Search — rendering
Issues
25 matches- github:isaac-sim/IsaacLab11/10/2026rendering
In headless runs, creating a depth-only RTX camera causes all RTX RGB cameras to return black frames in the same process. The report attributes this to `IsaacRtxRenderer.create_render_data` setting a process-wide `/rtx/sdg/force/disableColorRender=True` and it not being reset without a GUI.
isaac-labheadlessrtx-camerasynthetic-datargbdepthsdgrenderer-state - Add gltf mesh resource typeWishlistgithub:google-deepmind/mujoco11/10/2026asset-pipeline
A feature request asks MuJoCo to support glTF/GLB mesh resources, specifically GLB with Draco compression, to use lightweight textured meshes with PBR materials. The request also mentions normal, alpha, and emission textures as desired.
mujocogltfglbdracomesh-assetspbrrendering-assets - github:isaac-sim/IsaacSim11/10/2026crashes-stability
ParticleField3DGaussianSplat without a bound material can turn into a flat color after repeated Play/Stop cycles and later crash with ERROR_DEVICE_LOST. The issue reproduces using the public flowers_1 asset and appears tied to repeated Gaussian prim reload behavior after Stop.
isaac-simgaussian-splattingparticlefield3dgaussiansplatrenderingdevice-lostplay-stop-cyclertx-scenedb - github:NVIDIA/warp11/9/2026crashes-stability
Warp rebuildable volumes can crash when reserved memory allocation fails because allocation success is not checked. Failures lead to CPU segfaults or CUDA illegal memory access that breaks the context, and rebuildable volumes can hit this due to extreme default reservation.
crashrenderinghardwarewarp - github:isaac-sim/IsaacSim11/9/2026rendering
In Isaac Sim Replicator, a single orchestrator.step() triggers four full application updates and renders per capture while only keeping one image. With path tracing where each update converges, this wastes most render time as discarded pixels.
renderinghardwaresensorsperceptiondocsintegrationisaac-sim - [BUG] capture_debug_dot_print() fails on CPU graphs and on loaded graphs before their first launchPaingithub:NVIDIA/warp11/9/2026rendering
wp.capture_debug_dot_print() throws an unrelated CUDA invalid-argument error when called on CPU-captured graphs or on graphs loaded before first launch. The function should either support these cases or fail with a clear, accurate error message.
renderinghardwarewarp - github:NVIDIA/warp11/9/2026training-infra
On CPU, shared-tile loading in Warp tile_matmul() inhibits vectorization and becomes a bottleneck in the default execution mode, making Newton/Kamino CPU solves ~9–20% slower versus a custom path. The issue is attributed to scalar shared-load address iteration in tile_shared_t::copy_from_global() compared to independent element address loads.
rlrenderinghardwarenewtonwarp - github:NVIDIA/warp11/8/2026rendering
Warp `wp.utils` array helpers run CUDA work on the current device rather than the device where the arrays reside, using the wrong stream and allocating scratch memory on the wrong device. This can break graph captures or cause operations to be captured into the wrong device graph in relaxed capture mode.
renderinghardwarewarp - github:NVIDIA/warp11/8/2026rendering
Request that `wp.capture_launch(graph)` work inside an active CUDA graph capture on the same device, enabling nested graph replay. Currently it raises an error even though the graph can be used in `capture_if()`/`capture_while()` branches.
renderinghardwarewarp - github:NVIDIA/warp11/8/2026rendering
Warp texture sampling since 1.19.0 adds extra integer conversion paths even for float textures, increasing register pressure on sm_120. This slows texture-heavy kernels and shows up in register counts for compiled cubins.
renderinghardwaresensorsnewtonwarp - github:isaac-sim/IsaacLab11/8/2026rendering
Isaac Lab training aborts on Japanese Windows when stdout is redirected due to a UnicodeEncodeError in the loading screen output. The middle dot character in the run-summary title cannot be encoded with cp932, so training never starts.
renderinghardwareisaac-simisaac-labmujoconewtonwarp - Isaac Sim 6.2 container headless on GCP: renderer never advances (no frames) on G4 and T4 vWSFrictionnvidia-forum:simulation11/7/2026other
Isaac Sim 6.2 headless in a container on GCP does not advance the renderer and produces no frames on G4 and T4 vWS. This blocks headless usage for those cloud GPU setups.
isaac-sim - github:google-deepmind/mujoco11/7/2026asset-pipeline
In MuJoCo viewer, toggling 'Inertia' appears to toggle 'Convex Hull', while the 'Convex Hull' toggle appears to do nothing. The UI behavior is confusing and may indicate a viewer toggle bug or mislabeled control.
usdrenderingdocsmujocowarp - github:newton-physics/newton11/7/2026training-infra
With separate_worlds=True in SolverImplicitMPM, worlds remain coupled via a shared stopping test and other shared behaviors, so one world's settings can change another world's results. This breaks isolation guarantees needed for batch RL/evaluation since trajectories depend on other worlds.
rlrenderinghardwarenewtonwarp - github:newton-physics/newton11/6/2026rendering
Implicit MPM produces materially different viscous flow speeds on a ground plane depending on whether the sparse or dense grid is used. The discrepancy appears tied to sparse-grid node plane offsets/translation behavior, leading to ~15% slower flow with the default sparse grid.
renderinghardwarenewtonwarp - Issue of Isaac Sim on RTX SparkFrictionnvidia-forum:simulation11/6/2026rendering
A forum report indicates an Isaac Sim issue specifically on RTX Spark, but provides no details in the corpus. The lack of body content makes the failure mode and impact unclear.
renderingisaac-sim - github:isaac-sim/IsaacLab11/6/2026crashes-stability
On the OvPhysX backend, deformable object view rows are ordered lexicographically rather than by environment index once the scene has 10+ environments. As a result, reads/writes/resets for deformables can target the wrong environment, corrupting simulation state in vectorized runs.
crashrenderingisaac-sim - github:isaac-sim/IsaacSim11/6/2026rendering
In Isaac Sim 6.2, moving an RTX LiDAR prim with many emitter states triggers Fabric Scene Delegate to re-sync the whole prim every frame. The added main-thread cost (~1.5–1.9 ms per LiDAR per frame) scales with emitter state count and disappears when the LiDAR does not move.
renderinghardwaresensorsisaac-sim - github:newton-physics/newton11/6/2026crashes-stability
A thin convex hull resting on a closed triangle mesh loses support on coplanar seams due to downward-facing contact normals and also loses all contacts after sinking past its volume centroid. The object can fall through the mesh in scenarios where analytic planes and heightfields remain stable.
crashusdrenderinghardwaredeploymentmujoconewtonwarp - github:isaac-sim/IsaacLab11/6/2026crashes-stability
In Isaac Sim 6.2, MJCF/URDF importers author mesh colliders inside USD instances, but `spawn_from_usd_file` skips instance proxies when applying schema properties like `collision_props`. As a result, collider properties are not applied to mesh colliders authored inside instances unless the asset is made uninstanceable, which isn’t available on `MjcfFileCfg`/`UrdfFileCfg` per the report.
crashusdrenderinghardwareisaac-simisaac-labmujoco - github:NVIDIA/warp11/5/2026rendering
In Warp debug mode with CUDA Toolkit 13, calling a MathDx-backed tile builtin through a `@wp.func` in a backward-enabled kernel fails to link with an nvJitLink/NVVM compilation error. Calling the builtin directly from the kernel works, indicating a specific linkage/path issue for `@wp.func` in debug builds.
renderinghardwarewarp - github:newton-physics/newton11/5/2026rendering
SolverImplicitMPM shows unphysical volume loss under plastic shear for a yielding material with the reported Q1/P0 configuration, and it does not improve with more iterations. The reporter notes this appears distinct from a known convergence issue referenced as #5110.
renderinghardwarenewtonwarp - github:NVIDIA/warp11/5/2026rendering
Warp’s array_scan allocates and frees CUB temp storage inside the call, which breaks CUDA graph capture in conditional capture bodies and in captures started by other frameworks. The request is for caller-provided temp storage or a capture-query mechanism to make scans usable in these contexts.
renderinghardwarewarp - github:isaac-sim/IsaacSim11/5/2026asset-pipeline
ParticleField3DGaussianSplat renders significantly blurrier when referenced into an already-open stage than when present at stage open. Rendering a few frames immediately after adding the reference is reported as a workaround, implying initialization/order-dependent rendering behavior.
usdrenderinghardwaresensorsintegrationisaac-sim - github:isaac-sim/IsaacLab11/5/2026crashes-stability
Proposal to rename isaaclab_physx to isaaclab_isaacsim and separate PhysX simulation vs RTX rendering submodules, clarifying responsibilities between isaaclab_* integration layers. Current naming implies PhysX-only but contains broader Isaac Sim integration, creating confusion for users and maintainers.
crashrlusdrenderingdxdocsintegrationisaac-sim
Papers
25 matches- ForeseeDrive: Future-Token Conditioning for Anticipatory Generative Driving2611.1428611/10/2026Shaokai Wu, Xunchu Zhou, Pinzhi Wang, Bo Dong …
Generative driving planners can represent diverse ego futures, but a downstream scorer can choose only among sampled candidates; it cannot recover an absent maneuver. We present ForeseeDrive, which turns future scene evolution into a deployable interface for shaping candidate generation. Rather than reconstructing dense future states or scoring a fixed menu, ForeseeDrive derives query-indexed tokens from logged actor motion, occupancy evolution, route interactions, and TTC margins, and predicts the same token space from present context at deployment. The tokens condition trajectory geometry before candidates materialize. A zero-token-gated residual path and candidate-preservation loss limit unnecessary drift, while a TTC-margin guard targets brittle safe-to-unsafe boundary crossings. Under their respective benchmark protocols, ForeseeDrive reaches 89.2 PDMS on NAVSIM navtest, 0.41\,m average L2 and 0.05\% collision rate on nuScenes validation, and a 76.50 driving score on Bench2Drive. Controlled DiffusionDrive/NAVSIM diagnostics show an exact zero-token no-op, a small aligned-over-shuffled selected-PDM advantage under preservation, mixed oracle-best quality, and localized TTC-boundary failures. Together, the benchmark results and bounded mechanism tests support future-conditioned generation as a practical interface for anticipation. Code is included in the supplementary materials.
crashrenderingdeployment - Camera equalisation of an 11.5x drop in environmental illuminance: four imitation-learning policies on an SO-101 arm2611.1381011/10/2026Simon Cowling
Real-robot benchmarks of learned visuomotor policies often record room illuminance as the lighting condition. We show that, on a typical low-cost rig, room light and image light can be almost unrelated. Four imitation-learning policies (ACT, SmolVLA, Diffusion Policy and pi0.5) were trained on the same 50 demonstrations of a pick-and-place task on an SO-101 arm. Each was run for ten rollouts at about 520 lux and again at about 45 lux, an 11.5x reduction. Success was 20/40 in normal light and 19/40 in low light: a change of -2.5 percentage points (95% CI -23 to +19), with no evidence that the policies differed in sensitivity (interaction p = 0.86). The recorded video shows why: mean image brightness was only 3% lower in low light on the front camera and 19% lower on the wrist camera. Both cameras were set to automatic exposure and white balance, which most likely absorbed the difference; exposure was not locked in this experiment. An accidental repeat of one 10-rollout block reproduced its success count (7/10) but matched the first block at only 6 of 10 placements, consistent with chance. We conclude that lux alone does not describe what a policy sees. Camera settings, and image statistics compared with the training recordings, are the quantities to report and control. Data and code are public.
rlrenderingmanipulationlocomotionsensors - Simulating Vein Compressibility for Ultrasound-Guided Femoral Access: Speed, Accuracy, and Phantom Validation2611.1281811/9/2026Amit Manicka, Laurent Coulon, Darwin Ang, Michael Loushin …
In ultrasound-guided femoral access, probe pressure deforms the tissue and changes the vascular anatomy a robot observes. A simulator must reproduce these mechanics fast enough for robotic interaction, yet the computational effort needed for a clinically meaningful signal like vein collapse before artery is unclear. We test the feasibility of a physics-based simulation in NVIDIA's Isaac Sim for Healthcare, with Stable Neo-Hookean tissue solved by Vertex Block Descent on one GPU. A simulation of a low-fidelity cylindrical benchtop phantom with known geometry and mechanical properties, pressed by a robot, predicted its artery within 5 percentage points at every depth. It matched the vein within 3 points through 11 mm of a 25.4 mm press and followed the collapse behavior of the low-fidelity physical phantom. Across element size, time step, and solver iterations, wall clock time per frame scaled linearly with solver work, but accuracy did not improve with more work. The chosen setting reduced solver time per frame by a factor of 976, from 29,700 ms to 30.4 ms, while remaining within 1.03 points of the finest reference setting. The physics solver alone took 30.4 ms per frame, while the full stack, including ultrasound and graphics rendering, took 56.4 ms per frame. Finally, when seeded with realistic literature-based mechanical properties, the digital leg model compressed the vein far more than the artery at every setting, reproducing the expected clinical signal of vein collapse before artery, which is used to distinguish them. In total, these results suggest that the NVIDIA Isaac Sim platform may be suitable for augmenting reinforcement learning training or online simulation for autonomous femoral access with ultrasound.
rlrenderingisaac-sim - Bridging Task Planning and Execution for Language-Conditioned Bimanual Manipulation2611.1240911/9/2026Emanuele Cuzzocrea, Giuseppina Iannotti, Luca Rossini, Arturo Laurenzi …
Robots are increasingly expected to execute natural-language manipulation tasks in real-world environments. This is particularly relevant in household assistance and logistics, where clutter requires reasoning about both task objectives and execution feasibility. This challenge becomes even more pronounced for bimanual humanoid platforms, where coordinating two manipulators introduces additional interaction and kinematic constraints. We present a zero-shot vision-language framework for execution-aware bimanual manipulation that jointly reasons about task objectives and physical feasibility. Planning is grounded in a structured scene representation that combines semantic object relations with execution constraints, enabling the selection of obstacle relocations and execution choices while preserving task semantics. Compatible actions are organised into parallel bimanual stages with explicit pre- and post-conditions. A hierarchical validator evaluates these conditions under perceptual uncertainty and uses stage-level execution history to support local recovery or targeted replanning. Experiments on the CENTAURO hybrid wheeled-legged humanoid robot across nine language-conditioned manipulation scenarios show higher task success than a non-execution-aware baseline. In dedicated failure scenarios, hierarchical validation recovers from execution failures with fewer model queries than always replanning. These results demonstrate the benefits of combining execution reasoning directly into task planning. Videos and additional material are available on the Project Webpage: https://advrhumanoids.github.io/bridging-planning-execution/.
renderingmanipulationhumanoid - PCTac: Mechanochromic Photonic-Crystal Tactile Sensor for Dexterous Manipulation2611.1238311/9/2026Ruilin Zhang, Xuanshuo Liu, Junzhe Dai, Kefei Wu …
Modern visuotactile sensors primarily sense contact by imaging the deformation of a compliant interface. Using techniques such as photometric stereo, they can recover detailed contact geometry, often represented as surface normals or depth. However, force-related information typically still needs to be inferred indirectly through calibration, geometric reconstruction, or learned mappings. Mechanochromic photonic-crystal (PC) materials offer an alternative physical encoding mechanism: contact loading changes their periodic microstructure and spectral response, directly transforming local stress into a spatially resolved structural-color field. Despite this potential, PC materials have rarely been explored as visuotactile sensors for closed-loop robot learning. We present PCTac, an open-source mechanochromic PC fingertip that uses a dense hue field as its tactile observation. Loading characterization demonstrates a repeatable relationship between the applied normal load and the observed hue response. We further integrate this representation directly into a Diffusion Policy and evaluate it on three real-robot manipulation tasks. Across 90 physical rollouts, PCTac Hue achieves 68 successes (75.6\%), compared with 60 (66.7\%) for PCTac RGB, 57 (63.3\%) for Wedge RGB, and 29 (32.2\%) for vision-only. PCTac Hue also achieves the highest observed success rate on each evaluated task, including Perturbed Test-Tube Insertion, where it achieves 16/30 successes versus 13/30 for tactile RGB baselines and 1/30 for vision-only. These results demonstrate the potential of mechanochromic structural color as a compact, load-sensitive tactile representation for robot learning and closed-loop manipulation. Project page: https://bey0ndt1me.github.io/PCTac-page/.
rlrenderingmanipulationsensorsintegration - Compact and Wide-Force-Range Magnetorheological Hand Exoskeleton for Kinesthetic Feedback in Teleoperation2611.1213011/9/2026Xianlong Mai, Rui Yu, Rui Chen, Daniele Leonardis …
Hand kinesthetic feedback is crucial for restoring and enhancing human perception of force and displacement in robotic hand teleoperation. Wide perception range of force feedback is vital in rendering objects of different stiffness, especially for high-stiffness rendering. However, existing approaches struggle to achieve wide range of force feedback while maintaining compact and wearable design. This paper presents a hand exoskeleton system employing magnetorheological (MR) brakes to provide a wide range kinesthetic feedback during teleoperation. The MR brake provides a braking torque ranging from 0.01 to 0.918 Nm, while maintaining a compact structure with a total mass of only 39.8 g. The proposed exoskeleton can render fingertip forces up to 21 N while maintaining back-driving force of 1.01 N. Experimental results show that the system allows users to discriminate object stiffness using kinesthetic feedback alone. In a tele-grasping task, when both conditions achieved a 100% success rate, kinesthetic feedback led to a 28.2% reduction in object contact force compared to visual feedback only, enhancing object safety and operator immersion. Questionnaire results further indicate that kinesthetic feedback improves reliability, realism, and user confidence during teleoperation.
renderingmanipulationperception - RigidGS: Geometry-Aware Object Decoupling for Rigid-Body Interaction in 3D Gaussian Splatting2611.1019911/6/2026Paul Sansah Gyreyiri, Diksha Shukla
Interactive VR/MR applications demand photorealistic 3D representations that support real-time rendering and object-level manipulation. While 3D Gaussian Splatting (3DGS) achieves high rendering quality, it represents scenes as unstructured, monolithic primitives. Existing object-aware 3DGS methods jointly optimize geometry and semantic states but suffer from two key failure modes: noisy foundation-model masks on complex geometry, and label-geometry coupling, in which co-optimized identity gradients mislabel boundary Gaussians. We introduce RigidGS, an end-to-end pipeline that decouples geometric learning from object identity. We propose a depth- and temporally-aware mask refinement module that addresses two complementary SAM2 failures: over-inclusion on thin structures and under-inclusion on multimodal-depth objects. We then determine object identities entirely upstream via COLMAP projection voting and freeze them during training, directing mask supervision solely toward geometric optimization. Refined masks alone substantially improve competing methods, yet a residual gap in label-geometry coupling persists that our fixed-identity design eliminates. RigidGS outperforms prior object-aware 3DGS methods on LLFF/NVOS, Mip-NeRF~360, and iNeRF360, improving segmentation and boundary IoU by 7.7 and 14.5 points on LLFF/NVOS. Finally, RigidGS enables real-time rigid-body manipulation on Meta Quest~2 without mesh extraction. Our code and project page are available at https://gyreyirisansah.github.io/rigidgs.
crashrenderingmanipulationperception - A wearable input/output interface learns personalized models of haptic perception2611.0970811/6/2026Wen Li, E. Magnus Adams, Zijie Xu, Jiawen Yao …
Wearable haptic interfaces deliver physical stimuli to the skin, yet perceived locations vary widely across users and diverge from actuator locations, particularly for emergent tactile-feedback techniques. We developed a wearable haptic input/output (I/O) device integrating a 36-channel electrotactile array with capacitive touch sensing, enabling stimulation and user-reported percept locations to be registered within the same body-referenced coordinate frame. In 24 participants, the device revealed electrotactile and referred-thermal perceptual maps with notable interparticipant variability. Despite this variability, both modalities retained electrode-pair-specific spatial structure across participants. Tactile and thermal percepts also showed spatial correspondence, whose strength varied across participants. These findings motivated our human-in-the-loop calibration framework, which adapts a forward-prediction strategy to individual users and generates personalized perceptual models. These models enabled inverse rendering by selecting stimulation patterns predicted to generate a target percept for a specific user. Using these models, we demonstrate personalized haptic rendering in haptic-guided robot teleoperation, visual-to-haptic sensory substitution, interpersonal haptic communication, and virtual reality (VR). Together, this platform provides a route toward adaptive haptic interfaces that measure, model, and render according to each user's perception.
renderingsensorsperceptionintegration - CucumberVision at the Edge: Accuracy, Throughput, and Energy of RGB-D Cucumber Sizing on Jetson Orin Nano and Raspberry Pi 42611.0949011/6/2026Manveen Kaur, Rajmeet Singh, Saeed Mozaffari, Majid Ahmadi …
Non-contact fruit sizing from RGB-D imagery reaches sub-centimetre accuracy on workstation hardware, but in-field grading requires the same pipeline to run on a low-power single-board computer, and the cost of that transition is rarely reported. We deploy a curvature-aware cucumber length-measurement pipeline (YOLO26n detection, prompt-based segmentation and a medial arc spline estimator) on an NVIDIA Jetson Orin Nano and a Raspberry Pi 4, and characterize both against an RTX 3050 Ti workstation by replaying 50 identical greenhouse captures of 7 specimens, with specimen-level cluster-bootstrap statistics. Accuracy is preserved: mean absolute error (MAE) is 0.58 cm (95% CI 0.46-0.69) on both the workstation and the Jetson at matched precision, with a paired difference of zero. TensorRT FP16 compilation cuts Jetson detection latency 2.57x, giving two operating points on one board: 72 ms per fruit at 0.84 cm, or 2.74 s at 0.64 cm. Four ablations map the design space. For prompted segmentation backends, measurement accuracy is fixed by the backend and reproduces across platforms to within 0.01 cm, while its cost is fixed by the platform and varies 214x, so the two choices are separable. Whole-graph INT8 quantization of the NMS-free detection head fails structurally, returning no detections, because one output tensor carries both pixel coordinates and confidences; we show that no calibration strategy can avoid this. Excluding the head restores function at 1.37x. Energy per fruit is 42.2 J on the Jetson, and its 7 W mode consumes 73% more than its 15 W mode. The Raspberry Pi with MobileSAM costs 2.5x more per fruit than the Jetson with SAM despite drawing 47% less power, and it runs without thermal throttling under sustained load. The results define an accuracy-throughput-energy envelope with three non-dominated configurations and give rules for selecting among them.
renderinghardwaredeploymentperception - RevoSim: Scalable Multimodal Tactile Simulation for Dexterous Manipulation2611.0893911/5/2026Ke Zhang, Lixin Xu, Ziyi Wang, Xiyue Dong …
We present RevoSim, a scalable and high-fidelity multimodal tactile simulator for the BrainCo Revo3 hand that jointly models 285 piezoresistive taxels and five visuotactile fingertips. RevoSim efficiently generates synchronized pressure, depth, RGB, and marker-displacement observations; on a single RTX 5090, its depth-conditioned marker-displacement configuration supports up to 4,096 parallel environments. We train in-hand manipulation and grasping policies entirely in simulation, establishing a foundation for future sim-to-real transfer. Project page: https://braincotech.github.io/RevoSim-web/.
renderinghardwaremanipulationsensors - MOMASPLAT: Dynamic Novel-View Demonstration Augmentation for Mobile Manipulation2611.0837211/5/2026Sateesh Kumar, Arnav Balaji, Arpit Bahety, Skand Peri …
Visuomotor policies trained through imitation learning are highly sensitive to changes in camera viewpoint. This is particularly problematic for mobile manipulation (MoMa), where robots rarely execute manipulation from the exact same base pose used during demonstration collection due to navigation uncertainty, localization drift, and environmental constraints. Recent approaches use novel-view synthesis (NVS) to augment demonstrations with unseen viewpoints, but they assume static scenes and therefore fail to re-render the manipulated object during the post-contact interaction phase, leaving the most critical parts of the demonstration unaugmented. We present MOMASPLAT, a novel-view demonstration augmentation framework for mobile manipulation that synthesizes full manipulation trajectories from unseen robot base poses, including dynamic object interactions. Our key insight is that standard MoMa data collection naturally provides the multiview observations needed to reconstruct both the static scene and the manipulated object in 3D. MOMASPLAT combines 3D Gaussian Splatting, feed-forward 3D foundation models, and kinematics-based action retargeting to separately reconstruct the scene and manipulated object, render them from novel viewpoints, and generate geometrically consistent synthetic demonstrations paired with transformed actions. We evaluate MOMASPLAT on five real-world mobile manipulation tasks involving both rigid and articulated objects across three scenes, and validate the fidelity of its synthesized demonstrations against ground truth in simulation. MOMASPLAT substantially improves robustness to unseen base poses, more than doubling the average success rate of the strongest baseline and maintaining non-trivial success at large base displacements where all baselines fail, while reducing the need for largescale real-world data collection.
renderingmanipulationsensors - 4D Point Splatting for mmWave Radar Micro-Doppler Differentiable Rendering2611.0834211/5/2026Adnan Armouti, Guanyue Qian, Rajalakshmi Nandakumar
Millimeter-wave radar resolves the micrometer displacements of a moving body as micro-Doppler, enabling gait, gesture, activity, pose and vital-sign sensing. Each task relies on a downstream model trained on real data, yet radar datasets lag orders of magnitude behind vision and language. Brute-force collection will not close that gap, and existing synthesis methods (forward-only simulators, learned generators and static-scene inverse renderers) cannot fit a real capture of a moving body, leaving a sim2real gap. We present 4D Point Splatting (4DPS), a physics-based differentiable renderer that fits an explicit moving scene to a real capture. Using the synchronized camera to initialize the room and body, we represent the scene as oriented points carrying material, normal and velocity, and splat each point into range and Doppler bins. Our output is the raw complex return a real radar records, so we apply the same signal processing on the rendered data to obtain any representation for training any SOTA downstream model. We fit 235 sequences on HuPR and 100 on RT-Pose, two datasets with different radars. Our reconstructions set the state of the art, with median correlations of 0.940 and 0.830 on range-azimuth, 0.829 and 0.695 on range-Doppler, and 0.988 and 0.966 on micro-Doppler. Our renders also set the state of the art in downstream sim2real gap. On RT-Pose, a pose model trained on them reaches 21.9 cm MPJPE on real data, against 16.7 cm for real training and 127.6 cm for the RF-Genesis baseline, where both the rendered- and real-trained models learn nearly the same features. Our custom CUDA kernels fit a sequence in 5.7 minutes on HuPR and 12.9 on RT-Pose on one H100, making dataset-scale inverse rendering of mmWave radar possible for the first time. This work can enable synthetic data generation for any human-centered downstream task and model, and scene editing for data augmentation.
sim2realsynthetic-datarenderinghardwarelocomotionsensorsgenesis - GPWM: Modeling the World as 3D Particle Motion2611.0833811/5/2026Robert Ren, Matthew Bronars, He Zhu, Yikai Tang …
We introduce GPWM, a Generative Particle World Model that predicts how 3D scenes evolve by generating the motion of particles and rigid bodies over time. Unlike video world models that generate scene appearance, GPWM operates directly in 3D physical space. A single representation and architecture cover rigid, deformable, cloth, and granular materials, in both passive physics and robotic interaction. GPWM is an object-aware multi-resolution transformer that combines flow matching with diffusion forcing to generate coherent physical trajectories far beyond its training horizon. We train and evaluate GPWM on ParticleWorlds, a 25.5-million-frame corpus spanning diverse geometries, materials, interactions, and robot embodiments. GPWM outperforms the best prior learned-dynamics baseline in each of six physical domains, reducing prediction error by 31% on average. Breaking from the domain-specific setting of prior methods, a single Unified GPWM models these heterogeneous regimes with one set of weights, largely outperforming per-domain baselines and even surpassing our own specialist models in two domains. GPWM further generalizes to unseen geometries, physical properties, object counts, and rollout horizons. Beyond prediction, GPWM enables contact-rich planning by learning a generative prior over joint actuator-object motion. Instead of searching over unconstrained actions, planning searches the model's latent noise for interactions that achieve a desired object-space goal. With the same world model, noise-space planning substantially outperforms action-space search on pushing and picking, where complex contact sequences are hard to discover. Executed open-loop in simulation, the resulting plans achieve goal-directed manipulation without reference action trajectories or goal-specific policies.
synthetic-datarenderingmanipulationworld-model - XM4D: 4D Reconstruction through Certifiable Geometric Optimization2611.0790211/5/2026Haoyu Han, Jack Benarroch Jedlicki, Jiahui Lei, Heng Yang
Accurate 4D reconstruction remains challenging: jointly estimating camera motion, scene geometry, and non-rigid deformation entails highly nonconvex optimization, making global optimality difficult to guarantee. We present XM4D, a framework for accurate and efficient 4D reconstruction built upon certifiably globally optimal geometric optimization. By separating the estimation of camera motion from non-rigid deformation, we formulate both stages as structured quadratically constrained quadratic programs (QCQP) that admit semidefinite programming (SDP) relaxations and verifiable global optimality certificates. For camera motion estimation, we lift static point tracks into 3D using foundational depth prediction models and formulate a scaled bundle adjustment problem that jointly estimates camera poses, depth scales, and static landmarks. By analytically eliminating translations and landmarks, we reduce the problem to a QCQP over scaled rotations. For non-rigid reconstruction, we represent dynamic motion using an embedded deformation graph (EDG) and show that its tracking, rigidity, and temporal regularization objectives similarly reduce to a rotation-only QCQP. Both problems admit SDP relaxations that we solve efficiently with a GPU-accelerated Burer-Monteiro solver based on Riemannian optimization. The recovered geometry further initializes dynamic Gaussian splatting for photometric refinement. Extensive experiments across seven benchmarks demonstrate accurate camera motion estimation on both static and dynamic scenes, efficient optimization that scales to thousands of frames, and state-of-the-art novel-view rendering quality.
renderingsensors - Structure from Collision via Hypothesis-Space Reasoning2611.0790011/5/2026Takuhiro Kaneko
Knowledge of the hidden interior structure of an object, including the presence and location of cavities, is essential for predictive simulation, robotic manipulation, and nondestructive inspection. However, such cavities leave no direct signature on the static visible surface, making collision-induced deformation one of the few cues used to infer their presence. Structure from Collision (SfC) addresses this problem by recovering the hidden interior structure of an object from multiview observations of a collision event. SfC is challenging for two reasons: hidden cavities are only indirectly observable through surface motion, and voids correspond to the absence of material, making direct optimization using standard density representations difficult. The density-based SfC baseline inherits both difficulties. Surface-matching gradients do not directly indicate the cavity location, while density gradients can be weak or uninformative inside or near void regions. Therefore, we reformulate SfC as hypothesis-space reasoning, representing hidden cavities as explicit structural hypotheses whose variables encode available structural assumptions rather than relying on implicit density updates. A global stage performs gradient-free optimization over this hypothesis space using forward-only material point method (MPM) simulation. A local stage then refines the selected hypothesis as a Lagrangian particle system through gradient-based optimization using differentiable MPM simulation. On the SfC benchmark, our method improves hidden-structure reconstruction and future prediction over the density-based SfC baseline. Interior-topology stress tests and robustness analyses characterize its scope and limitations. The project page is available at https://www.kecl.ntt.co.jp/people/kaneko.takuhiro/projects/sfc-hypothesis/.
crashrenderingmanipulation - An Empirical Study of Reinforcement Learning for Keypoint Positioning of Deformable Linear Objects2611.0726111/4/2026Vinay Rodrigues, Sara Zeynalpour, Gokhan Solak, Sebastian Hjorth …
Deformable linear object (DLO) manipulation is challenging because high-dimensional configurations, nonlinear contact dynamics, and diverse material and geometric properties produce a broad range of object responses that are both difficult to model and data-intensive to learn. This work studies reinforcement learning for planar manipulation of a one-end-grasped DLO, focusing on training efficiency, observation design, robustness, and zero-shot sim-to-real transfer. We compare three Proximal Policy Optimization training stacks and find that the GPU-parallel MuJoCo Playground stack enables faster convergence and more consistent performance than CPU-based alternatives under the same wall-clock budget. Relative keypoint observations and an asymmetric actor-critic formulation further improve learning efficiency. Policies trained with observation noise, delay, domain randomization, and disturbances achieve simulation success rates of 96.4% for single-point tracking, 98.0% for disturbance recovery, and 88.8% for two-point tracking. Using markerless RGB-D keypoint estimation, the policies transfer without real-world fine-tuning, succeeding in 9/10, 10/10, and 8/10 physical trials, respectively.
sim2realrlrenderingmanipulationmujoco - cuRoboV2-Fast: Fast Torque-Limited Collision-Free Motion Planning2611.0691311/4/2026Balakumar Sundaralingam, Adithyavairavan Murali, Stan Birchfield
We present cuRoboV2-Fast, a GPU-accelerated planner that reduces both planning latency and execution time for collision-free, payload-aware, torque-limited motions. B-spline trajectory optimization reduces the required iterations, while accelerated robot computations and differentiable inverse dynamics reduce refinement cost and accommodate changing payloads. TimeOpt optimizes traversal speed along the fixed path under sampled velocity, acceleration, jerk, and torque constraints, exploiting local spline support to solve banded Newton systems efficiently on the GPU. With a 3,kg payload, cuRoboV2-Fast achieves 4.4 ms mean planning time on RTX 5090, 14.7x faster than cuRoboV2. Our method on Jetson AGX Orin plans faster than cuRoboV1 + TOPPRA on RTX 5090. A stereo-camera-based deployment on YAM achieves 5.93 s mean completed pick-and-drop cycles, 34.6% shorter than cuRoboV2. Code (Apache 2.0): www.github.com/NVlabs/curobo , Project Page: www.research.nvidia.com/labs/lpr/curobov2-fast .
crashrenderinghardwaredeploymentmanipulationsensorsnewton - Detecting Silent Action-Interface Mismatch with Calibrated Relational World Models2611.0665311/4/2026Rui Zhu, Xurui Li, Haixu Tang
A robot action can satisfy shape and range constraints yet carry the wrong semantics: axes may be permuted, signs inverted, rotations rescaled, or gripper polarity reversed. We study learned state-action-effect relations as offline contracts for detecting these mismatches and ranking their likely fields. Clean held-out transitions calibrate alarms; a fixed inverse vocabulary supports closed-set localization. On ten LIBERO Spatial tasks comprising 432 source episodes, a capacity-controlled comparison at 2.5% empirical clean false-positive rate gives 46.1% recall for a ridge forward residual, 61.0% for a four-component joint Gaussian mixture, and 65.7% for the exact conditional of that same mixture. The joint score retains a 14.9 percentage-point advantage over ridge, while conditioning improves recall by a further 4.7 points. Joint scoring instead has higher localization: 95.8% versus 94.6%. These matched-rate comparisons are retrospective diagnostics, not deployment calibration guarantees. Earlier Object/Goal results broaden tasks within the LIBERO convention; DROID, all three HYDRA tasks, short temporal faults, small offsets, exact repair, and simulated mitigation fail their respective gates, while xArm contributes one task only. The evidence supports a bounded offline diagnostic and a detection-localization tradeoff, rather than joint-density superiority or cross-robot safety.
renderingdeployment - Fluidic Body: Swarm Robots as a Fluid Extension of the Hand2611.0606811/4/2026Michikuni Eguchi, Shigeo Yoshida, Mai Nishimura, Takefumi Hiraki
Swarm robots have attracted growing interest as a physical interface for human--computer interaction, since a swarm can reshape its formation to fit the objects and surroundings it works with. For a human operator, however, adapting the swarm's behavior remains difficult. Most existing methods require the user to specify where the swarm should go, and they offer no intuitive way to change the collective's behavior as each task demands. We present Fluidic Body, a system that lets a person operate a swarm of fluid-imitating robots as an extension of the hand. The system places a virtual fluid between the hand and the swarm, and the user adapts the swarm's behavior to each task by changing the fluid's properties through simple hand movements. When the user opens the hand, the swarm becomes soft enough to deform and flow around obstacles. Closing the hand turns it into a hard, cohesive body that can push objects. We evaluated the controller's performance and its operability in two simulation experiments and one demonstration with physical robots. First, our controller handled both obstacle avoidance and object transportation better than an existing method that behaves the same way in every task. Second, in a VR user study, 17 participants completed the combined avoidance-and-transportation task faster and more reliably than with that method. They also reported a lower workload and a stronger sense of agency. Finally, this experience carried over to physical robots in a real-world demonstration (88 participants). These results suggest that treating a swarm as a fluid, a material people already understand, allows a robot swarm to work as a deformable extension of the human body.
renderingmulti-agentintegration - PyRUA-DataFarm: LLM Agent as a Cost-Efficient Teleoperator for Real-Ready Robot Data2611.0532011/3/2026Kewei Zhang, Juncheng Ma, Guodong Lv, Duomin Wang …
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.
rlrenderingsensors - TraceRouter++: Causal Semantic Routing Realignment via Optimal Transport2611.0487811/3/2026Chuancheng Shi, Shangze Li, Wenhua Wu, Hengzhi Chen …
Despite their remarkable capabilities, large foundation models (LFMs) remain susceptible to adversarial manipulation. Current safety intervention methods primarily rely on the \textit{locality hypothesis}, rigidly suppressing isolated neurons or features. However, harmful semantics manifest as distributed, cross-layer circuits, rendering localized ablations both brittle against complex jailbreaks and detrimental to general utility. To bridge this gap, we propose TraceRouter++, a routing-level safety intervention framework that explicitly traces safety-relevant causal routing pathways activated under harmful inputs and realigns their unsafe activation states. Our framework operates in a \textit{Discover-Trace-Realign} paradigm: it first pinpoints a sensitive onset layer via attention divergence and disentangles dense activations into interpretable routing features using sparse autoencoders (SAEs). Subsequently, it maps these features to downstream causal circuits via feature influence scores (FIS). Crucially, departing from rigid suppression paradigms, TraceRouter++ introduces a constrained optimal transport (OT)-based soft routing realignment. By formulating safety intervention as a tractable coordinate-wise marginal optimal transport approximation, our method redirects unsafe activation marginals toward safe-reference marginals within causally identified routing subspaces while preserving non-selected coordinates at the intervention point. This mechanism safely redirects malicious semantic flows while leaving orthogonal computational routes intact. Extensive experiments across representative large language models (LLMs), multimodal large language models (MLLMs), and diffusion models (DMs) show that TraceRouter++ outperforms evaluated baselines, improving adversarial robustness while maintaining a favorable safety-utility trade-off. WARNING: This paper contains unsafe model responses.
renderingmanipulation - Physics-Based Plausibility Assessment of AI-Predicted Vehicle Parameters for Automotive Radar in Pre-Crash Scenarios2611.0487111/3/2026Rainer Engert, Patrick Zaumseil, Thomas Brandmeier
Automotive radar is a key sensing modality for safety-critical vehicle functions due to its robustness under adverse weather and lighting conditions. Recent advances in AI-based radar perception enable the direct estimation of object parameters from a single radar measurement cycle. However, the internal decision process of data-driven models is typically not explicitly linked to the underlying radar sensing physics. Consequently, object estimates may achieve high statistical accuracy while remaining physically inconsistent with the measured radar signature, particularly in previously unseen scenarios. Such inconsistencies are especially critical for heading estimation, as they directly affect trajectory prediction and collision assessment in pre-crash scenarios. This paper presents a physics-based consistency assessment framework for validating AI-derived vehicle hypotheses in automotive radar perception. The proposed approach generates an expected radar signature from AI-estimated object parameters using a physics-based reference model that incorporates occlusion-dependent edge visibility, aspect- and angle-dependent RCS modeling, and characteristic wheel-induced MD signatures. The expected signature is compared with the observed radar point cloud using a Wasserstein-distance-based consistency metric computed from three complementary features: the spatial distribution of detections along object edges, the local detection count, and the radar reflection intensity. In this way, physically implausible object hypotheses can be identified and corrected independently of the underlying neural network architecture and without model retraining or architectural modifications. The proposed consistency module is integrated as a cascaded post-processing stage for vehicle heading estimation.
crashrenderingdeploymentperception - CLARA: A Cognitively-Driven Clarification Framework for Grounding Ambiguous Requests2611.0470811/3/2026Dimitrios Bekris, Marios Glytsos, Panagiotis P. Filntisis, Niki Efthymiou …
Robotics and AI systems are increasingly deploying large vision-language models (LVLMs) to follow high-level instructions, from routine household chores to more complex organizational tasks. Yet, broad directives like "clean the room" or "organize the desk" frequently omit crucial details about user preferences and specific arrangement of objects that influence the desired outcome. Without any further guidance, such models tend to overestimate their grasp of ambiguous instructions and frequently assume they have sufficient understanding despite missing important details. In this paper, we propose CLARA (Conversational cLArification for Robotic Arrangement), a cognitively-driven clarification framework that proactively elicits key information from users, in a similar fashion as humans' clarification seeking behavior. Through targeted questioning, CLARA refines ambiguous requests into structured, detailed instructions describing precisely how objects should be organized or rearranged, according to the user's preferences. These clarifications then guide a diffusion-based image generation pipeline, producing realistic visual renderings of the final, desired scene. This final rendering also serves as a visual confirmation of the system's understanding from the user. Experimental results and user studies demonstrate that CLARA leads to more accurate and consistent outcomes compared to another State-of-the-Art LVLM system, highlighting the importance of interactive clarification for bridging the gap between vague directives and fully grounded task specifications.
renderingmanipulation - Towards end-to-end co-design for one-shot printable task-specific soft robots2611.0321611/2/2026James Wood, André Farinha, Will Browne, Josh Pinskier …
Soft robot co-design methods can jointly optimise morphology and control, but the resulting designs are often difficult to manufacture, while manufacturable approaches typically restrict actuator placement or require manual assembly. We present a simulation-based co-design framework that jointly optimises material distribution, pneumatic actuator placement and orientation, and control, while producing designs that can be fabricated monolithically using fused deposition modelling. The framework uses a differentiable 2D plane-stress Material Point Method simulator, incorporating an experimentally validated material model and an empirically derived surrogate model of a 3D-printed inflatable actuator. We demonstrate gradient-based optimisation soft robotic arms for prescribed tip trajectories. Optimised designs are transferred directly from simulation to one-shot monolithic FDM fabrication, with integrated actuators and no post-assembly. Physical experiments demonstrate that the resulting arms reproduce the behaviour predicted in simulation. This framework provides a path from task-level objectives to physically realisable soft robots while retaining substantial freedom over both morphology and actuation.
rendering - BeyondContact: A Reinforcement Learning Framework for Airflow-Based Non-Contact Manipulation2611.0305911/2/2026Peiyu Yang, Mohamad S. Moudallal, Antonio Langella, Giulio Turrisi …
Contact-based robotic manipulation is constrained by end-effector reachability and the mechanical properties of objects. Airflow can exert forces without direct robot-object contact, enabling manipulation of objects beyond the reach or when direct contact is undesirable. However, the lack of suitable simulation has hindered the application of reinforcement learning to airflow-based manipulation, limiting the broader adoption of this mechanism compared with contact-based methods. To address this gap, we developed a robot- and task-agnostic airflow extension for Isaac Lab that supports massively parallel training. The extension uses experimentally identified airflow models to compute the forces and torques exerted on objects. Based on this extension, we train a hybrid push-blow (HPB) policy that combines contact-based pushing with airflow manipulation and a rectangular reorientation (RR) policy that controls a cuboid's heading using airflow alone. To enable physical execution, we design a lightweight, high-speed blower that coexists with a gripper. In zero-shot real-world deployment, HPB achieves an 80% success rate over 20 trials, while RR achieves a mean absolute heading error of 2.6 degrees across four target headings. The project materials are available at https://github.com/iit-DLSLab/BeyondContact.
rlrenderingdeploymentmanipulationintegrationisaac-lab