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50 results · 25 issues · 25 papers · 0 companies

Issues

25 matches
  • github:newton-physics/newton7/14/2026crashes-stability

    A Newton teleoperation workload with two-way coupled MJWarp robot and VBD cloth runs ~10+ FPS versus 18–20 FPS on PhysX after initial optimization. The hypothesis is VBD needs more substeps for comparable cloth quality, requiring profiling to isolate physics cost.

    newtonteleoperationclothvbdphysxprofilingnsight-systems
  • github:newton-physics/newton7/13/2026rendering

    Newton Warp renderer leaks deformable geometry across environments in multi-env tiled camera output, causing env_3 geometry to appear in env_0. The root cause is deformable raytracing sourcing global particle buffers without per-world scoping.

    newtonwarp-rendererrenderingsynthetic-datamulti-envdeformablescamera-tiling
  • github:NVIDIA/warp7/11/2026rendering

    Warp under-allocates shared memory for a custom backward kernel when the backward requires more shared memory than the forward. This leads to out-of-bounds shared memory writes and CUDA error 700, while CPU appears to tolerate it.

    renderinghardwarewarp
  • github:NVIDIA/warp7/10/2026rendering

    Freeing a CUDA array while capturing a conditional body graph can add a mem-free node to the wrong CUDA graph. This triggers cudaGraphAddMemFreeNode failures (cudaErrorInvalidValue) and breaks capture workflows.

    renderinghardwarewarp
  • github:isaac-sim/IsaacSim7/10/2026asset-pipeline

    A ROS2 camera OmniGraph driven by OnPlaybackTick stops publishing after 1–2 frames when added as an `over` on a payload-referenced robot. Render products and image data appear valid, but ROS2CameraHelper output stalls.

    usdrenderinghardwaredeploymentsensorsperceptionisaac-sim
  • github:google-deepmind/mujoco7/10/2026asset-pipeline

    MuJoCo’s USD decoder misses physics-purpose material bindings on colliders when different materials are used for visual vs physics purposes. This breaks contact property preservation in MJCF↔USD roundtrip validation.

    usdrenderingdocsintegrationmujoco
  • github:NVIDIA/warp7/10/2026rendering

    Warp can retain deterministic launch metadata when switching to a cached non-deterministic kernel variant of the same module. This results in incorrect execution (e.g., counters run twice), and reproduces only with a warm disk cache.

    renderinghardwarewarp
  • github:isaac-sim/IsaacSim7/10/2026asset-pipeline

    User hits ERROR_OUT_OF_DEVICE_MEMORY on a GCP setup using an NVIDIA L4 while following the recommended Isaac Sim cloud setup guide. The issue occurs with both compiled-from-source and precompiled binaries, preventing progress.

    usdrenderinghardwareintegrationisaac-sim
  • github:newton-physics/newton7/10/2026crashes-stability

    The `admm_contact_solver` example sometimes crashes when clicking the UI "Reset" button, with Warp CUDA error 700 illegal memory access. The crash is intermittent and can occur after several resets.

    crashrenderinghardwarenewtonwarp
  • github:isaac-sim/IsaacSim7/10/2026crashes-stability

    In Isaac Sim 6.0.0 headless (`--no-window`), rendering paths that call `app.update()` stall at ~10 seconds per frame after a viewport creates a surfaceless render product. The render fence never signals in headless mode, blocking RTX sync until an internal timeout.

    crashrenderinghardwareintegrationisaac-simwarp
  • github:newton-physics/newton7/10/2026rendering

    ControllerPID.State.reset(mask) launches a kernel without specifying a device, so it may run on CPU even when inputs are on CUDA. This can cause a crash (exit code 139) instead of resetting masked entries, and should validate mask compatibility up front.

    renderinghardwarenewtonwarp
  • github:newton-physics/newton7/10/2026rendering

    ArticulationView accepts invalid boolean masks without validating shape/device, and a subsequent kernel may read out of bounds. An empty CUDA mask can trigger CUDA illegal memory access (error 700) and poison the CUDA context.

    renderinghardwarenewtonwarp
  • github:newton-physics/newton7/10/2026rendering

    ModelBuilder.add_triangles() filters degenerate faces but keeps tri_areas unfiltered, misaligning areas with stored triangles. This causes valid triangles to read the wrong (e.g., zero) area and can also produce length errors after partially mutating core arrays.

    renderingnewtonwarp
  • github:newton-physics/newton7/10/2026rendering

    SolverStyle3D can generate NaNs when active particles have zero mass (e.g., isolated vertices left after face filtering). The init step divides by mass for ACTIVE particles without guarding against zero, so zero-mass particles should be fixed and finite.

    renderingnewtonwarp
  • github:newton-physics/newton7/9/2026asset-pipeline

    Newton viewers currently apply viewport-style USD purpose defaults (show default/proxy; hide guide/render) with no user override. Request is to add configurable purpose visibility so users can reveal guide geometry (e.g., MuJoCo sites) or hide other purposes.

    usdrenderingmujoconewton
  • github:newton-physics/newton7/9/2026other

    The cable_bundle_hysteresis example renders all cables as a uniform color with no variation, and some CLI options appear to have no effect. This makes the example confusing and possibly indicates a rendering/material or parameter wiring issue.

    newton
  • github:newton-physics/newton7/9/2026rendering

    In the proxy_joint_gripper example, a deformable object drifts out of the gripper over time. The object should remain stably held after grasping rather than sliding away unexpectedly.

    renderinghardwaremanipulationnewton
  • github:newton-physics/newton7/9/2026rendering

    In xpbd_vbd_coupled_solver running with `--solver vbd`, particles pass through unexpectedly. The baseline is expected to keep cloth/particles bounded and above ground.

    renderinghardwarenewton
  • github:newton-physics/newton7/9/2026rendering

    In mujoco_vbd_coupled_solver with `--solver vbd`, there is excessive floor penetration. Rigid bodies and particles should not significantly penetrate the ground in a baseline configuration.

    renderinghardwaremujoconewton
  • github:NVIDIA/warp7/9/2026rendering

    Warp array annotation repr() renders as a constructor-like string rather than subscript syntax, so it doesn't round-trip with eval(). This affects Sphinx autodoc return type rendering.

    renderingwarp
  • github:isaac-sim/IsaacSim7/8/2026synthetic-data

    In Isaac Sim 6.0.1, a generated IRI SpillEvent puddle appears in RGB but is not captured in semantic segmentation even after applying semantic labels to the puddle mesh. The leaking source object is labeled correctly, but the generated spill is not.

    synthetic-datausdrenderinghardwareperceptionisaac-sim
  • github:isaac-sim/IsaacSim7/8/2026rendering

    Streaming Client 2.0 on Windows auto-resizes when OS scaling is set to 125%, producing an oversized GUI despite a requested 1920x1080 resolution. Logs indicate dynamic resize adjustments due to alignment and constraint requirements.

    renderinghardwaredeploymentintegrationisaac-sim
  • github:isaac-sim/IsaacLab7/8/2026crashes-stability

    Isaac Lab 3.0 regression: contact sensors fail when the target prim has multiple colliders, producing PhysX tensors filter pattern errors. Expected one match but found two, and subsequent filters match none.

    crashrenderinghardwareintegrationisaac-simisaac-lab
  • github:newton-physics/newton7/7/2026rendering

    Newton's SolverVBD ignores mu_torsional and mu_rolling material properties even though they exist in ShapeConfig and are used in other solvers like XPBD and MuJoCo. This creates visible behavioral differences for finite-radius objects like spheres/capsules in example scenarios such as a baggage conveyor.

    renderingmujoconewton
  • github:newton-physics/newton7/3/2026training-infra

    Request to add a site-attached lidar sensor that casts a configurable spherical fan of rays against the model BVH and returns per-ray hit distances (or -1.0 on miss). Proposed API includes azimuth/elevation configuration and min/max range handling.

    rlrenderinglocomotionsensorsintegrationnewton

Papers

25 matches
  • Event-RGB Adaptive Tracking for Nighttime Highway Perception
    2607.116467/13/2026Haidong Wang, Hengxing Cai, Wanlei Li, Xiaogang Xiong

    Intelligent Transportation Systems deployed on highways predominantly rely on conventional RGB cameras for traffic perception and vehicle tracking. However, highway environments present unique challenges: the absence of artificial lighting infrastructure, combined with high vehicle velocities, results in severely degraded perception performance under low-light conditions. Specifically, nighttime scenarios suffer from motion blur, insufficient exposure, and poor signal-to-noise ratios, which catastrophically impair the reliability of RGB-based sensing systems. To address these limitations, we propose a novel Joint Event-RGB Adaptive Tracking (JEAT) framework. Unlike existing multi-sensor trackers constrained by rigid, hard-coded prioritization, JEAT merges asynchronous event streams and RGB frames into a unified joint data association optimization. By employing an Adaptive Extended Kalman Filter to continuously estimate measurement noise via NIS statistics, the framework dynamically weights and fuses both modalities, optimally harnessing event streams during dark or high-speed motion while leveraging RGB frames under bright or static conditions. Furthermore, given the absence of publicly available datasets tailored for event-based highway perception with diverse environmental conditions, we present SEHN, a large-scale synthetic dataset generated using the CARLA simulator. Our dataset encompasses diverse environmental conditions (daytime, nighttime, nighttime with out artificial lighting) and varying traffic densities, providing synchronized RGB imagery and event streams to facilitate multi-modal fusion research. Our code and datasets will be available at https://github.com/haidongwang96/SEHN.

    renderingperception
  • GeoGS-SLAM: Online Monocular Reconstruction Using Gaussian Splatting with Geometric Priors
    2607.111847/13/2026Ruilan Gao, Letian Jin, Yu Zhang

    SLAM methods based on 3D Gaussian Splatting (3DGS) have demonstrated impressive tracking and mapping performance, but typically require additional geometric information from external depth sensors. Meanwhile, recent SLAM systems that leverage geometric priors from pre-trained feed-forward models enable real-time dense reconstruction, yet often discard original RGB information during optimization, thus degrading overall reconstruction quality. We present GeoGS-SLAM, an online monocular dense reconstruction system that combines the 3DGS-based map representation with learned geometric priors. Given uncalibrated RGB input, we first employ a feed-forward visual geometry model to predict camera and scene priors. The Gaussian scene map is then expanded by directly sampling Gaussian primitives from both RGB input and geometric priors. Camera poses and the scene map are jointly optimized through a coarse-to-fine strategy that minimizes both photometric and geometric losses. To ensure global consistency, we further incorporate online loop closure detection and pose graph optimization. Extensive experiments across indoor and outdoor benchmarks demonstrate that GeoGS-SLAM achieves superior rendering quality and tracking accuracy compared to state-of-the-art methods while maintaining online real-time performance. Project page: https://rlgao.github.io/geogs_slam.

    renderingsensorsperception
  • Hydra++: Real-Time Hierarchical 3D Scene Graph Construction With Object-Level Shape Estimation
    2607.094557/10/2026Hyungtae Lim, Nathan Hughes, Xihang Yu, Ruihan Xu

    3D scene graphs provide a hierarchical abstraction of environments by encoding spatial entities, such as objects and places, and their relationships. However, existing scene graph systems model object geometry coarsely, relying on partial point clouds or class-level CAD templates, which limits instance-specific shape detail. This paper presents Hydra++, a system-level investigation into how learning-based object shape estimators can be integrated into a hierarchical 3D scene graph pipeline. Hydra++ incorporates category-agnostic shape estimation and a reprojection-mask consistency check to reject degenerate predictions from partial observations or imprecise segmentation. In its default CRISP-based configuration, Hydra++ performs online scene graph construction; slower estimators such as SAM3D are evaluated as modular alternatives to demonstrate generalization-latency trade-offs. Furthermore, to address the challenges of sparse and noisy depth measurements in outdoor environments, Hydra++ supports a hybrid LiDAR-camera configuration for large-scale operation, improving scene-level reconstruction quality. Experiments in both simulation and real-world outdoor campus scenarios demonstrate that Hydra++ improves object- and scene-level reconstruction quality. Project page is available at https://hydra-plusplus.github.io/.

    usdrenderingsensorsperception
  • Differential Analysis of Multispectral Images for Terrain Identification
    2607.093197/10/2026Omar Kashmar, Hemendra Arya, Fulvio Mastrogiovanni

    Reliable terrain understanding is a prerequisite for autonomous robot navigation. Yet, the widespread RGB-based perception can fail under low illumination, shadows, and material ambiguities. In this work we propose DRIFT, a lightweight multispectral framework that combines raw spectral bands and illumination-tolerant band-ratio representations through a dual-stream residual architecture and a differential fusion branch. Band ratios attenuate multiplicative acquisition effects (illumination/sensor gains), while the differential fusion explicitly highlights discrepancies between absolute-band and ratio-derived cues, which improves the robustness to noisy or partially unreliable spectral measurements. In the paper (i) we evaluate DRIFT on a new oil-on-soil multispectral dataset acquired using a MicaSense RedEdge-P camera mounted on an Unmanned Aerial Vehicle, and (ii) we provide an additional controlled study on water-on-grass under varying illumination and thermal perturbations (hot/cold water) to analyze NIR-sensitive effects. DRIFT consistently improves over strong baselines, while remaining compatible with edge deployment.

    renderingdeploymentsensorsperception
  • Impedance-Guided Programmable Transmission of Localized Deformation in Modular Soft Metamaterials
    2607.089667/9/2026Weiyun Xu, Daewon Hong, Zhi Zhao, Rahul Dev Kundu

    Soft metamaterials provide a promising platform for robotics, biomedical devices, and flexible electronics. The localized mechanical responses by nonuniform excitation are ubiquitous in soft materials, yet their controlled transmission across assemblies remains largely overlooked in metamaterial design, which critically constrains nontrivial functionalities with end-to-end and long-range deformation transmission. Here, we introduce an impedance-guided design framework that enables programmable transmission of localized deformation in modular soft metamaterials, achieving behaviors unattainable by intuitive design. By establishing a nonlinear model considering position-dependent interactions and integrating the concept of mechanical impedance within metamaterials, we regulate assembly-level transmission solely through unit-cell topology optimization. The resulting framework enables effective synthesis of module families, allowing both homogeneous and heterogeneous assemblies to be custom-built with markedly enhanced transmission characteristics. Leveraging the highly combinatorial and extensible design space, we physically realize diverse on-demand displacement manipulation architectures, including obstacle-bypassing modular soft-metamaterial assemblies, defect-tolerant soft gripping, and embodied signal processing. Beyond deformation programming, the reconfigurability and reassemblability of these soft modules can embed electric logic signals, enabling energy-efficient and low-latency information processing through compliant-switch-controlled mechanical LED displays and wearable finger-motion-sensing controllers. Our method provides fundamental insights into localized deformation transmission in modular soft metamaterials and establishes a scalable route toward embodied-intelligence material systems, particularly for soft-metamaterial-centric actuation, sensing, and collective computing.

    renderingmanipulationintegration
  • DexVerse: A Modular Benchmark for Multi-Task, Multi-Embodiment Dexterous Manipulation
    2607.087517/9/2026Yunchao Yao, Zhuxiu Xu, Tianqi Zhang, Zixian Liu

    Building general-purpose dexterous manipulation policies requires benchmarks that go beyond isolated tasks to systematically evaluate policies across diverse interaction modes, sensory conditions, and robot embodiments. However, existing benchmarks remain limited in task and data diversity, embodiment coverage, or controllable visual variation, hindering studies of cross-task and cross-embodiment generalization. We present DexVerse, a large-scale and modular benchmark for dexterous manipulation. DexVerse includes 100 tasks spanning a broad range of manipulation skills, including object grasping and relocation, articulated-object interaction, functional tool use, bimanual coordination, non-prehensile control, contact-rich behaviors, multi-goal execution, and long-horizon multi-stage task completion. It supports 3 robot arms and 6 dexterous hands, and is extensible to new tasks, assets, and embodiments. To evaluate visuomotor generalization, DexVerse provides configurable visual variations in textures, background, lighting, and camera viewpoints. We further provide a VR-based teleoperation interface and 3,180 demonstrations with synchronized proprioceptive, RGB, depth, point-cloud, and state observations. We benchmark representative methods, including Diffusion Policy, DP3, OpenVLA, and $π_{0.5}$, across 19 tasks. Results reveal substantial challenges in task generalization and visuomotor robustness, establishing DexVerse as a promising testbed for general-purpose dexterous manipulation. Project page: https://ycyao216.github.io/DexVerse.site

    rlrenderingmanipulationsensors
  • RadLoc: Radar-based 3-DoF Global Localization via Fast, Robust, and Lightweight Spatial Descriptor Across Diverse Environmental Scenarios
    2607.081157/9/2026Hogyun Kim, Jiwon Choi, Jungwoo Lee, Younggun Cho

    While global localization using spinning radar has gained attention for its robustness to adverse weather and challenging environments, many studies have focused on individual components such as place recognition or pose estimation. In this paper, we take a holistic view of radar sensor-based global localization and present RadLoc, a fast, robust, and lightweight end-to-end pipeline from place recognition to 3-DoF pose estimation. RadLoc accelerates pre-processing using 1D CA-CFAR filtering and leverages the near-range dominance in spinning radar images to design a compact descriptor and an efficient hierarchical coarse-to-fine retrieval strategy. Moreover, coupled with phase correlation-based 3-DoF pose estimation, it forms a versatile global localization module applicable to SLAM and multi-session SLAM systems. Extensive experiments on 15 sequences across 5 datasets demonstrate that RadLoc achieves robust performance while maintaining the smallest descriptor size and fastest retrieval time among state-of-the-art approaches. The supplementary materials are available at https://sparolab.github.io/research/radloc/.

    renderingperception
  • CARLA-GS: Decoupling Representation, Reasoning, and Physics Simulation for Autonomous Driving Corner-Case Synthesis
    2607.076017/8/2026Kaicong Huang, Meng Ma, Ruimin Ke

    Safety evaluation for autonomous driving is dominated by rare, safety-critical interactions, motivating simulators that can deliberately synthesize corner cases with photorealistic observations. Corner-case generation is inherently a multi-source problem spanning visual representation, scene reasoning, and vehicle trajectory generation and control. Prior knowledge- and model-based approaches typically focus on scene or trajectory components in isolation, while diffusion-based methods attempt end-to-end generation but still struggle to ensure spatiotemporal consistency and physical realism. To unify these aspects within a single framework, we propose CARLA-GS, a modular corner-case synthesis pipeline that decouples visual representation, semantic reasoning, and physics-based execution while maintaining tight cross-module coupling. Starting from real driving data, we reconstruct an editable gaussian scene with additional geometry-consistent constraints. A multi-agent LLM then performs scene-level reasoning to identify risky interactions and generate intent-level waypoint trajectories, while the low-level motion control is delegated to CARLA, where a PID controller ensures kinematic and dynamic feasibility. The simulated vehicle states are finally re-projected into the gaussian scene for ego-centric rendering. This design enables high-level semantic reasoning, low-level physically executable motion, and photorealistic corner-case generation within a unified pipeline. Experiments on the Waymo Open Dataset show, both quantitatively and qualitatively, that our framework enables controllable corner-case generation and produces photorealistic, spatiotemporally consistent videos aligned with semantic intent and physically feasible motion.

    renderingmulti-agent
  • GeoGS-SLAM: Geometry-Only Gaussian Splatting for Dense Monocular SLAM
    2607.074527/8/2026Lipu Zhou, Yaoyun Kang, Junxiang Pang, Shengkai Sun

    Dense visual SLAM is a fundamental problem in robotics. Recent advances in 3DGS have demonstrated its potential for dense SLAM. Existing 3DGS frameworks focus on both appearance and geometry modeling. However, scene geometry is typically more critical for SLAM than novel view synthesis because downstream robotic tasks, such as navigation and obstacle avoidance, rely primarily on accurate spatial geometry rather than photorealistic rendering. This observation raises a natural question: Is it feasible for 3DGS to perform 3D reconstruction without scene appearance modeling? Motivated by this, we propose Geometry-only Gaussian Splatting (GeoGS), which directly reconstructs scene geometry, and further present GeoGS-SLAM, a dense visual SLAM system built upon this representation. Specifically, GeoGS retains only spatial parameters to reduce the number of per-primitive parameters by over 80%. In contrast to existing 3DGS methods, GeoGS focuses solely on geometric reconstruction, which significantly reduces the number of Gaussian primitives, accelerates geometric convergence, and enhances robustness to illumination variations. In addition, we present an effective training framework that optimizes the Gaussian primitives via single-view and multi-view geometric and photometric supervision, and speeds up geometry convergence with a local-plane driven initialization that better aligns primitives with local structures. Furthermore, we introduce a map update strategy for loop closure that globally transforms the Gaussian map to align it with the corrected pose estimates, thereby preventing map tearing caused by inconsistent per-viewpoint pose corrections in existing methods. Extensive experiments on synthetic and real-world benchmarks demonstrate that our method outperforms SOTA methods in terms of online mapping efficiency and geometric reconstruction quality.

    renderingperception
  • Disturbance-aware Motion Planning for Over-actuated Underwater Vehicles Exploiting Actuation Redundancy for High-fidelity 3D Reconstruction
    2607.071397/8/2026Yuer Gao, Tongqing Xu, Qingyang Liu, Yi Cai

    Underwater robots often operate near delicate targets where high-power thrusters resuspend sediments and induce turbulence, degrading image quality at the sensor input. Conventional controllers optimize vehicle-centric objectives, such as tracking and stability, without accounting for the impact of actuation on sensing. We address this actuation-to-perception coupling by exploiting redundancy in over-actuated platforms. For an eight-thruster ROV, multiple thrust allocations can yield the same motion; we search this null space to minimize predicted disturbance in a task-relevant target region while enforcing motion constraints. Our method uses a control-oriented thruster-wake proxy derived from actuator-disk theory with directional attenuation and validated by PIV ($R^2 = 0.99$ near the wake axis; $R^2 > 0.82$ in the primary wake region), together with a real-time redundancy-resolving allocator running at 10 Hz (45 ms/solve). Across 440 trials, the approach reduces target-region particle velocity by 67% ($p < 0.001$), improves 3D reconstruction RMSE by 55% versus a disturbance-unaware baseline ($1.9 \pm 0.4$ mm vs. $4.3 \pm 1.8$ mm), and achieves a 98.5% reconstruction success rate. The framework supports autonomous scanning, which is quantitatively evaluated, and operator-assisted inspection, which is demonstrated in the supplementary materials.

    renderingperception
  • Compositional Motion Generation from Demonstration with Object-Centric Neural Fields
    2607.071297/8/2026Ahmet Ercan Tekden, Yasemin Bekiroglu

    Compositionality, by organizing complex behavior as combinations of simpler elements, enables robot learning that is scalable and data efficient. Leveraging this principle, we propose a generative learning-from-demonstration framework that enables compositional modeling of robotic behavior by connecting perception and motion through shared object-level representations. We render scenes from object-centric neural representations that integrate canonical neural fields with latent-conditioned deformations, capturing positional and geometric variations in a smooth, consistent, and interpretable way. For motion generation, a temporal mixture-of-experts (MoE) employs a gating mechanism to combine object-conditioned movement primitives over time, producing complete trajectories. This spatial-temporal compositionality maintains the data efficiency of movement primitives while grounding motion in visual structure, enabling systematic generalization across diverse scene configurations. In simulation, long-horizon manipulation tasks are successfully completed using the proposed model, which requires significantly less training data than other image-based baselines. Real-world experiments further demonstrate the method's robustness to noise, its ability to generalize at the category level through language-based segmentation models, and its capacity to operate directly on 3D scene representations.

    renderingmanipulationperceptionintegration
  • Embodied Human-Robot Interaction via Acoustics: A MARL Approach with AcoustoBots for Spatial Data Physicalization
    2607.065637/7/2026Shiqi Liu, Narsimlu Kemsaram, Prateek Mittal, Pengyuan Wei

    Traditional data physicalization is often static and disconnected from real environments, limiting its ability to convey embodied spatial dynamics and engage users. To address this limitation, we present AcoustoBots, a mobile acoustophoretic data-physicalization platform in which TurtleBot3 robots carry upward-facing 8 x 8 ultrasonic phased arrays. Each array levitates a particle whose height (1-10 cm) encodes a local urban scalar value, such as population density, noise, or traffic. A MARL (Multi-Agent Reinforcement Learning) policy based on the Multi-Agent Deep Deterministic Policy Gradient (MADDPG) algorithm, with centralized training and decentralized execution, selects collision-aware navigation actions, while a high-rate Gerchberg-Saxton-Phased Array of Transducers (GS-PAT) acoustic controller maintains trap stability and updates array phases to achieve the commanded height during motion. This creates a closed perception-display-action loop. We evaluate single-robot city-to-city traversal and dual-robot cooperative coverage on a 4 m x 3 m scaled UK map using PhaseSpace-based localization for repeatable multi-robot trials. Results show stable in-motion levitation and consistent, location-dependent height rendering, with task success rates of 90% and 80% for the single and dual-robot regimes, respectively, over 10 trials per regime, and low collision counts. These findings support acoustophoretic levitation as a simple, glanceable, robot-mediated communication cue for embodied human-robot interaction in spatial analytics.

    crashrlrenderingperceptionmulti-agent
  • Hilti-Trimble-Oxford Dataset: 360 Visual-Inertial Benchmark with Floor Plan Priors for SLAM and Localization
    2607.064647/7/2026Samuele Centanni, Yuhao Zhang, Yifu Tao, Julien Kindle

    Automated progress monitoring on construction sites is an active area of research and development. Robot and human-carried mapping systems have been developed to build 3D maps of building and infrastructure projects. While LiDAR-based mapping systems achieve high accuracy, the cost of LiDAR can be prohibitive. Consumer-grade cameras with wide field of view ("360 cameras") combined with embedded inertial measurement units (IMUs) provide a cost-effective alternative. To support change detection and progress monitoring, highly accurate visual Simultaneous Localization and Mapping (SLAM) and floor plan-referenced localization systems are required. In this paper we present a high-quality dataset collected at an active construction site, which captures realistic challenges such as variable lighting conditions, moving workers, fast motions, and repetitive structures. The dataset offers thirty visual-inertial sequences recorded across seven floors over an eight-month period of the construction project. Ground truth trajectories were collected using a high quality LiDAR-inertial SLAM system rigidly attached to the 360 camera. Additionally, we report the results of an open research challenge evaluating the best visual SLAM and localization systems from around the world. The Challenge attracted substantially higher participation in SLAM, with 62 teams compared to 22 in floor-plan-referenced localization, reflecting the broader maturity of SLAM methods. The higher errors in localization further highlight the difficulty of this task in construction and point to the need for continued research, which this dataset is intended to support. The dataset and the benchmark are publicly available at: https://hilti-trimble-challenge.com/dataset-2026.

    renderingsensorsperception
  • Image2Sim: Scaling Embodied Navigation via Generative Neural Simulator
    2607.057657/6/2026Zihan Wang, Seungjun Lee, Yinghao Xu, Gim Hee Lee

    Embodied navigation aims to build agents that interpret multimodal goals, reason in 3D space, and reach target destinations reliably in the real world. However, progress remains constrained by the lack of scalable, high-fidelity, and physically grounded interactive environments. Although real-world scanned datasets offer visual realism, they are limited by scale. In contrast, synthetic simulators scale more easily but often exhibit large sim-to-real gaps. We introduce Image2Sim, a real-time neural simulation framework that constructs high-quality interactive environments from posed RGB-D image sequences. The central idea is to decouple 3D spatial anchoring from photorealistic observation synthesis. For scene construction, Image2Sim uses a feed-forward feature Gaussian model that lifts posed RGB-D observations into a 3D feature-Gaussian representation in a single pass. For rendering, we propose a Geometry-Aware One-Step Pixel Flow model that transforms sparse and noisy Gaussian projections into high-quality panoramic RGB-D observations. Image2Sim also serves as a fully automated embodied data engine that generates high-fidelity observations, executable actions, and diverse navigation instructions at scale. It converts large collections of videos and images into nearly 20K interactive scenes and synthesizes more than 10 million navigation training samples. Navigation models trained entirely in these neural environments achieve strong improvements on major benchmarks and transfer effectively to real-world zero-shot settings. These results suggest that scalable neural simulation can serve as a practical training substrate for embodied navigation at scale.

    rendering
  • Deform360: A Massive Multi-view Visuotactile Dataset for Deformable World Models
    2607.053907/6/2026Hongyu Li, Wanjia Fu, Xiaoyan Cong, Zekun Li

    Predicting object dynamics (i.e., world modeling) is a fundamental challenge for robotic manipulation, and modeling deformable objects presents a particularly difficult case due to their high-dimensional state spaces and complex material properties. While current world models approach this through two distinct paradigms: learning the dynamics over the 2D pixel space or more explicit 3D geometric space. A systematic understanding of their relative strengths and limitations remains elusive due to the lack of diverse, large-scale real-world data. To address this, we present Deform360, a large-scale visuotactile dataset featuring 198 daily-life objects, 1,980 interaction sequences, and over 215 hours of observations from 41 surround-view cameras and bimanual tactile grippers to capture both global motion and contact-induced local deformations. Leveraging a novel markerless visuotactile 3D tracking pipeline to extract dense geometry and motion, we systematically evaluate current state-of-the-art world models, comparing 2D video models against 3D particle models. Finally, we provide a preliminary demonstration indicating the real-world applicability of our dataset by performing robot planning tasks on deformable objects. Our analysis reveals key insights into the trade-offs between structural priors and scalability, providing a solid benchmark for future research in generalizable deformable object-centric world modeling. Project website: https://deform360.lhy.xyz

    renderingmanipulationsensors
  • VLM-CASE: Vision-Language Model Enabled Context-Adaptive Safety Envelopes for Anticipatory Safe Autonomous Driving
    2607.051807/6/2026Tianjia Yang, Ke Li, Ruwen Qin, Xianbiao Hu

    Adverse driving conditions, such as bad weather, remain a principal barrier to autonomous driving because they degrade two things at once: what the vehicle can perceive and what it can physically do. Human drivers cope by anticipation, reasoning about the scene and re-budgeting speed, following distance, and steering before grip or sight is lost, whereas current autonomous driving systems at best react after the fact. This paper proposes VLM-CASE, a framework that gives an autonomous vehicle this anticipatory capacity while keeping its motion bounded by a formal safety model at all times. A vision-language model (VLM), fine-tuned with low-rank adaptation (LoRA), reasons about the scene from the front-camera image and reports the road surface and visibility conditions. This output parametrizes a context-adaptive safety envelope (CASE), derived from physical limits and the guarantees of responsibility-sensitive safety, that couples braking and steering through a shared friction budget. A model predictive controller then drives freely within the envelope, while the VLM runs asynchronously so it never blocks the real-time control loop. We validate the framework in closed-loop CARLA simulation on tasks that demand both lateral and longitudinal control, across a range of weather, road-surface, and lighting conditions. The resulting controller, VLM-CASE-MPC, completes all trials, outperforming a conventional MPC baseline and a state-of-the-art VLM-integrated controller. Ablations confirm that the gains come from context adaptation, with the friction and visibility adaptations proving complementary. Furthermore, the framework is controller-agnostic and pairs with almost any low-level controller, offering a promising direction for safe autonomous driving. The dataset and supplementary materials for VLM-CASE are available at https://github.com/ytj254/VLM-CASE.

    renderingsensors
  • Mask2Real-WM: Segmentation Masks as a Sim-to-Real Bridge for Controllable Dexterous World Models
    2607.045467/5/2026Riccardo O. Feingold, Davide Liconti, Chenyu Yang, Robert K. Katzschmann

    Action-conditioned world models allow robots to predict the future consequences of candidate actions without additional physical interaction, supporting policy evaluation, planning, and data augmentation. We present Mask2Real-WM, a two-stage action-conditioned world model for dexterous manipulation that decouples pixel prediction into a dynamics model and a rendering model. The dynamics model predicts future segmentation masks from past masks and 23-DoF action sequences. The rendering model maps the predicted masks to photorealistic RGB using a ControlNet-augmented Stable Video Diffusion backbone. The smaller sim-to-real gap in segmentation space enables the dynamics model to benefit from large-scale pretraining on over 50 h of synthetic simulation data, followed by fine-tuning on fewer than 2.5 h of real demonstrations. Experiments on a dexterous pick-and-place benchmark show that mask conditioning and simulation pretraining are both required for per-DoF action controllability across all 23 degrees of freedom. In contrast, monolithic baselines capture broad hand and end-effector trajectories but do not reliably reflect fine-grained, per-joint action effects.

    synthetic-datarlrenderingmanipulationperceptionworld-model
  • PhysMirror: Physics-Aware Mirror Object Generation
    2607.034707/3/2026Xuan-Bach Mai, Duy-Phuc Nguyen, Quoc-Van Le, Tam V. Nguyen

    Synthesizing physically accurate mirror reflections remains a fundamental challenge for modern text-to-image diffusion models, which are increasingly critical for generating synthetic training data for embodied AI and robotic perception. These models typically struggle with strict geometric constraints, leading to hallucinations that degrade the utility of the synthetic data. To address this, we introduce a novel, end-to-end physics-aware generation framework namely PhysMirror that natively enforces projective geometry through explicit 3D spatial priors. Our method automatically lifts prompted objects into 3D meshes and constructs a lightweight, mathematically exact mirror scene within a simulated environment. By rendering this explicit 3D scene, we extract precise 2D conditioning elements, such as depth maps and segmentation maps, that serve as robust guiding signals for downstream diffusion models, guiding them to generate images with physically correct mirror reflections. Moreover, we introduce Mirror Consistency Score (MCS), reference-free, fully automated metric that quantifies physical correctness using dense feature matching and vanishing point convergence. Experimental results on our newly constructed MirrOB dataset demonstrate that our approach outperforms state-of-the-art baselines in reflection accuracy and physical realism, while maintaining strong text-to-image semantic alignment, providing a reliable pipeline for embodied AI data generation. The source code is released at https://duyphuc0701.github.io/PhysMirror.

    synthetic-datarenderingperception
  • Bridge-WA: Predicting Where and How the World Changes for Robotic Action
    2607.021957/2/2026Yongjie Bai, Hanting Wang, Mingtong Dai, Qijun Zhong

    General-purpose vision-language-action models benefit from large vision-language priors, but effective manipulation also requires anticipating action-relevant scene changes. Existing world-action models often rely on large generative world models or dense future rollouts, which are expensive and spend capacity on visual details weakly coupled to control. We present Bridge-WA, a lightweight world-action framework that distills a frozen future-change teacher into three compact priors: future tokens for intended outcomes, change maps for intervention support, and motion-flow maps for local transition direction. A WorldBridge conditions the action transformer on these priors through multi-source attention memories and spatial-temporal biases, while the teacher model is removed at inference. Across VLABench, RoboTwin2.0, LIBERO-Plus and real-robot evaluations, Bridge-WA improves task success, progress, and robustness, with particularly clear gains under out-of-distribution visual shifts. By focusing action generation on where and how the scene will change, Bridge-WA suppresses nuisance appearance factors such as background, lighting, and distractors, leading to better generalization without deployment-time dense future-image generation. Code and visualizations are available at: https://hcplab-sysu.github.io/BRIDGE-WA .

    renderingdeploymentmanipulation
  • Choreographing the Way of Water: A Computational Framework for Aquatic Robotic Art
    2607.021747/2/2026Aswin Ramachandran, Christopher Golling, Sebastian Burmester, Noa Sendlhofer

    Robotic choreography in open water is governed by nonlinear fluid dynamics, which impose significant challenges due to environmental disturbances and nonlinear system dynamics. This paper presents the cyber-physical architecture of Way of Water, a vertically integrated framework that orchestrates a fleet of autonomous surface vessels as a distributed choreographic platform. Moving beyond the surface-pixel paradigm, these vessels use laminar nozzles and multi-zone lighting to extend their expressive range from the 2D water plane into the 3D volumetric domain. Our primary contribution is the Way of Water Studio, a browser-based, timeline-compositing authoring paradigm that treats the fleet as a DAW-like instrument for music-responsive choreography. The Studio encapsulates Sequential Convex Programming for trajectory generation and Model Predictive Control for disturbance rejection presented through a visual timeline, broadening access to high-performance aquatic robotics for non-programmer artists. Grounding the Studio is the full cyber-physical stack: a custom holonomic chassis, a state-estimation and control stack tuned for the aquatic domain, and an LTE/MQTT fleet link with RTK-GPS time synchronization. We report on the system's validation across two distinct deployments: an 18-vessel Swan Lake interpretation at Lake Zurich and an 8-vessel Time Space Existence 2025 Venice Biennale demonstration at Forte Marghera, establishing a foundational reference for the design and deployment of fluidic robotic swarms.

    renderingdeploymentmulti-agent
  • SE(2) Navigation Mesh
    2607.014547/1/2026Shuyang Shi, Kaixian Qu, Changan Chen, Ines Kast

    Global navigation for ground robots in complex multi-level environments requires representations that accurately capture traversable regions while enabling efficient path planning. Current approaches present key limitations: Point clouds and volumetric occupancy maps lack explicit surface structure for traversability estimation, whereas direct pathfinding on dense triangle meshes is computationally prohibitive. Navigation meshes mitigate these challenges through polygonal abstraction of the underlying mesh, but assume yaw-invariant traversability, rendering them unsuitable for non-circular robots in constrained spaces. We propose SE(2) Navigation Mesh (SE(2) NavMesh), a polygonal representation of traversable regions that encodes yaw-dependent traversability. Our method evaluates traversability using footprint masks and constructs a graph over yaw-specific layers with explicit translational and rotational connectivity. Grounded in this representation, we develop an A*-String Pulling-A* (ASA) pathfinding strategy that hierarchically optimizes robot position and heading. We also present an online method that incrementally updates the SE(2) NavMesh from streaming point clouds during concurrent geometry reconstruction. In simulation, the SE(2) NavMesh captures over 50% more traversable area than classical NavMeshes, and the SE(2) NavMesh + ASA pipeline consistently outperforms sampling-based baselines in constrained environments. Extensive real-world experiments on a physical robot validate real-time online generation and successful navigation across multiple environments.

    rendering
  • BIFROST: Bridging Invariant Feature Representation for Observation-space Sim2Real Transfer
    2607.014107/1/2026Yunfu Deng, Josiah P. Hanna

    Sim2real transfer for robot policy learning suffers due to mismatch between simulation and reality. Existing methods typically address each gap in isolation through separate adaptation modules, which are composed or layered when both gaps coexist. Yet the basis for attempting sim2real in the first place is that there is shared structure between a task in simulation and reality, where equivalent actions from equivalent configurations produce equivalent long term outcomes regardless of domain specific differences in rendering or physics. In this paper, we study whether we can identify and exploit this shared structure from raw observations to train a policy that enables zero shot transfer. We introduce BIFROST, which learns a shared history encoder on paired cross-domain data via cross-domain bisimulation objective: observation-action sequences leading to equivalent long-term behavior are mapped to nearby latent states, regardless of domain. Policies trained on these latent states in simulation transfer zero-shot to reality. We provide empirical evidence on sim2sim visual navigation and sim2real contact rich manipulation task and visual servoing task that BIFROST achieves effective transfer where domain adaptation and co-training baselines fail under both visual and dynamics domain gaps.

    sim2realrlrenderingmanipulation
  • Path Planning in Physically Viable World Models
    2607.006737/1/2026Su Ann Low, Cheng-Hsi Hsiao, Xingjian Li, Adam J. Thorpe

    Robots deployed in unstructured outdoor environments often plan from scene reconstructions collected before deployment because operators cannot remap large or remote sites before every mission. As a result, robots must make long-horizon planning decisions using stale maps that assume the terrain remains unchanged, even though physical changes to the environment may render previously feasible routes unsafe or unreachable at execution time. We present a physically viable world model for evaluating what-if queries for robot navigation under future terrain change. The system augments reconstructed 3D Gaussian splat scenes with physics-based simulation to generate physically modified versions of the same environment without recollecting sensor data or rebuilding the map. We then implement a terrain-aware planner that accounts for physical events, obstacles, and deformations that are simulated by the world model. This allows robots and human operators to evaluate whether planned routes remain feasible before committing to a planned route, particularly in constrained environments where retreat or recovery may become impossible once conditions change. We evaluate the system on a real outdoor field site in Central Texas using simulated flooding across multiple severity levels. We measure route and mission feasibility as terrain conditions deteriorate under physically simulated interventions. Our results show that physically viable world models expose long-horizon route failures and rerouting behavior that are not apparent when planning only on the original reconstructed environment, allowing robots to evaluate how future terrain changes may affect route feasibility before deployment.

    synthetic-datarenderingdeploymentworld-model
  • Unleashing More Actions via Action Compositional Training for VLA Models
    2607.003516/30/2026Kai Peng, Jie Lu, Xiaojiang Peng

    Vision-Language-Action models excel at robotic manipulation, driven by the scale and diversity of demonstration data. However, standard training paradigms often cause VLA models to severely overfit to specific behavioral patterns, rendering them unable to generalize to out-of-distribution scenarios even when those scenarios merely require novel combinations of identical sub-skills. While expanding datasets can mitigate this overfitting, acquiring high-quality robot data remains notoriously labor-intensive and cost-prohibitive. To resolve this impasse without expensive human teleoperation and to truly unleash more actions,i.e., enable VLA models to compose known sub-skills into a much broader set of executable behaviors beyond the original demonstrations-we propose ACT-VLA (Action Compositional Training for VLA Models), an offline data augmentation framework that leverages the model's latent task representations to synthesize novel, physically valid demonstrations directly from existing tasks for policy training. By eliminating additional manual data collection, our method automatically expands the training distribution and mitigates overfitting. We evaluate our approach on challenging manipulation tasks in simulation. Experiments demonstrate that while baseline VLA models generalize poorly due to original distribution overfitting, policies trained with our synthesized data achieve substantially higher success rates, validating that leveraging existing tasks for automated demonstration synthesis provides an effective, scalable, and data-efficient route to broadening VLA generalization.

    rlrenderingmanipulationvla
  • Wake up for Touch! Mask-isolated Tactile Alignment Learning in MLLMs
    2607.003026/30/2026Yoonhyung Park, Minji Kim, Sungwon Moon, Jiyoung Lee

    Touch supplies the physical grounding needed to perceive intrinsic material properties, such as friction and compliance, that vision alone often cannot resolve. Recent efforts for equipping multimodal LLMs with this tactile sense, however, expose a zero-sum trade-off: the limited parameter budget of compact models forces a choice between acquiring the new sensory modality and preserving the established vision-language reasoning. We present Splash, a mask-isolated tactile alignment learning framework for MLLMs. Splash quantifies the significance of each pretrained parameter, and partitions the parameter space into a dormant and critical subspace. While the frozen critical subspace acts as a stable anchor to safeguard general visual knowledge, Splash updates the isolated dormant subspace to internalize tactile alignment towards LLMs. This selective, non-destructive expansion effectively prevents catastrophic forgetting and ensures non-destructive modality expansion. Extensive experiments show that Splash effectively achieves tactile reasoning without additional inference overhead in the LLM part, demonstrating state-of-the-art performance on visuo-tactile benchmarks, including SSVTP, TVL, and TacQuad, while preserving its original general-purpose capabilities.

    renderingsensors
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