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Oct 16

Counterfactual Action Evaluation, Observation Bottlenecks, and Representation Geometry in Joint-Embedding Predictive World Models

Low latent prediction error does not establish that a world model distinguishes the consequences of its actions. We introduce an evaluation protocol that traces the same intervention through simulator state, raster observations, target embeddings, and predictor outputs. Exact simulator-state forks in a controlled deformable-physics testbed reveal distinct bottlenecks. Changed commands alter particle motion, yet 41.5% of one-step raster pairs are identical. Observation loss is not the whole explanation: among 579 high-visibility counterfactuals, median predictor-to-target response is 0.0051 and 0.0217 across two seeds, falling to 0.0027 and 0.0116 after variance normalization. An isotropic state perturbation matched to the target counterfactual embedding shift produces 190x and 53x larger predictor changes on the same visible pairs, isolating action-path under-use rather than a dead or globally shrunk predictor. MSE-only training gives 8.36x lower 10-step latent error in matched seeds, but in spectrally concentrated spaces; one VICReg target encoder is also strongly concentrated, so neither error nor rank alone certifies physical state. Finally, stiffness remains near chance even from full-resolution rasters and mechanical state while privileged material parameters decode perfectly, indicating weak identifiability under this excitation rather than encoder discard. These results motivate auditing physical effect, observation visibility, representation geometry, and action dependence separately.

  • 1 authors
·
Oct 1

SIM1: Physics-Aligned Simulator as Zero-Shot Data Scaler in Deformable Worlds

Robotic manipulation with deformable objects represents a data-intensive regime in embodied learning, where shape, contact, and topology co-evolve in ways that far exceed the variability of rigids. Although simulation promises relief from the cost of real-world data acquisition, prevailing sim-to-real pipelines remain rooted in rigid-body abstractions, producing mismatched geometry, fragile soft dynamics, and motion primitives poorly suited for cloth interaction. We posit that simulation fails not for being synthetic, but for being ungrounded. To address this, we introduce SIM1, a physics-aligned real-to-sim-to-real data engine that grounds simulation in the physical world. Given limited demonstrations, the system digitizes scenes into metric-consistent twins, calibrates deformable dynamics through elastic modeling, and expands behaviors via diffusion-based trajectory generation with quality filtering. This pipeline transforms sparse observations into scaled synthetic supervision with near-demonstration fidelity. Experiments show that policies trained on purely synthetic data achieve parity with real-data baselines at a 1:15 equivalence ratio, while delivering 90% zero-shot success and 50% generalization gains in real-world deployment. These results validate physics-aligned simulation as scalable supervision for deformable manipulation and a practical pathway for data-efficient policy learning.

PhysCoRe: Physics-Corrected Residual World Models for Material-Aware Deformable Dynamics

Predicting how deformable objects evolve under robotic manipulation is a longstanding challenge. Existing approaches typically rely on per-object optimization to fit material parameters, which can be slow and cannot generalize, while end-to-end learned alternatives extrapolate poorly and often violate basic physical structure. We present PhysCoRe, a physics-corrected residual world model that couples a differentiable Material Point Method (MPM) simulator with two feed-forward neural networks. A material refinement module, Material from Motion (MfM), infers per-particle elasticity from visual observations, grounding the simulator in object-specific physics. A residual correction module, Residual from Dynamics (RfD), learns the discrepancy and predicts corrections to the simulator's internal dynamics, absorbing systematic biases that the analytical model cannot capture. This design also supports online material identification on novel objects. MfM adapts from limited interactions, and its predictive uncertainty steers further exploration toward the regions where its estimate is least confident. Experiments on real deformable-object manipulation sequences show that PhysCoRe outperforms state-of-the-art baselines in prediction accuracy, and that its predicted confidence forms a reliable distribution across the object's geometry, providing a natural signal for future confidence-guided exploration.

  • 4 authors
·
Jul 21

DeformMaster: An Interactive Physics-Neural World Model for Deformable Objects from Videos

World models for deformable objects should recover not only geometry and appearance, but also underlying physical dynamics, interaction grounding, and material behavior. Learning such a model from real videos is challenging because deformable linear, planar, and volumetric objects evolve under high-dimensional deformation, noisy interactions, and complex material response. The model must therefore infer a physical state from visual observations, roll it forward under new interactions, and render the resulting dynamics with high visual fidelity. We present DeformMaster, a video-derived interactive physics--neural world model that turns real interaction videos into an online interactive model of deformable objects within a unified dynamics-and-appearance framework. DeformMaster preserves structured physical rollout while using a neural residual to compensate for unmodeled effects, grounds sparse hand motion as distributed compliant actuator for hand--continuum interaction, represents material response with spatially varying constitutive experts, and drives high-fidelity 4D appearance from the predicted physical evolution. Experiments on real-world deformable-object sequences demonstrate DeformMaster's ability to roll out future dynamics and render dynamic appearance, outperforming state-of-the-art baselines while supporting novel action rollout, material-parameter variation, and dynamic novel-view synthesis.

  • 7 authors
·
May 9 1

MD-Splatting: Learning Metric Deformation from 4D Gaussians in Highly Deformable Scenes

Accurate 3D tracking in highly deformable scenes with occlusions and shadows can facilitate new applications in robotics, augmented reality, and generative AI. However, tracking under these conditions is extremely challenging due to the ambiguity that arises with large deformations, shadows, and occlusions. We introduce MD-Splatting, an approach for simultaneous 3D tracking and novel view synthesis, using video captures of a dynamic scene from various camera poses. MD-Splatting builds on recent advances in Gaussian splatting, a method that learns the properties of a large number of Gaussians for state-of-the-art and fast novel view synthesis. MD-Splatting learns a deformation function to project a set of Gaussians with non-metric, thus canonical, properties into metric space. The deformation function uses a neural-voxel encoding and a multilayer perceptron (MLP) to infer Gaussian position, rotation, and a shadow scalar. We enforce physics-inspired regularization terms based on local rigidity, conservation of momentum, and isometry, which leads to trajectories with smaller trajectory errors. MD-Splatting achieves high-quality 3D tracking on highly deformable scenes with shadows and occlusions. Compared to state-of-the-art, we improve 3D tracking by an average of 23.9 %, while simultaneously achieving high-quality novel view synthesis. With sufficient texture such as in scene 6, MD-Splatting achieves a median tracking error of 3.39 mm on a cloth of 1 x 1 meters in size. Project website: https://md-splatting.github.io/.

  • 7 authors
·
Nov 30, 2023

Agentic Real2Sim: Physics-based World Modeling with Vision-Language Agents

Real-to-sim conversion for robotic interaction with objects remains labor-intensive because it requires more than visual reconstruction: a streamlined real2sim process must recover scene geometries and object states, infer physical parameters, and assemble actors, objects, cameras, poses, and trajectories into a runnable physical simulation. Today this process still depends on manual tuning of visual foundation models, mesh cleanup, coordinate-frame alignment, and brittle workflow glue across visual perception tools and simulators. We introduce Agentic Real2Sim, a framework for generalized physical world modeling with vision-language agents, converting a real-world recording of object-robot interaction into a simulatable episodic twin which preserves observations, geometries, robot interactions, and object states. We evaluate Agentic Real2Sim on rigid-object manipulation, deformable-object interaction, and humanoid motion scenes, spanning domains that are usually handled by separate Real2Sim pipelines, marking a first step toward scalable conversion. The framework's agentic decisions can be driven by an open-weight VLM backend at a small fraction of the cost of frontier models, while attaining comparable conversion success rate. We aim to use the resulting real-world-aligned twins for downstream robotics tasks, specifically policy learning and evaluation. The project site is available at https://agentic-real2sim.github.io/.

  • 23 authors
·
Jul 21

Make a Donut: Hierarchical EMD-Space Planning for Zero-Shot Deformable Manipulation with Tools

Deformable object manipulation stands as one of the most captivating yet formidable challenges in robotics. While previous techniques have predominantly relied on learning latent dynamics through demonstrations, typically represented as either particles or images, there exists a pertinent limitation: acquiring suitable demonstrations, especially for long-horizon tasks, can be elusive. Moreover, basing learning entirely on demonstrations can hamper the model's ability to generalize beyond the demonstrated tasks. In this work, we introduce a demonstration-free hierarchical planning approach capable of tackling intricate long-horizon tasks without necessitating any training. We employ large language models (LLMs) to articulate a high-level, stage-by-stage plan corresponding to a specified task. For every individual stage, the LLM provides both the tool's name and the Python code to craft intermediate subgoal point clouds. With the tool and subgoal for a particular stage at our disposal, we present a granular closed-loop model predictive control strategy. This leverages Differentiable Physics with Point-to-Point correspondence (DiffPhysics-P2P) loss in the earth mover distance (EMD) space, applied iteratively. Experimental findings affirm that our technique surpasses multiple benchmarks in dough manipulation, spanning both short and long horizons. Remarkably, our model demonstrates robust generalization capabilities to novel and previously unencountered complex tasks without any preliminary demonstrations. We further substantiate our approach with experimental trials on real-world robotic platforms. Our project page: https://qq456cvb.github.io/projects/donut.

  • 7 authors
·
Feb 1, 2025

Particle-Grid Neural Dynamics for Learning Deformable Object Models from RGB-D Videos

Modeling the dynamics of deformable objects is challenging due to their diverse physical properties and the difficulty of estimating states from limited visual information. We address these challenges with a neural dynamics framework that combines object particles and spatial grids in a hybrid representation. Our particle-grid model captures global shape and motion information while predicting dense particle movements, enabling the modeling of objects with varied shapes and materials. Particles represent object shapes, while the spatial grid discretizes the 3D space to ensure spatial continuity and enhance learning efficiency. Coupled with Gaussian Splattings for visual rendering, our framework achieves a fully learning-based digital twin of deformable objects and generates 3D action-conditioned videos. Through experiments, we demonstrate that our model learns the dynamics of diverse objects -- such as ropes, cloths, stuffed animals, and paper bags -- from sparse-view RGB-D recordings of robot-object interactions, while also generalizing at the category level to unseen instances. Our approach outperforms state-of-the-art learning-based and physics-based simulators, particularly in scenarios with limited camera views. Furthermore, we showcase the utility of our learned models in model-based planning, enabling goal-conditioned object manipulation across a range of tasks. The project page is available at https://kywind.github.io/pgnd .

  • 4 authors
·
Jun 18, 2025

Imitation Learning via Differentiable Physics

Existing imitation learning (IL) methods such as inverse reinforcement learning (IRL) usually have a double-loop training process, alternating between learning a reward function and a policy and tend to suffer long training time and high variance. In this work, we identify the benefits of differentiable physics simulators and propose a new IL method, i.e., Imitation Learning via Differentiable Physics (ILD), which gets rid of the double-loop design and achieves significant improvements in final performance, convergence speed, and stability. The proposed ILD incorporates the differentiable physics simulator as a physics prior into its computational graph for policy learning. It unrolls the dynamics by sampling actions from a parameterized policy, simply minimizing the distance between the expert trajectory and the agent trajectory, and back-propagating the gradient into the policy via temporal physics operators. With the physics prior, ILD policies can not only be transferable to unseen environment specifications but also yield higher final performance on a variety of tasks. In addition, ILD naturally forms a single-loop structure, which significantly improves the stability and training speed. To simplify the complex optimization landscape induced by temporal physics operations, ILD dynamically selects the learning objectives for each state during optimization. In our experiments, we show that ILD outperforms state-of-the-art methods in a variety of continuous control tasks with Brax, requiring only one expert demonstration. In addition, ILD can be applied to challenging deformable object manipulation tasks and can be generalized to unseen configurations.

  • 3 authors
·
Jun 10, 2022

PhysRig: Differentiable Physics-Based Skinning and Rigging Framework for Realistic Articulated Object Modeling

Skinning and rigging are fundamental components in animation, articulated object reconstruction, motion transfer, and 4D generation. Existing approaches predominantly rely on Linear Blend Skinning (LBS), due to its simplicity and differentiability. However, LBS introduces artifacts such as volume loss and unnatural deformations, and it fails to model elastic materials like soft tissues, fur, and flexible appendages (e.g., elephant trunks, ears, and fatty tissues). In this work, we propose PhysRig: a differentiable physics-based skinning and rigging framework that overcomes these limitations by embedding the rigid skeleton into a volumetric representation (e.g., a tetrahedral mesh), which is simulated as a deformable soft-body structure driven by the animated skeleton. Our method leverages continuum mechanics and discretizes the object as particles embedded in an Eulerian background grid to ensure differentiability with respect to both material properties and skeletal motion. Additionally, we introduce material prototypes, significantly reducing the learning space while maintaining high expressiveness. To evaluate our framework, we construct a comprehensive synthetic dataset using meshes from Objaverse, The Amazing Animals Zoo, and MixaMo, covering diverse object categories and motion patterns. Our method consistently outperforms traditional LBS-based approaches, generating more realistic and physically plausible results. Furthermore, we demonstrate the applicability of our framework in the pose transfer task highlighting its versatility for articulated object modeling.

  • 5 authors
·
Jun 25, 2025 3

DeformGen: Dynamics-Based Topology Augmentation for Deformable Manipulation Policy Learning

Demonstration augmentation is proposed for cost-efficient data acquisition, but existing methods are fundamentally limited in deformable manipulation due to two challenges: (1) the state space is high-dimensional with physics-induced constraints, making valid configurations impossible to reach via low-dimensional pose perturbations; and (2) trajectory transfer is non-equivariant, as material points no longer move rigidly together under deformation. We present DeformGen, a dynamics-based augmentation framework that achieves topological diversity for deformable objects. For the state challenge, DeformGen expands the valid state distribution by applying localized physical disturbances and forward-simulating the dynamics to obtain topology-coherent, physically plausible deformable states. For the trajectory challenge, DeformGen transfers source manipulation trajectories via deformation-field warping, which lifts per-particle displacements into a continuous spatial function to adapt the end-effector trajectory consistently with the deformed geometry. In this way, our method jointly augments the state distribution and its associated manipulation behavior. Experiments on high-fidelity deformable manipulation benchmarks show that DeformGen generally improves policy learning compared with training on the original demonstrations alone and with rigid-style augmentation baselines.

  • 12 authors
·
Jun 23

PhysX-Omni: Unified Simulation-Ready Physical 3D Generation for Rigid, Deformable, and Articulated Objects

Simulation-ready physical 3D assets have emerged as a promising direction owing to their broad applicability in downstream tasks. However, most existing 3D generation methods either neglect physical properties or are limited to a single asset category, e.g., rigid, deformable, or articulated objects. To address these limitations, we introduce PhysX-Omni, a unified framework for simulation-ready physical 3D generation across diverse asset types. Specifically, we develop a novel and efficient geometry representation tailored for Vision-Language Models, which directly encodes high-resolution 3D structures without compression, significantly improving generation performance. In addition, we construct the first general simulation-ready 3D dataset, PhysXVerse, covering diverse indoor and outdoor categories. Furthermore, to comprehensively and flexibly evaluate both generative and understanding capabilities in the wild, we propose PhysX-Bench, which encompasses six key attributes: geometry, absolute scale, material, affordance, kinematics, and function description. Extensive experiments with conventional metrics and PhysX-Bench show that PhysX-Omni performs strongly in both generation and understanding. Moreover, additional studies further validate the potential of PhysX-Omni for applications in simulation-ready scene generation and robotic policy learning. We believe PhysX-Omni can significantly advance a wide range of downstream applications, particularly in embodied AI and physics-based simulation.

  • 8 authors
·
May 19 1

DOT-Sim: Differentiable Optical Tactile Simulation with Precise Real-to-Sim Physical Calibration

Simulating optical tactile sensors presents significant challenges due to their high deformability and intricate optical properties. To address these issues and enable a physically accurate simulation, we propose DOT-Sim: Differentiable Optical Tactile Simulation. Unlike prior simulators that rely on simplified models of deformable sensors, DOT-Sim accurately captures the physical behavior of soft sensors by modeling them as elastic materials using the Material Point Method (MPM). DOT-Sim enables rapid calibration of optical tactile sensor simulation using a small number of demonstrations within minutes, which is substantially faster than existing methods. Compared to current baselines, our approach supports much larger and non-linear deformations. To handle the optical aspect, we propose a novel approach to simulating optical responses by learning a residual image relative to the real-world idle state. We validate the physical and visual realism of our method through a series of zero-shot sim-to-real tasks. Our experiments show that DOT-Sim (1) accurately replicates the physical dynamics of a DenseTact optical tactile sensor in reality, (2) generates realistic optical outputs in contact-rich scenarios, (3) enables direct deployment of simulation-trained classifiers in the real world, achieving 85% classification accuracy on challenging objects and 90% accuracy in embedded tumor-type detection, and (4) allows precise trajectory following with a policy trained from demonstrations in simulation, with an average error of less than 0.9 mm.

  • 6 authors
·
Apr 29

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

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

  • 12 authors
·
Jan 12

One Video, One World: Turning Monocular Video into Physical 4D Scenes

We introduce OVOW, the first training-free system that reconstructs instance-level, simulation-ready 4D mesh scenes from a single monocular video. Recent 4D reconstruction achieves impressive rendering quality, but its outputs (\eg, implicit fields, Gaussian primitives, or point clouds) lack the watertight topology, instance separation, and standardized physical interfaces required by physics simulators and embodied AI. OVOW closes this gap with a four-stage pipeline: a vision-language model discovers, labels, and motion-classifies all instances; category-aware reconstruction yields per-instance meshes for rigid objects and topology-consistent mesh sequences for deformable ones; an iterative render-match-optimize procedure recovers metric scale and 6-DoF pose trajectories; and physics-grounded assembly enforces ground contact and inter-object support. Crucially, we model all motion, rigid and non-rigid, through direct vertex deformation without category-specific priors or skeleton rigging, producing watertight mesh scenes ready for downstream physics simulation and editing. We further establish the first benchmark for structured Video-to-4D evaluation, with metrics for geometric correctness, instance separation, and physical plausibility beyond visual fidelity; the same pipeline doubles as a scalable engine for synthesizing paired video-to-4D simulation data for future 4D world models and embodied AI. Across two synthetic benchmarks (static and 4D), OVOW attains the best overall layout and geometry accuracy and the lowest photometric and semantic error among all baselines, and on monocular video runs one to two orders of magnitude faster than the baselines, while downstream physics simulation confirms its physical stability.

  • 10 authors
·
Jun 29

SoftVTBench: A Safety-Aware Visuo-Tactile Benchmark for Physically Constrained Robotic Manipulation of Deformable Objects

Deformable object manipulation poses challenges beyond task completion: successful execution must also maintain safe physical interaction, holding the object stably without slip or drop while avoiding excessive deformation. However, existing manipulation benchmarks are predominantly success-oriented and rarely evaluate whether a policy remains physically safe throughout execution. We present SoftVTBench, a safety-aware visuo-tactile benchmark for physically constrained deformable object manipulation. Built in Isaac Sim with finite-element-simulated deformable objects, SoftVTBench provides multi-view RGB observations, RGB tactile sensing with marker motion, proprioception, and language instructions, and defines four matched task suites over object type (deformable vs. rigid) and variation axis (object vs. spatial). It separately reports Goal Success and Safety Success; the latter additionally requires no drop and peak deformation below a calibrated object-specific threshold, measured from policy-hidden privileged Finite Element Method (FEM) states. We implement pi0.5-based baselines under this protocol. Experiments show that success-only evaluation substantially overstates policy performance, as a large fraction of goal-completing rollouts still violate physical safety. Furthermore, incorporating tactile sensing improves Safety Success (e.g., from 21.4% to 35.6% on object-centric deformable tasks) and reduces object deformation during execution, while maintaining comparable Goal Success. SoftVTBench provides a reproducible benchmark for studying visuo-tactile deformable manipulation under physical interaction constraints.

  • 18 authors
·
Jul 4

SoftVTBench: A Deformation-Aware Visuo-Tactile Dataset and Benchmark for Deformable-Object Manipulation

Physical interaction quality is central to deformable-object manipulation, yet most benchmarks evaluate task success alone. A policy may complete the task while allowing slip or causing excessive compression. A primary bottleneck is the absence of visuo-tactile datasets that pair policy-visible contact observations with independent physical ground truth over complete tasks. We introduce SoftVTBench, a visuo-tactile dataset for physical-interaction-aware deformable-object manipulation. It contains 4,000 expert demonstrations and more than 50 assets, including volumetric deformable objects and visually matched rigid twins. At 20 Hz, each episode synchronizes multi-view RGB, dual-finger tactile RGB and marker motion, proprioception, language, and binary and continuous gripper actions, alongside evaluator-only finite-element (FEM) states. Building upon this dataset, we establish a closed-loop benchmark that uses fixed object-specific calibration to define the Deformation-aware Success Rate (DSR), which counts a rollout as successful only when it completes the task and keeps peak normalized deformation within tolerance. Across Diffusion Policy, π_{0.5}, and FastWAM, all 12 in-distribution configurations contain successful rollouts that violate the deformation tolerance, accounting for 0.7--24% of each configuration's successes. Under distribution shift, visuo-tactile variants achieve higher task success in all six policy--suite comparisons and higher DSR in five, whereas their in-distribution benefits are mixed. These results show that making touch available does not by itself ensure effective multimodal fusion. SoftVTBench therefore provides a common visuo-tactile resource for studying not only whether a policy succeeds, but how it physically interacts with deformable objects and when touch improves that interaction.

CoDimRecon: Agentic Reconstruction of Sim-Ready 3D Scenes with Deformable Curves, Surfaces, and Volumes

Reconstructing simulation-ready 3D scenes from real-world observations enables robotics, gaming, and immersive applications, yet existing methods largely assume rigid objects. This leaves an important gap for deformables, whose simulation-ready geometry depends on dimensionality (curves, surfaces, or volumes) and whose behavior may require models beyond elasticity. We present CoDimRecon, an agentic framework that reconstructs editable scenes containing rigid, articulated, and deformable objects from multi-view RGB observations. Scene-level geometric priors ground scale and layout, while object-level generated meshes guide the agent toward detailed, compact geometry; articulated rigid objects are decomposed into movable parts with explicit joints. For deformables, category-wise agent sessions reconstruct curves as centerlines with radii, surfaces as manifold shells with thickness, and volumes as watertight solids for volumetric meshing. Reusable simulator skills initialize compatible physical models and parameters, while agent-guided behavioral tests expose mismatches and trigger targeted revisions of motion, geometry, numerics, or material modeling. On evaluated Replica and ScanNet++ scenes, CoDimRecon achieves competitive compositional reconstruction accuracy while additionally producing deformable assets for rod, shell, and solid simulation. We further demonstrate robot interactions across all three representations, including a controlled paper-folding case in which behavioral testing motivates plastic bending.

  • 5 authors
·
Sep 29

Neural Deformable Models for 3D Bi-Ventricular Heart Shape Reconstruction and Modeling from 2D Sparse Cardiac Magnetic Resonance Imaging

We propose a novel neural deformable model (NDM) targeting at the reconstruction and modeling of 3D bi-ventricular shape of the heart from 2D sparse cardiac magnetic resonance (CMR) imaging data. We model the bi-ventricular shape using blended deformable superquadrics, which are parameterized by a set of geometric parameter functions and are capable of deforming globally and locally. While global geometric parameter functions and deformations capture gross shape features from visual data, local deformations, parameterized as neural diffeomorphic point flows, can be learned to recover the detailed heart shape.Different from iterative optimization methods used in conventional deformable model formulations, NDMs can be trained to learn such geometric parameter functions, global and local deformations from a shape distribution manifold. Our NDM can learn to densify a sparse cardiac point cloud with arbitrary scales and generate high-quality triangular meshes automatically. It also enables the implicit learning of dense correspondences among different heart shape instances for accurate cardiac shape registration. Furthermore, the parameters of NDM are intuitive, and can be used by a physician without sophisticated post-processing. Experimental results on a large CMR dataset demonstrate the improved performance of NDM over conventional methods.

  • 5 authors
·
Jul 14, 2023

LiveScene: Language Embedding Interactive Radiance Fields for Physical Scene Rendering and Control

This paper aims to advance the progress of physical world interactive scene reconstruction by extending the interactive object reconstruction from single object level to complex scene level. To this end, we first construct one simulated and one real scene-level physical interaction dataset containing 28 scenes with multiple interactive objects per scene. Furthermore, to accurately model the interactive motions of multiple objects in complex scenes, we propose LiveScene, the first scene-level language-embedded interactive neural radiance field that efficiently reconstructs and controls multiple interactive objects in complex scenes. LiveScene introduces an efficient factorization that decomposes the interactive scene into multiple local deformable fields to separately reconstruct individual interactive objects, achieving the first accurate and independent control on multiple interactive objects in a complex scene. Moreover, we introduce an interaction-aware language embedding method that generates varying language embeddings to localize individual interactive objects under different interactive states, enabling arbitrary control of interactive objects using natural language. Finally, we evaluate LiveScene on the constructed datasets OminiSim and InterReal with various simulated and real-world complex scenes. Extensive experiment results demonstrate that the proposed approach achieves SOTA novel view synthesis and language grounding performance, surpassing existing methods by +9.89, +1.30, and +1.99 in PSNR on CoNeRF Synthetic, OminiSim #chanllenging, and InterReal #chanllenging datasets, and +65.12 of mIOU on OminiSim, respectively. Project page: https://livescenes.github.io{https://livescenes.github.io}.

  • 7 authors
·
Jun 23, 2024

Learning Generalizable Vision-Tactile Robotic Grasping Strategy for Deformable Objects via Transformer

Reliable robotic grasping, especially with deformable objects such as fruits, remains a challenging task due to underactuated contact interactions with a gripper, unknown object dynamics and geometries. In this study, we propose a Transformer-based robotic grasping framework for rigid grippers that leverage tactile and visual information for safe object grasping. Specifically, the Transformer models learn physical feature embeddings with sensor feedback through performing two pre-defined explorative actions (pinching and sliding) and predict a grasping outcome through a multilayer perceptron (MLP) with a given grasping strength. Using these predictions, the gripper predicts a safe grasping strength via inference. Compared with convolutional recurrent networks, the Transformer models can capture the long-term dependencies across the image sequences and process spatial-temporal features simultaneously. We first benchmark the Transformer models on a public dataset for slip detection. Following that, we show that the Transformer models outperform a CNN+LSTM model in terms of grasping accuracy and computational efficiency. We also collect a new fruit grasping dataset and conduct online grasping experiments using the proposed framework for both seen and unseen fruits. {In addition, we extend our model to objects with different shapes and demonstrate the effectiveness of our pre-trained model trained on our large-scale fruit dataset. Our codes and dataset are public on GitHub.

  • 9 authors
·
Jul 22, 2023

VR-GS: A Physical Dynamics-Aware Interactive Gaussian Splatting System in Virtual Reality

As consumer Virtual Reality (VR) and Mixed Reality (MR) technologies gain momentum, there's a growing focus on the development of engagements with 3D virtual content. Unfortunately, traditional techniques for content creation, editing, and interaction within these virtual spaces are fraught with difficulties. They tend to be not only engineering-intensive but also require extensive expertise, which adds to the frustration and inefficiency in virtual object manipulation. Our proposed VR-GS system represents a leap forward in human-centered 3D content interaction, offering a seamless and intuitive user experience. By developing a physical dynamics-aware interactive Gaussian Splatting in a Virtual Reality setting, and constructing a highly efficient two-level embedding strategy alongside deformable body simulations, VR-GS ensures real-time execution with highly realistic dynamic responses. The components of our Virtual Reality system are designed for high efficiency and effectiveness, starting from detailed scene reconstruction and object segmentation, advancing through multi-view image in-painting, and extending to interactive physics-based editing. The system also incorporates real-time deformation embedding and dynamic shadow casting, ensuring a comprehensive and engaging virtual experience.Our project page is available at: https://yingjiang96.github.io/VR-GS/.

  • 11 authors
·
Jan 29, 2024

ACWM-Phys: Investigating Generalized Physical Interaction in Action-Conditioned Video World Models

Action-conditioned world models (ACWMs) have shown strong promise for video prediction and decision-making. However, existing benchmarks are largely restricted to egocentric navigation or narrow, task-specific robotics datasets, offering only limited coverage of the rich physical interactions required for generalized world understanding. We introduce ACWM-Phys, a new benchmark for evaluating action-conditioned prediction under diverse physical dynamics in a clean, controllable simulation environment with a carefully designed action space. ACWM-Phys contains training and evaluation data spanning rigid-body dynamics, kinematics, deformable-object interactions, and particle dynamics. To evaluate both interpolation and generalization, we design in-distribution and out-of-distribution protocols with controlled shifts in interaction patterns or scene configurations. By building the benchmark in a fully controllable simulator, ACWM-Phys enables precise data collection, reproducible evaluation, and systematic analysis of model capabilities for physically grounded world modeling. Through systematic experiments on ACWM-DiT, we find that OoD generalization depends not only on the physical regime but also on effective task complexity: models generalize well on visually simple, low-dimensional interactions with clear geometric structure, but suffer larger drops on deformable contacts, high-dimensional control, and complex articulated motion. This suggests that the model still relies heavily on visual appearance patterns instead of fully learning the underlying physics. Ablations show that cross-attention improves high-dimensional action conditioning, causal VAEs outperform frame-wise encoders, and larger action spaces are harder to model but can improve generalization by providing richer control signals. These findings guide the design of physically grounded world models.

  • 7 authors
·
May 8

Physically Native World Models: A Hamiltonian Perspective on Generative World Modeling

World models have recently re-emerged as a central paradigm for embodied intelligence, robotics, autonomous driving, and model-based reinforcement learning. However, current world model research is often dominated by three partially separated routes: 2D video-generative models that emphasize visual future synthesis, 3D scene-centric models that emphasize spatial reconstruction, and JEPA-like latent models that emphasize abstract predictive representations. While each route has made important progress, they still struggle to provide physically reliable, action-controllable, and long-horizon stable predictions for embodied decision making. In this paper, we argue that the bottleneck of world models is no longer only whether they can generate realistic futures, but whether those futures are physically meaningful and useful for action. We propose Hamiltonian World Models as a physically grounded perspective on world modeling. The key idea is to encode observations into a structured latent phase space, evolve the latent state through Hamiltonian-inspired dynamics with control, dissipation, and residual terms, decode the predicted trajectory into future observations, and use the resulting rollouts for planning. We discuss how Hamiltonian structure may improve interpretability, data efficiency, and long-horizon stability, while also noting practical challenges in real-world robotic scenes involving friction, contact, non-conservative forces, and deformable objects.

  • 2 authors
·
Apr 30

GS-Agent: Creating 4D Physical Worlds With Generative Simulation

Creating dynamic and physically realistic 4D worlds from natural language descriptions is both fascinating and challenging. Traditional computer graphics methods rely on manual creation, requiring extensive human effort to fine-tune materials, motions, and visual fidelity. Recent advances in generative foundation models have sparked interest in learning to generate such 4D worlds from large-scale data; however, existing methods still struggle to ensure physical plausibility and controllability. In this work, we take a different path by leveraging foundation models to construct an agentic system that emulates how humans traditionally create 4D worlds, yet automates the entire process. We present GS-Agent, an end-to-end multi-agent framework that integrates physics engines in the loop to generate realistic, dynamic, and controllable 4D physical worlds from natural language. Inspired by how humans build 4D worlds, GS-Agent decomposes the task into entity management, covering 3D asset curation, material tuning, placement, and motion control, and rendering configuration, including camera and lighting manipulation. Multiple agents with distinct expertise interact with the physics engine via code, seek multimodal feedback, and collaborate to iteratively construct 4D worlds that align with the given descriptions. Experimental results show that GS-Agent effectively converts natural language into diverse and physically plausible 4D worlds exhibiting rich interactions among liquids, deformable objects, and rigid bodies, while achieving cinematic camera and lighting control. We envision GS-Agent as a foundation for a new paradigm in 4D world generation, empowering creative content creation and physical AI. Project page at https://umass-embodied-agi.github.io/gs-agent/

  • 6 authors
·
Jul 22

SIMPACT: Simulation-Enabled Action Planning using Vision-Language Models

Vision-Language Models (VLMs) exhibit remarkable common-sense and semantic reasoning capabilities. However, they lack a grounded understanding of physical dynamics. This limitation arises from training VLMs on static internet-scale visual-language data that contain no causal interactions or action-conditioned changes. Consequently, it remains challenging to leverage VLMs for fine-grained robotic manipulation tasks that require physical understanding, reasoning, and corresponding action planning. To overcome this, we present SIMPACT, a test-time, SIMulation-enabled ACTion Planning framework that equips VLMs with physical reasoning through simulation-in-the-loop world modeling, without requiring any additional training. From a single RGB-D observation, SIMPACT efficiently constructs physics simulations, enabling the VLM to propose informed actions, observe simulated rollouts, and iteratively refine its reasoning. By integrating language reasoning with physics prediction, our simulation-enabled VLM can understand contact dynamics and action outcomes in a physically grounded way. Our method demonstrates state-of-the-art performance on five challenging, real-world rigid-body and deformable manipulation tasks that require fine-grained physical reasoning, outperforming existing general-purpose robotic manipulation models. Our results demonstrate that embedding physics understanding via efficient simulation into VLM reasoning at test time offers a promising path towards generalizable embodied intelligence. Project webpage can be found at https://simpact-bot.github.io

  • 7 authors
·
Dec 5, 2025

EmbodiedSmith: Scaling Embodied Data through Recursive Self-Improvement Flywheel in Simulation

Scaling robotic foundation models requires diverse training data and reliable evaluation environments. Simulation offers a scalable solution, yet existing generation pipelines remain constrained by predefined assets and skills, a disconnect between scene generation and task generation, and limited support for complex embodiments and physics. We introduce EmbodiedSmith, a framework for scalable embodied data generation through recursive self-improvement (RSI). EmbodiedSmith unifies asset, scene, and task generation in a pipeline that supports autonomous creation and language-driven customization. Its core is an agentic refinement loop: scene generation anticipates downstream task requirements, while task generation guides targeted scene edits, allowing scenes and tasks to iteratively improve one another. This joint refinement improves task generation success, including for long-horizon tasks. The framework further supports mobile manipulators, humanoids, and dexterous hands, as well as interactions involving deformable objects and fluids, broadening the range of behaviors and physical phenomena represented in generated data. Together, these capabilities provide a flexible simulation engine for both robot pretraining and evaluation. Extensive experiments validate the quality, diversity, and generation efficiency of the resulting data, while downstream policy experiments demonstrate that increased data diversity improves generalization.

  • 16 authors
·
Oct 5 1