Search — usd
Issues
19 matches- nvidia-forum:simulation5/14/2026tooling-dx
User reports the Robot Wizard “Add Colliders” button does not show in the window. This likely blocks or slows collider generation during robot import/setup.
isaac-simrobot-wizardcollidersuiusdauthoring - github:isaac-sim/IsaacLab5/13/2026crashes-stability
TacSL force-field readings in an Isaac Lab demo do not increase smoothly with stepped applied normal force and instead appear irregular. The user reports Isaac Lab main branch with Isaac Sim 5.1.
crashusdrenderingsensorsisaac-simisaac-lab - github:newton-physics/newton5/13/2026crashes-stability
A dexterous hand imported via URDF fails to grasp and lift a bottle; the object slides and remains unliftable. The same bottle can be lifted using a Franka example, suggesting contact/friction or grasp modeling differences for the hand.
crashusdrenderingmanipulationisaac-labnewton - github:newton-physics/newton5/13/2026crashes-stability
A dexterous hand imported via URDF cannot grasp a bottle reliably; the bottle slides and cannot be lifted. The reporter notes the Franka example can lift the same object, implying a hand-specific contact/friction issue.
crashusdrenderinghardwaremanipulationisaac-labnewtonwarp - github:isaac-sim/IsaacLab5/12/2026asset-pipeline
Relative texture paths do not work in the IsaacLab Beta according to the report, even when the image is in the same folder as the USD. Loading via IsaacLab code triggers errors.
usdrenderinghardwareisaac-simisaac-lab - nvidia-forum:simulation5/12/2026asset-pipeline
User is working on creating a digital twin for 'Quantum Energy Harvesting (Project Monolith)' inside Omniverse. This appears to be exploratory and likely seeks guidance or feasibility confirmation.
usd - github:newton-physics/newton5/10/2026asset-pipeline
Running the full Newton test suite occasionally triggers out-of-bounds errors, seen in some CUDA example tests. It is hard to reproduce in isolation, suggesting an order- or resource-dependent issue.
usdhardwarenewtonwarp - github:isaac-sim/IsaacLab5/9/2026training-infrarlrenderinghardwaredocsintegrationisaac-simisaac-lab
- github:isaac-sim/IsaacSim5/8/2026training-infrarlusdrenderinghardwaredeploymentlocomotionisaac-simunitree
- kamino_basic_heterogeneous: rigid box exhibits collision glitches after settling on platformFrictiongithub:newton-physics/newton5/8/2026crashes-stabilitycrashusdrenderinghardwaremanipulationmujoconewtonwarp
- github:isaac-sim/IsaacSim5/8/2026asset-pipelineusdrenderinghardwaresensorsisaac-sim
- nvidia-forum:simulation5/8/2026asset-pipelineusdisaac-sim
- Failure to Import URDF ProperlyFrictionnvidia-forum:simulation5/7/2026asset-pipelineusd
- github:isaac-sim/IsaacSim5/7/2026asset-pipelineusdhardwaredeploymentisaac-simisaac-lab
- github:NVIDIA/warp5/7/2026asset-pipelineusdintegrationwarp
- github:google-deepmind/mujoco5/6/2026crashes-stabilitycrashusdmujoconewton
- github:NVIDIA/warp5/4/2026asset-pipelineusdhardwarewarp
- github:isaac-sim/IsaacSim5/4/2026crashes-stabilitycrashrenderinghardwaredeploymentintegrationisaac-sim
- github:NVIDIA/warp5/1/2026asset-pipelineusdlocomotionwarp
Papers
5 matches- Articraft: An Agentic System for Scalable Articulated 3D Asset Generation2605.151875/14/2026Matt Zhou, Ruining Li, Xiaoyang Lyu, Zhaomou Song …
A bottleneck in learning to understand articulated 3D objects is the lack of large and diverse datasets. In this paper, we propose to leverage large language models (LLMs) to close this gap and generate articulated assets at scale. We reduce the problem of generating an articulated 3D asset to that of writing a program that builds it. We then introduce a new agentic system, Articraft, that writes such programs automatically. We design a programmatic interface and harness to help the LLM do so effectively. The LLM writes code against a domain-specific SDK for defining parts, composing geometry, specifying joints, and writing tests to validate the resulting assets. The harness exposes a restricted workspace and interface to the LLM, validates the resulting assets, and returns structured feedback. In this way, the LLM is not distracted by details such as authoring a URDF file or managing a complex software environment. We show that this produces higher-quality assets than both state-of-the-art articulated-asset generators and general-purpose coding agents. Using Articraft, we build Articraft-10K, a curated dataset of over 10K articulated assets spanning 245 categories, and show its utility both for training models of articulated assets and in downstream applications such as robotics simulation and virtual reality.
usd - SR-Platform: An Agentic Pipeline for Natural Language-Driven Robot Simulation Environment Synthesis2605.147005/14/2026Ben Wei Lim, Minh Duc Le, Thang Truong, Thanh Nguyen Canh
Generating robot simulation environments remains a major bottleneck in simulation-based robot learning. Constructing a training-ready MuJoCo scene typically requires expertise in 3D asset modeling, MJCF specification, spatial layout, collision avoidance, and robot-model integration. We present SR-Platform, a production-deployed agentic system that converts free-form natural language descriptions into executable, physically valid MuJoCo environments. SR-Platform decomposes scene synthesis into four stages: an LLM-based orchestrator that converts user intent into a structured scene plan; an asset forge that retrieves cached assets or generates new 3D geometry through LLM-to-CadQuery synthesis; a layout architect that assigns object poses and verifies industrial constraints; and a bridge layer that assembles the final MJCF scene and merges the selected robot model. The system is deployed as a nine-service Docker stack with WebSocket progress streaming, MinIO-backed mesh storage, Qdrant-based semantic asset retrieval, Redis job state, and InfluxDB telemetry. Using 30 days of production telemetry covering 611 successful LLM calls, SR-Platform generates five-object scenes with a median end-to-end latency of approximately 50 s, while cache-accelerated scenes complete in approximately 30-40 s. The asset forge shows an 11.3% first-attempt retry rate with automatic recovery, and cached asset retrieval removes per-object LLM calls for previously generated object types. These results show that agentic scene synthesis can reduce the manual effort required to create diverse robot training environments, enabling users to produce executable MuJoCo scenes from plain English prompts in under one minute.
crashusddeploymentintegrationmujoco - LEXI-SG: Monocular 3D Scene Graph Mapping with Room-Guided Feed-Forward Reconstruction2605.137415/13/2026Christina Kassab, Hyeonjae Gil, Matías Mattamala, Ayoung Kim …
Scene graphs are becoming a standard representation for robot navigation, providing hierarchical geometric and semantic scene understanding. However, most scene graph mapping methods rely on depth cameras or LiDAR sensors. In this work, we present LEXI-SG, the first dense monocular visual mapping system for open-vocabulary 3D scene graphs using only RGB camera input. Our approach exploits the semantic priors of open-vocabulary foundation models to partition the scene into rooms, deferring feed-forward reconstruction to when each room is fully observed -- enabling scalable dense mapping without sliding-window scale inconsistencies. We propose a room-based factor graph formulation to globally align room reconstructions while preserving local map consistency and naturally imposing the semantic scene graph hierarchy. Within each room, we further support open-vocabulary object segmentation and tracking. We validate LEXI-SG on indoor scenes from the Habitat-Matterport 3D and self-collected egocentric office sequences. We evaluate its performance against existing feed-forward SLAM methods, as well as established scene graphs baselines. We demonstrate improved trajectory estimation and dense reconstruction, as well as, competitive performance in open-vocabulary segmentation. LEXI-SG shows that accurate, scalable, open-vocabulary 3D scene graphs can be achieved from monocular RGB alone. Our project page and office sequences are available here: https://ori-drs.github.io/lexisg-web/.
usdsensorsperception - OpenSGA: Efficient 3D Scene Graph Alignment in the Open World2605.104845/11/2026Gang Chen, Sebastián Barbas Laina, Stefan Leutenegger, Javier Alonso-Mora
Scene graph alignment establishes object correspondences between two 3D scene graphs constructed from partially overlapping observations. This enables efficient scene understanding and object-level relocalization when a robot revisits a place, as well as global map fusion across multiple agents. Such capabilities are essential for robots that require long-term memory for long-horizon tasks involving interactions with the environment. Existing approaches mainly focus on subscan-to-subscan (S2S) alignment and depend heavily on geometric point-cloud features, leaving frame-to-scan (F2S) alignment and open-set vision-language features underexplored. In addition, existing datasets for scene graph alignment remain small-scale with limited object diversity, constraining systematic training and evaluation. We present a unified and efficient scene graph alignment framework that predicts object correspondences by fusing vision-language, textual, and geometric features with spatial context. The framework comprises modules such as a distance-gated spatial attention encoder, a minimum-cost-flow-based allocator, and a global scene embedding generator to achieve accurate alignment even under large coordinate discrepancies. We further introduce ScanNet-SG, a large-scale dataset generated via an automated annotation pipeline with over 700k samples, covering 509 object categories from ScanNet labels and over 3k categories from GPT-4o-based tagging. Experiments show that our method achieves the best overall performance on both F2S and S2S tasks, substantially outperforming existing scene graph alignment methods. Our code and dataset are released at: https://autonomousrobots.nl/paper_websites/opensga.
usd - SceneFactory: GPU-Accelerated Multi-Agent Driving Simulation with Physics-Based Vehicle Dynamics2605.085285/8/2026Yicheng Zhu, Yang Chen, Tao Li, Zilin Bian
Autonomous-driving simulators typically trade physical fidelity for scalable parallelism. Physics-based platforms such as CARLA and MetaDrive provide articulated vehicle dynamics and contact, but their non-vectorized interfaces make batched training difficult. GPU-batched systems such as Waymax and GPUDrive scale to hundreds of scenarios by replacing rigid-body physics with simplified kinematic models, omitting tire--road interaction, suspension, contact dynamics, and road-condition-dependent friction. We introduce SceneFactory, a GPU-vectorized platform for procedural scene construction, physics-based multi-agent simulation, and RL in autonomous-driving environments. Built on NVIDIA Isaac Sim + Isaac Lab, SceneFactory represents worlds and agents as batched tensors: control, observations, rewards, resets, and policy inference run as GPU tensor operations over the Isaac Lab tensor API. SceneFactory converts Waymo Open Motion Dataset road topologies into simulation-ready USD worlds, runs many worlds concurrently on one GPU, populates each with multiple articulated PhysX vehicles, and maps precipitation and road-surface type to PhysX material friction coefficients. With GPU vectorization, SceneFactory achieves up to 127$\times$ higher throughput than a non-vectorized PhysX baseline on the same GPU and physics solver, reaching 19,250 controlled-agent simulation steps per second at 256 worlds $\times$ 16 agents. Cross-simulator transfer reveals an asymmetric dynamics gap: physics-grounded RL policies transfer to a simplified kinematic bicycle model with 99.5% success, whereas reverse transfer drops to 47.3%. Under wet-road friction, friction-aware policies reduce mean peak DRAC from 58.7 to 27.8,m/s$^2$ without sacrificing goal reach. SceneFactory shows that scalable autonomous-driving training need not discard articulated rigid-body dynamics or physically grounded road-condition variation.
crashrlusdrenderingmulti-agentisaac-simisaac-lab