanding how the objects should move in the 3D space is a critical clue for guiding actions. This clue is embodiment-agnostic and suitable for both humans and different robots. Motivated by this, we aim to learn a 3D flow world model from both human and robot manipulation data. This model predicts the future movement of the interacting objects in 3D space, guiding action planning for manipulation. Specifically, we synthesize a large-scale 3D optical flow dataset, named ManiFlow-110k, through a moving object auto-detect pipeline. A video diffusion-based world model then learns manipulation physics from these data, generating 3D optical flow trajectories conditioned on language instructions. With the generated 3D object optical flow, we propose a flow-guided rendering mechanism, which renders the predicted final state and leverages GPT-4o to assess whether the predicted flow aligns with the task description. This equips the robot with a closed-loop planning ability. Finally, we consider the predicted 3D optical flow as constraints for an optimization policy to determine a chunk of robot actions for manipulation. Extensive experiments demonstrate strong generalization across diverse robotic manipulation tasks and reliable cross-embodiment adaptation without hardware-specific training.

  • 7 authors
·
Jun 6, 2025 2

RoboPearls: Editable Video Simulation for Robot Manipulation

The development of generalist robot manipulation policies has seen significant progress, driven by large-scale demonstration data across diverse environments. However, the high cost and inefficiency of collecting real-world demonstrations hinder the scalability of data acquisition. While existing simulation platforms enable controlled environments for robotic learning, the challenge of bridging the sim-to-real gap remains. To address these challenges, we propose RoboPearls, an editable video simulation framework for robotic manipulation. Built on 3D Gaussian Splatting (3DGS), RoboPearls enables the construction of photo-realistic, view-consistent simulations from demonstration videos, and supports a wide range of simulation operators, including various object manipulations, powered by advanced modules like Incremental Semantic Distillation (ISD) and 3D regularized NNFM Loss (3D-NNFM). Moreover, by incorporating large language models (LLMs), RoboPearls automates the simulation production process in a user-friendly manner through flexible command interpretation and execution. Furthermore, RoboPearls employs a vision-language model (VLM) to analyze robotic learning issues to close the simulation loop for performance enhancement. To demonstrate the effectiveness of RoboPearls, we conduct extensive experiments on multiple datasets and scenes, including RLBench, COLOSSEUM, Ego4D, Open X-Embodiment, and a real-world robot, which demonstrate our satisfactory simulation performance.

  • 12 authors
·
Jun 27, 2025

LiDAR-RT: Gaussian-based Ray Tracing for Dynamic LiDAR Re-simulation

This paper targets the challenge of real-time LiDAR re-simulation in dynamic driving scenarios. Recent approaches utilize neural radiance fields combined with the physical modeling of LiDAR sensors to achieve high-fidelity re-simulation results. Unfortunately, these methods face limitations due to high computational demands in large-scale scenes and cannot perform real-time LiDAR rendering. To overcome these constraints, we propose LiDAR-RT, a novel framework that supports real-time, physically accurate LiDAR re-simulation for driving scenes. Our primary contribution is the development of an efficient and effective rendering pipeline, which integrates Gaussian primitives and hardware-accelerated ray tracing technology. Specifically, we model the physical properties of LiDAR sensors using Gaussian primitives with learnable parameters and incorporate scene graphs to handle scene dynamics. Building upon this scene representation, our framework first constructs a bounding volume hierarchy (BVH), then casts rays for each pixel and generates novel LiDAR views through a differentiable rendering algorithm. Importantly, our framework supports realistic rendering with flexible scene editing operations and various sensor configurations. Extensive experiments across multiple public benchmarks demonstrate that our method outperforms state-of-the-art methods in terms of rendering quality and efficiency. Our project page is at https://zju3dv.github.io/lidar-rt.

  • 8 authors
·
Dec 18, 2024

Neural Rendering for Stereo 3D Reconstruction of Deformable Tissues in Robotic Surgery

Reconstruction of the soft tissues in robotic surgery from endoscopic stereo videos is important for many applications such as intra-operative navigation and image-guided robotic surgery automation. Previous works on this task mainly rely on SLAM-based approaches, which struggle to handle complex surgical scenes. Inspired by recent progress in neural rendering, we present a novel framework for deformable tissue reconstruction from binocular captures in robotic surgery under the single-viewpoint setting. Our framework adopts dynamic neural radiance fields to represent deformable surgical scenes in MLPs and optimize shapes and deformations in a learning-based manner. In addition to non-rigid deformations, tool occlusion and poor 3D clues from a single viewpoint are also particular challenges in soft tissue reconstruction. To overcome these difficulties, we present a series of strategies of tool mask-guided ray casting, stereo depth-cueing ray marching and stereo depth-supervised optimization. With experiments on DaVinci robotic surgery videos, our method significantly outperforms the current state-of-the-art reconstruction method for handling various complex non-rigid deformations. To our best knowledge, this is the first work leveraging neural rendering for surgical scene 3D reconstruction with remarkable potential demonstrated. Code is available at: https://github.com/med-air/EndoNeRF.

  • 4 authors
·
Jun 29, 2022

SplatAD: Real-Time Lidar and Camera Rendering with 3D Gaussian Splatting for Autonomous Driving

Ensuring the safety of autonomous robots, such as self-driving vehicles, requires extensive testing across diverse driving scenarios. Simulation is a key ingredient for conducting such testing in a cost-effective and scalable way. Neural rendering methods have gained popularity, as they can build simulation environments from collected logs in a data-driven manner. However, existing neural radiance field (NeRF) methods for sensor-realistic rendering of camera and lidar data suffer from low rendering speeds, limiting their applicability for large-scale testing. While 3D Gaussian Splatting (3DGS) enables real-time rendering, current methods are limited to camera data and are unable to render lidar data essential for autonomous driving. To address these limitations, we propose SplatAD, the first 3DGS-based method for realistic, real-time rendering of dynamic scenes for both camera and lidar data. SplatAD accurately models key sensor-specific phenomena such as rolling shutter effects, lidar intensity, and lidar ray dropouts, using purpose-built algorithms to optimize rendering efficiency. Evaluation across three autonomous driving datasets demonstrates that SplatAD achieves state-of-the-art rendering quality with up to +2 PSNR for NVS and +3 PSNR for reconstruction while increasing rendering speed over NeRF-based methods by an order of magnitude. See https://research.zenseact.com/publications/splatad/ for our project page.

  • 5 authors
·
Nov 25, 2024

3D Scene Generation: A Survey

3D scene generation seeks to synthesize spatially structured, semantically meaningful, and photorealistic environments for applications such as immersive media, robotics, autonomous driving, and embodied AI. Early methods based on procedural rules offered scalability but limited diversity. Recent advances in deep generative models (e.g., GANs, diffusion models) and 3D representations (e.g., NeRF, 3D Gaussians) have enabled the learning of real-world scene distributions, improving fidelity, diversity, and view consistency. Recent advances like diffusion models bridge 3D scene synthesis and photorealism by reframing generation as image or video synthesis problems. This survey provides a systematic overview of state-of-the-art approaches, organizing them into four paradigms: procedural generation, neural 3D-based generation, image-based generation, and video-based generation. We analyze their technical foundations, trade-offs, and representative results, and review commonly used datasets, evaluation protocols, and downstream applications. We conclude by discussing key challenges in generation capacity, 3D representation, data and annotations, and evaluation, and outline promising directions including higher fidelity, physics-aware and interactive generation, and unified perception-generation models. This review organizes recent advances in 3D scene generation and highlights promising directions at the intersection of generative AI, 3D vision, and embodied intelligence. To track ongoing developments, we maintain an up-to-date project page: https://github.com/hzxie/Awesome-3D-Scene-Generation.

  • 5 authors
·
May 8, 2025 2

Supervise What Survives: Geometry-Guided VLA Adaptation from Synthetic Robot Videos

Vision-Language-Action (VLA) models require large-scale video-action pairs, yet real teleoperation remains scarce. While generated robot videos offer a scalable alternative, existing methods treat them as real robot data by recovering pseudo-actions from synthesized pixels. We argue that deriving low-level control from generated visuals is a mismatched abstraction. A video captures only geometry: the spatial trajectory representing the where of a task. A real demonstration captures control: the exact motor commands representing the how. Human-to-robot video generation preserves these unequally: the visible geometry survives the generation process, while the underlying control signals are lost. This Asymmetric Preservation Principle dictates a clean rule: this surviving geometry should solely supervise visual perception, leaving control to real demonstrations. Following this principle, we propose GRA (Geometry-guided Representation Alignment), which extracts the geometric content as future 2D end-effector waypoints, computed from the source human video through pose estimation, retargeting, simulation, and calibrated projection, and routes them to the VLA vision backbone via an auxiliary 2D head. The action head is trained on real demonstrations only. During fine-tuning, the waypoint loss persists as a spatial representation anchor that prevents the backbone from losing its geometric grounding. On real-robot tasks, GRA outperforms pseudo-action baselines under matched data budgets and narrows the gap to policies trained with substantially more real demonstrations, suggesting that correctly routed geometry bridges generated videos to robot policies more reliably than recovered actions.

  • 6 authors
·
Jun 22

Video Generation Models in Robotics -- Applications, Research Challenges, Future Directions

Video generation models have emerged as high-fidelity models of the physical world, capable of synthesizing high-quality videos capturing fine-grained interactions between agents and their environments conditioned on multi-modal user inputs. Their impressive capabilities address many of the long-standing challenges faced by physics-based simulators, driving broad adoption in many problem domains, e.g., robotics. For example, video models enable photorealistic, physically consistent deformable-body simulation without making prohibitive simplifying assumptions, which is a major bottleneck in physics-based simulation. Moreover, video models can serve as foundation world models that capture the dynamics of the world in a fine-grained and expressive way. They thus overcome the limited expressiveness of language-only abstractions in describing intricate physical interactions. In this survey, we provide a review of video models and their applications as embodied world models in robotics, encompassing cost-effective data generation and action prediction in imitation learning, dynamics and rewards modeling in reinforcement learning, visual planning, and policy evaluation. Further, we highlight important challenges hindering the trustworthy integration of video models in robotics, which include poor instruction following, hallucinations such as violations of physics, and unsafe content generation, in addition to fundamental limitations such as significant data curation, training, and inference costs. We present potential future directions to address these open research challenges to motivate research and ultimately facilitate broader applications, especially in safety-critical settings.

  • 12 authors
·
Jan 12

Novel Demonstration Generation with Gaussian Splatting Enables Robust One-Shot Manipulation

Visuomotor policies learned from teleoperated demonstrations face challenges such as lengthy data collection, high costs, and limited data diversity. Existing approaches address these issues by augmenting image observations in RGB space or employing Real-to-Sim-to-Real pipelines based on physical simulators. However, the former is constrained to 2D data augmentation, while the latter suffers from imprecise physical simulation caused by inaccurate geometric reconstruction. This paper introduces RoboSplat, a novel method that generates diverse, visually realistic demonstrations by directly manipulating 3D Gaussians. Specifically, we reconstruct the scene through 3D Gaussian Splatting (3DGS), directly edit the reconstructed scene, and augment data across six types of generalization with five techniques: 3D Gaussian replacement for varying object types, scene appearance, and robot embodiments; equivariant transformations for different object poses; visual attribute editing for various lighting conditions; novel view synthesis for new camera perspectives; and 3D content generation for diverse object types. Comprehensive real-world experiments demonstrate that RoboSplat significantly enhances the generalization of visuomotor policies under diverse disturbances. Notably, while policies trained on hundreds of real-world demonstrations with additional 2D data augmentation achieve an average success rate of 57.2%, RoboSplat attains 87.8% in one-shot settings across six types of generalization in the real world.

  • 8 authors
·
Apr 17, 2025

TableVerse: A Large-scale Tabletop Dataset with Real-world Grounded Layouts for Generalizable Manipulation

The development of generalizable robotic manipulation policies is inherently bounded by the availability of large-scale, high-fidelity scene data. While recent automated synthesis methods attempt to bridge this gap via text-to-layout hallucination or simplified procedural generation, they frequently suffer from physical implausibility and fail to capture the complex, dense clutter of actual human environments. In this paper, we introduce TableVerse, a fully automated Real2Sim pipeline that shifts the paradigm from imaginative layout generation to deterministic reconstruction from unstructured, in-the-wild image data. Our framework seamlessly processes unscripted internet media into high-fidelity, simulation-ready tabletop environments with accurate metric scales, authentic topologies, and verified mechanical stability. Furthermore, an automated task-conditioned trajectory generation framework is integrated to synthesize high-quality, collision-free pick-and-place demonstrations. Leveraging this complete pipeline, we construct the TableVerse-100K Dataset, a large-scale corpus comprising 100,000 unique, physically consistent environments paired with interactive manipulation trajectories. By capturing diverse asset compositions, realistic spatial distributions, and high-quality demonstrations, TableVerse-100K establishes a highly scalable and high-fidelity data foundation, providing significant value to facilitate future research in generalizable robotic manipulation tasks.

ByteDance ByteDance
·
Jul 22 1

Uncertainty Guided Policy for Active Robotic 3D Reconstruction using Neural Radiance Fields

In this paper, we tackle the problem of active robotic 3D reconstruction of an object. In particular, we study how a mobile robot with an arm-held camera can select a favorable number of views to recover an object's 3D shape efficiently. Contrary to the existing solution to this problem, we leverage the popular neural radiance fields-based object representation, which has recently shown impressive results for various computer vision tasks. However, it is not straightforward to directly reason about an object's explicit 3D geometric details using such a representation, making the next-best-view selection problem for dense 3D reconstruction challenging. This paper introduces a ray-based volumetric uncertainty estimator, which computes the entropy of the weight distribution of the color samples along each ray of the object's implicit neural representation. We show that it is possible to infer the uncertainty of the underlying 3D geometry given a novel view with the proposed estimator. We then present a next-best-view selection policy guided by the ray-based volumetric uncertainty in neural radiance fields-based representations. Encouraging experimental results on synthetic and real-world data suggest that the approach presented in this paper can enable a new research direction of using an implicit 3D object representation for the next-best-view problem in robot vision applications, distinguishing our approach from the existing approaches that rely on explicit 3D geometric modeling.

  • 6 authors
·
Sep 16, 2022

HomeWorld: A Unified Floorplan-to-Furnished Framework for Generating Controllable, Densely Interactive Whole-Home Scenes

Indoor scene generation is crucial for robot simulation and modern interior design. However, complex layouts together with scarce 3D scene data make learning-based generation challenging. Existing methods often rely on hand-crafted rules or focus on isolated sub-tasks (e.g., floorplan synthesis or single-room furnishing), producing whole-home scenes that lack global coherence, realism, and simulation readiness. To mitigate these limitations, we propose a unified hierarchical framework that decomposes indoor scene synthesis into controllable stages. First, we curate a large-scale dataset of 300K real residential floorplans to train a large language model for whole-home floorplan generation. With detailed descriptions and a K-D tree-based representation, our method enables fine-grained, controllable whole-home floorplan generation. Building upon the generated whole-home floorplan, we leverage image generation models to draft furniture layouts from multi-level roaming viewpoints, and then generate the layouts of small manipulable objects on different supporting surfaces (e.g., cabinets, desks, and dining tables) for embodied AI simulation. During furniture and object layout generation, a VLM-based refiner iteratively corrects furniture and object placement, and a 3D generative model enables flexible replacement of individual assets. We further attach basic physical attributes and simple surface texture and lighting setups to complete the pipeline for embodied AI use. Experiments and user studies demonstrate that our pipeline produces indoor spaces with greater layout diversity and stronger 3D design appeal, outperforming prior methods on both quantitative and qualitative metrics. Finally, alongside our generation pipeline, we will release the floorplan dataset and 5K fully furnished scenes to the community. Project Page: https://kairos-homeworld.github.io/

  • 5 authors
·
Jun 3

SolarRenderer: Few-Step Generative Reference Rendering

Game engines and coding agents can specify the layout, motion, and camera of a scene, yet turning such coarse structure into realistic video requires a renderer that follows the structure and completes the appearance it leaves open. Existing renderers are tied to the representation of one engine, need tens of denoising steps or a costly distillation of their own, and learn from conditions that are not aligned with their target videos. We present SolarRenderer, a structure-conditioned video renderer that adapts a frozen MiniMax-H3 33B backbone with two lightweight LoRAs. Structural videos enter the native reference pathway of the backbone at the positions of the frames they describe, without a type identifier and described only in plain text, so that a single control LoRA follows arbitrary structural representations. Starting from a pretrained four-step LoRA, structure-guided distribution matching renders in four steps, 12.3 times faster than 50-step sampling, while preserving the learned control. A block-causal variant extends the same design to streaming and renders 768p video in real time. To train the model, we build a frame-aligned corpus of 136K clips from game engines, simulators, and YouTube videos. Experiments on an in-distribution test set and a generalization benchmark of 16 structural representations show that SolarRenderer achieves state-of-the-art results across both, and generalizes to 11 unseen representations, including pose skeletons, drawings, and point clouds.

showlab Show Lab
·
Oct 19 2

BlenderWorld: Benchmarking Visual Agents for 3D Creation from Real-World References

Recent advances in multimodal large language models (MLLMs) have enabled them to act as autonomous agents, creating and editing 3D models via code or direct software manipulation. In practical workflows, these models must infer object shapes, materials, spatial layouts, and lighting from diverse references while strictly following instructions to reconstruct, modify, or design 3D content. However, existing benchmarks provide limited coverage of such open-ended requests across real-world scenarios. To bridge this gap, we introduce BlenderWorld, the first comprehensive benchmark dedicated to evaluating frontier models on realistic 3D creation tasks. BlenderWorld comprises 223 tasks spanning architecture, products, natural environments, and scientific visualization, driven by text, image, video, and structured specification inputs. To rigorously assess these complex deliverables, we establish a unified evaluation protocol: we render the submitted Blender projects from multiple viewpoints and evaluate them against 2,651 task-specific binary rubrics alongside holistic visual quality scores. Benchmarking thirteen frontier models reveals that GPT-6-Astra achieves the highest overall fused score of 79.9, followed by Opus-5 (73.0) and GPT-5.6-Sol (67.7). Ultimately, our findings reveal a critical bottleneck: while current models can parse broad instructions, they still profoundly struggle with fine-grained 3D spatial coherence and accurate structural reproduction in Blender, leaving substantial headroom for future 3D-native agentics.

Qwen Qwen
·
Oct 13 2

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

See Before You Code: Learning Visual Priors for Spatially Aware Educational Animation Generation

Large language models can generate executable code for educational animations, but the resulting renders often exhibit visual defects, including element overlap, misalignment, and broken animation continuity. These defects cannot be reliably detected from the code alone and become apparent only after execution. We formalize this problem as render-feedback-aware constrained code generation: given a natural language specification, the model must generate executable code whose rendered output satisfies structured quality criteria that can be evaluated only after rendering. To address this problem, we introduce OmniManim, a render-feedback-aware educational animation generation framework built around a shared scene state, explicit visual planning, structured post-render diagnostics, and localized repair. Within OmniManim, the Vision Agent is a task-specific visual planning module: it predicts sparse keyframe layouts with coarse-to-fine bounding-box denoising and optimizes an interpolation-aware objective to reduce intermediate-frame failures induced by downstream animation interpolation. We further construct two datasets, ManimLayout-1K and EduRequire-500, and provide a reproducible evaluation protocol covering executability, instructional quality, visual quality, and efficiency. On EduRequire-500, OmniManim improves measured render quality over both single-model baselines and existing multi-agent frameworks. Systematic ablation studies further verify that explicit visual planning, especially its coarse spatial prior, bounding-box refinement, and interpolation-aware optimization, is central to these gains.

  • 8 authors
·
May 14

Xiaomi-Robotics-U0: Unified Embodied Synthesis with World Foundation Model

Recent foundation image and video generation models offer strong generalization and controllability, but their direct application to embodied scenarios is limited by requirements for multi-view consistency, geometric coherence, and robot embodiment constraints. Existing methods typically adapt foundation models with limited robot data, often sacrificing visual knowledge acquired during large-scale pre-training. We present Xiaomi-Robotics-U0, a 38-billion-parameter multimodal autoregressive model for unified embodied synthesis. It treats embodied generation as an extension of foundation image and video generation and jointly optimizes text-to-image generation, image editing, embodied scene generation, embodied transfer, and embodied video generation. This unified framework preserves the generalization of the pre-trained world foundation model while adapting it to embodied settings. Xiaomi-Robotics-U0 is the first model to support high-quality multi-view scene generation across multiple robot embodiments and to introduce structured, controllable embodied transfer for fine-grained editing while preserving multi-view consistency and interaction dynamics. It achieves state-of-the-art results on single-step and sequential generation tasks, outperforming GPT-Image-2.0 in human evaluations of embodied scene generation and transfer, ranking first on World Arena for embodied video generation, and improving the out-of-distribution success rate of pi_0.5 from 36.9% to 63.2% on challenging real-world manipulation tasks. These results show that foundation world models can serve both as embodied world models and scalable data engines for embodied intelligence. Code and checkpoints are available at https://robotics.xiaomi.com/xiaomi-robotics-u0.html.

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

Manipulate-Anything: Automating Real-World Robots using Vision-Language Models

Large-scale endeavors like and widespread community efforts such as Open-X-Embodiment have contributed to growing the scale of robot demonstration data. However, there is still an opportunity to improve the quality, quantity, and diversity of robot demonstration data. Although vision-language models have been shown to automatically generate demonstration data, their utility has been limited to environments with privileged state information, they require hand-designed skills, and are limited to interactions with few object instances. We propose Manipulate-Anything, a scalable automated generation method for real-world robotic manipulation. Unlike prior work, our method can operate in real-world environments without any privileged state information, hand-designed skills, and can manipulate any static object. We evaluate our method using two setups. First, Manipulate-Anything successfully generates trajectories for all 7 real-world and 14 simulation tasks, significantly outperforming existing methods like VoxPoser. Second, Manipulate-Anything's demonstrations can train more robust behavior cloning policies than training with human demonstrations, or from data generated by VoxPoser, Scaling-up, and Code-As-Policies. We believe Manipulate-Anything can be a scalable method for both generating data for robotics and solving novel tasks in a zero-shot setting. Project page: https://robot-ma.github.io/.

  • 7 authors
·
Jun 27, 2024

Xiaomi-Robotics-0: An Open-Sourced Vision-Language-Action Model with Real-Time Execution

In this report, we introduce Xiaomi-Robotics-0, an advanced vision-language-action (VLA) model optimized for high performance and fast and smooth real-time execution. The key to our method lies in a carefully designed training recipe and deployment strategy. Xiaomi-Robotics-0 is first pre-trained on large-scale cross-embodiment robot trajectories and vision-language data, endowing it with broad and generalizable action-generation capabilities while avoiding catastrophic forgetting of the visual-semantic knowledge of the underlying pre-trained VLM. During post-training, we propose several techniques for training the VLA model for asynchronous execution to address the inference latency during real-robot rollouts. During deployment, we carefully align the timesteps of consecutive predicted action chunks to ensure continuous and seamless real-time rollouts. We evaluate Xiaomi-Robotics-0 extensively in simulation benchmarks and on two challenging real-robot tasks that require precise and dexterous bimanual manipulation. Results show that our method achieves state-of-the-art performance across all simulation benchmarks. Moreover, Xiaomi-Robotics-0 can roll out fast and smoothly on real robots using a consumer-grade GPU, achieving high success rates and throughput on both real-robot tasks. To facilitate future research, code and model checkpoints are open-sourced at https://xiaomi-robotics-0.github.io

TeleWorld: Towards Dynamic Multimodal Synthesis with a 4D World Model

World models aim to endow AI systems with the ability to represent, generate, and interact with dynamic environments in a coherent and temporally consistent manner. While recent video generation models have demonstrated impressive visual quality, they remain limited in real-time interaction, long-horizon consistency, and persistent memory of dynamic scenes, hindering their evolution into practical world models. In this report, we present TeleWorld, a real-time multimodal 4D world modeling framework that unifies video generation, dynamic scene reconstruction, and long-term world memory within a closed-loop system. TeleWorld introduces a novel generation-reconstruction-guidance paradigm, where generated video streams are continuously reconstructed into a dynamic 4D spatio-temporal representation, which in turn guides subsequent generation to maintain spatial, temporal, and physical consistency. To support long-horizon generation with low latency, we employ an autoregressive diffusion-based video model enhanced with Macro-from-Micro Planning (MMPL)--a hierarchical planning method that reduces error accumulation from frame-level to segment-level-alongside efficient Distribution Matching Distillation (DMD), enabling real-time synthesis under practical computational budgets. Our approach achieves seamless integration of dynamic object modeling and static scene representation within a unified 4D framework, advancing world models toward practical, interactive, and computationally accessible systems. Extensive experiments demonstrate that TeleWorld achieves strong performance in both static and dynamic world understanding, long-term consistency, and real-time generation efficiency, positioning it as a practical step toward interactive, memory-enabled world models for multimodal generation and embodied intelligence.

  • 27 authors
·
Dec 31, 2025

VideoAgent: Self-Improving Video Generation

Video generation has been used to generate visual plans for controlling robotic systems. Given an image observation and a language instruction, previous work has generated video plans which are then converted to robot controls to be executed. However, a major bottleneck in leveraging video generation for control lies in the quality of the generated videos, which often suffer from hallucinatory content and unrealistic physics, resulting in low task success when control actions are extracted from the generated videos. While scaling up dataset and model size provides a partial solution, integrating external feedback is both natural and essential for grounding video generation in the real world. With this observation, we propose VideoAgent for self-improving generated video plans based on external feedback. Instead of directly executing the generated video plan, VideoAgent first refines the generated video plans using a novel procedure which we call self-conditioning consistency, allowing inference-time compute to be turned into better generated video plans. As the refined video plan is being executed, VideoAgent can collect additional data from the environment to further improve video plan generation. Experiments in simulated robotic manipulation from MetaWorld and iTHOR show that VideoAgent drastically reduces hallucination, thereby boosting success rate of downstream manipulation tasks. We further illustrate that VideoAgent can effectively refine real-robot videos, providing an early indicator that robots can be an effective tool in grounding video generation in the physical world. Video demos and code can be found at https://video-as-agent.github.io.

  • 7 authors
·
Oct 13, 2024

Measuring Asset and Scene Reconstruction Effects in Real-to-Sim Robot Evaluation

Simulated evaluation is increasingly used alongside real-world evaluation of robot policies because it is cheaper and easier to repeat; however, its value depends on how closely its outcomes track the real robot's. We test whether our reconstruction pipeline, combining metrically scaled object geometry, authored physical parameters and scene reconstruction, reduces disagreement between simulated and real robot scores relative to a default open-source recipe. We constructed two simulated versions of one bimanual robot cell: an authored reconstruction, using object geometry at estimated metric scale, projected textures, authored physics and our own scene splat; and a baseline, referred to as the default reconstruction, using the open-source recipe of a generative single-image mesh, engine-default physics and a Gaussian-splat scene. Both reconstructions use the same object photographs and scene video. Two policies ran five tasks each, giving ten task-policy pairs, which we call cells; each cell was run twenty times in each reconstruction with all other settings held fixed. Both reconstructions were scored against the same real trials, graded by a third-party evaluator. Pearson correlation between the ten simulated and real cell means is r = 0.90 for the authored reconstruction and 0.51 for the default. Mean score error is 6.97 percentage points for the authored reconstruction and 17.54 for the default, a reduction of 10.56 percentage points. These results show that improving the quality of the environment reconstruction through higher visual fidelity, authored physics and metric scale makes the simulation more faithful to the real world and narrows the sim-to-real gap. We release the harness, the per-trial scores, every reported run's configuration, and the assets and scenes of both reconstructions.

  • 3 authors
·
Sep 29

EnerVerse: Envisioning Embodied Future Space for Robotics Manipulation

We introduce EnerVerse, a comprehensive framework for embodied future space generation specifically designed for robotic manipulation tasks. EnerVerse seamlessly integrates convolutional and bidirectional attention mechanisms for inner-chunk space modeling, ensuring low-level consistency and continuity. Recognizing the inherent redundancy in video data, we propose a sparse memory context combined with a chunkwise unidirectional generative paradigm to enable the generation of infinitely long sequences. To further augment robotic capabilities, we introduce the Free Anchor View (FAV) space, which provides flexible perspectives to enhance observation and analysis. The FAV space mitigates motion modeling ambiguity, removes physical constraints in confined environments, and significantly improves the robot's generalization and adaptability across various tasks and settings. To address the prohibitive costs and labor intensity of acquiring multi-camera observations, we present a data engine pipeline that integrates a generative model with 4D Gaussian Splatting (4DGS). This pipeline leverages the generative model's robust generalization capabilities and the spatial constraints provided by 4DGS, enabling an iterative enhancement of data quality and diversity, thus creating a data flywheel effect that effectively narrows the sim-to-real gap. Finally, our experiments demonstrate that the embodied future space generation prior substantially enhances policy predictive capabilities, resulting in improved overall performance, particularly in long-range robotic manipulation tasks.

  • 10 authors
·
Jan 3, 2025 3

Real2Edit2Real: Generating Robotic Demonstrations via a 3D Control Interface

Recent progress in robot learning has been driven by large-scale datasets and powerful visuomotor policy architectures, yet policy robustness remains limited by the substantial cost of collecting diverse demonstrations, particularly for spatial generalization in manipulation tasks. To reduce repetitive data collection, we present Real2Edit2Real, a framework that generates new demonstrations by bridging 3D editability with 2D visual data through a 3D control interface. Our approach first reconstructs scene geometry from multi-view RGB observations with a metric-scale 3D reconstruction model. Based on the reconstructed geometry, we perform depth-reliable 3D editing on point clouds to generate new manipulation trajectories while geometrically correcting the robot poses to recover physically consistent depth, which serves as a reliable condition for synthesizing new demonstrations. Finally, we propose a multi-conditional video generation model guided by depth as the primary control signal, together with action, edge, and ray maps, to synthesize spatially augmented multi-view manipulation videos. Experiments on four real-world manipulation tasks demonstrate that policies trained on data generated from only 1-5 source demonstrations can match or outperform those trained on 50 real-world demonstrations, improving data efficiency by up to 10-50x. Moreover, experimental results on height and texture editing demonstrate the framework's flexibility and extensibility, indicating its potential to serve as a unified data generation framework.

  • 8 authors
·
Dec 22, 2025 2

Mixture of Volumetric Primitives for Efficient Neural Rendering

Real-time rendering and animation of humans is a core function in games, movies, and telepresence applications. Existing methods have a number of drawbacks we aim to address with our work. Triangle meshes have difficulty modeling thin structures like hair, volumetric representations like Neural Volumes are too low-resolution given a reasonable memory budget, and high-resolution implicit representations like Neural Radiance Fields are too slow for use in real-time applications. We present Mixture of Volumetric Primitives (MVP), a representation for rendering dynamic 3D content that combines the completeness of volumetric representations with the efficiency of primitive-based rendering, e.g., point-based or mesh-based methods. Our approach achieves this by leveraging spatially shared computation with a deconvolutional architecture and by minimizing computation in empty regions of space with volumetric primitives that can move to cover only occupied regions. Our parameterization supports the integration of correspondence and tracking constraints, while being robust to areas where classical tracking fails, such as around thin or translucent structures and areas with large topological variability. MVP is a hybrid that generalizes both volumetric and primitive-based representations. Through a series of extensive experiments we demonstrate that it inherits the strengths of each, while avoiding many of their limitations. We also compare our approach to several state-of-the-art methods and demonstrate that MVP produces superior results in terms of quality and runtime performance.

  • 6 authors
·
Mar 2, 2021

Vision-Only Robot Navigation in a Neural Radiance World

Neural Radiance Fields (NeRFs) have recently emerged as a powerful paradigm for the representation of natural, complex 3D scenes. NeRFs represent continuous volumetric density and RGB values in a neural network, and generate photo-realistic images from unseen camera viewpoints through ray tracing. We propose an algorithm for navigating a robot through a 3D environment represented as a NeRF using only an on-board RGB camera for localization. We assume the NeRF for the scene has been pre-trained offline, and the robot's objective is to navigate through unoccupied space in the NeRF to reach a goal pose. We introduce a trajectory optimization algorithm that avoids collisions with high-density regions in the NeRF based on a discrete time version of differential flatness that is amenable to constraining the robot's full pose and control inputs. We also introduce an optimization based filtering method to estimate 6DoF pose and velocities for the robot in the NeRF given only an onboard RGB camera. We combine the trajectory planner with the pose filter in an online replanning loop to give a vision-based robot navigation pipeline. We present simulation results with a quadrotor robot navigating through a jungle gym environment, the inside of a church, and Stonehenge using only an RGB camera. We also demonstrate an omnidirectional ground robot navigating through the church, requiring it to reorient to fit through the narrow gap. Videos of this work can be found at https://mikh3x4.github.io/nerf-navigation/ .

  • 7 authors
·
Sep 30, 2021

Progress and Prospects in 3D Generative AI: A Technical Overview including 3D human

While AI-generated text and 2D images continue to expand its territory, 3D generation has gradually emerged as a trend that cannot be ignored. Since the year 2023 an abundant amount of research papers has emerged in the domain of 3D generation. This growth encompasses not just the creation of 3D objects, but also the rapid development of 3D character and motion generation. Several key factors contribute to this progress. The enhanced fidelity in stable diffusion, coupled with control methods that ensure multi-view consistency, and realistic human models like SMPL-X, contribute synergistically to the production of 3D models with remarkable consistency and near-realistic appearances. The advancements in neural network-based 3D storing and rendering models, such as Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS), have accelerated the efficiency and realism of neural rendered models. Furthermore, the multimodality capabilities of large language models have enabled language inputs to transcend into human motion outputs. This paper aims to provide a comprehensive overview and summary of the relevant papers published mostly during the latter half year of 2023. It will begin by discussing the AI generated object models in 3D, followed by the generated 3D human models, and finally, the generated 3D human motions, culminating in a conclusive summary and a vision for the future.

  • 2 authors
·
Jan 4, 2024

SWEET: Sparse World Modeling with Image Editing for Embodied Task Execution

Visual prediction has emerged as a promising paradigm for embodied control, where future observations are generated and then translated into actions. However, dense video generation is computationally expensive and often unnecessary for many manipulation tasks, whose progress can be summarized by a small number of task-relevant visual states. In this work, we study whether image editing models can serve as sparse visual world models for robot manipulation by predicting task-level future states without dense video rollout. We first conduct a controlled comparison between the video generation model Wan2.2 and the image editing model FLUX-Kontext under the same robotic data setting, and find that image editing produces more reliable task-level keyframes with better visual fidelity and substantially lower inference cost. Motivated by this observation, we propose SWEET, a one-shot sparse visual planning framework that progressively generates a sequence of task-relevant manipulation keyframes through successive image editing, conditioned on language instructions and optional arrow-based spatial guidance. A goal-conditioned diffusion action predictor then converts adjacent imagined keyframes into executable action chunks. To reduce the mismatch between real and edited visual subgoals, we further introduce a mixed-training strategy with filtered edited targets. Experiments on DROID and RoboMimic show that SWEET improves keyframe prediction across seen and unseen scenes and enables a full pipeline from sequential keyframe planning to executable robot actions, suggesting that image editing is a promising and underexplored direction for embodied visual prediction.

  • 5 authors
·
May 18

Efficient Meshy Neural Fields for Animatable Human Avatars

Efficiently digitizing high-fidelity animatable human avatars from videos is a challenging and active research topic. Recent volume rendering-based neural representations open a new way for human digitization with their friendly usability and photo-realistic reconstruction quality. However, they are inefficient for long optimization times and slow inference speed; their implicit nature results in entangled geometry, materials, and dynamics of humans, which are hard to edit afterward. Such drawbacks prevent their direct applicability to downstream applications, especially the prominent rasterization-based graphic ones. We present EMA, a method that Efficiently learns Meshy neural fields to reconstruct animatable human Avatars. It jointly optimizes explicit triangular canonical mesh, spatial-varying material, and motion dynamics, via inverse rendering in an end-to-end fashion. Each above component is derived from separate neural fields, relaxing the requirement of a template, or rigging. The mesh representation is highly compatible with the efficient rasterization-based renderer, thus our method only takes about an hour of training and can render in real-time. Moreover, only minutes of optimization is enough for plausible reconstruction results. The disentanglement of meshes enables direct downstream applications. Extensive experiments illustrate the very competitive performance and significant speed boost against previous methods. We also showcase applications including novel pose synthesis, material editing, and relighting. The project page: https://xk-huang.github.io/ema/.

  • 6 authors
·
Mar 22, 2023

Extrapolated Urban View Synthesis Benchmark

Photorealistic simulators are essential for the training and evaluation of vision-centric autonomous vehicles (AVs). At their core is Novel View Synthesis (NVS), a crucial capability that generates diverse unseen viewpoints to accommodate the broad and continuous pose distribution of AVs. Recent advances in radiance fields, such as 3D Gaussian Splatting, achieve photorealistic rendering at real-time speeds and have been widely used in modeling large-scale driving scenes. However, their performance is commonly evaluated using an interpolated setup with highly correlated training and test views. In contrast, extrapolation, where test views largely deviate from training views, remains underexplored, limiting progress in generalizable simulation technology. To address this gap, we leverage publicly available AV datasets with multiple traversals, multiple vehicles, and multiple cameras to build the first Extrapolated Urban View Synthesis (EUVS) benchmark. Meanwhile, we conduct quantitative and qualitative evaluations of state-of-the-art Gaussian Splatting methods across different difficulty levels. Our results show that Gaussian Splatting is prone to overfitting to training views. Besides, incorporating diffusion priors and improving geometry cannot fundamentally improve NVS under large view changes, highlighting the need for more robust approaches and large-scale training. We have released our data to help advance self-driving and urban robotics simulation technology.

  • 11 authors
·
Dec 6, 2024