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Jul 20

SMART: Scalable Multi-agent Real-time Motion Generation via Next-token Prediction

Data-driven autonomous driving motion generation tasks are frequently impacted by the limitations of dataset size and the domain gap between datasets, which precludes their extensive application in real-world scenarios. To address this issue, we introduce SMART, a novel autonomous driving motion generation paradigm that models vectorized map and agent trajectory data into discrete sequence tokens. These tokens are then processed through a decoder-only transformer architecture to train for the next token prediction task across spatial-temporal series. This GPT-style method allows the model to learn the motion distribution in real driving scenarios. SMART achieves state-of-the-art performance across most of the metrics on the generative Sim Agents challenge, ranking 1st on the leaderboards of Waymo Open Motion Dataset (WOMD), demonstrating remarkable inference speed. Moreover, SMART represents the generative model in the autonomous driving motion domain, exhibiting zero-shot generalization capabilities: Using only the NuPlan dataset for training and WOMD for validation, SMART achieved a competitive score of 0.72 on the Sim Agents challenge. Lastly, we have collected over 1 billion motion tokens from multiple datasets, validating the model's scalability. These results suggest that SMART has initially emulated two important properties: scalability and zero-shot generalization, and preliminarily meets the needs of large-scale real-time simulation applications. We have released all the code to promote the exploration of models for motion generation in the autonomous driving field. The source code is available at https://github.com/rainmaker22/SMART.

  • 4 authors
·
Oct 31, 2024

NeuralDEM -- Real-time Simulation of Industrial Particulate Flows

Advancements in computing power have made it possible to numerically simulate large-scale fluid-mechanical and/or particulate systems, many of which are integral to core industrial processes. Among the different numerical methods available, the discrete element method (DEM) provides one of the most accurate representations of a wide range of physical systems involving granular and discontinuous materials. Consequently, DEM has become a widely accepted approach for tackling engineering problems connected to granular flows and powder mechanics. Additionally, DEM can be integrated with grid-based computational fluid dynamics (CFD) methods, enabling the simulation of chemical processes taking place, e.g., in fluidized beds. However, DEM is computationally intensive because of the intrinsic multiscale nature of particulate systems, restricting simulation duration or number of particles. Towards this end, NeuralDEM presents an end-to-end approach to replace slow numerical DEM routines with fast, adaptable deep learning surrogates. NeuralDEM is capable of picturing long-term transport processes across different regimes using macroscopic observables without any reference to microscopic model parameters. First, NeuralDEM treats the Lagrangian discretization of DEM as an underlying continuous field, while simultaneously modeling macroscopic behavior directly as additional auxiliary fields. Second, NeuralDEM introduces multi-branch neural operators scalable to real-time modeling of industrially-sized scenarios - from slow and pseudo-steady to fast and transient. Such scenarios have previously posed insurmountable challenges for deep learning models. Notably, NeuralDEM faithfully models coupled CFD-DEM fluidized bed reactors of 160k CFD cells and 500k DEM particles for trajectories of 28s. NeuralDEM will open many new doors to advanced engineering and much faster process cycles.

  • 6 authors
·
Nov 14, 2024

WAKESET: A Large-Scale, High-Reynolds Number Flow Dataset for Machine Learning of Turbulent Wake Dynamics

Machine learning (ML) offers transformative potential for computational fluid dynamics (CFD), promising to accelerate simulations, improve turbulence modelling, and enable real-time flow prediction and control-capabilities that could fundamentally change how engineers approach fluid dynamics problems. However, the exploration of ML in fluid dynamics is critically hampered by the scarcity of large, diverse, and high-fidelity datasets suitable for training robust models. This limitation is particularly acute for highly turbulent flows, which dominate practical engineering applications yet remain computationally prohibitive to simulate at scale. High-Reynolds number turbulent datasets are essential for ML models to learn the complex, multi-scale physics characteristic of real-world flows, enabling generalisation beyond the simplified, low-Reynolds number regimes often represented in existing datasets. This paper introduces WAKESET, a novel, large-scale CFD dataset of highly turbulent flows, designed to address this critical gap. The dataset captures the complex hydrodynamic interactions during the underwater recovery of an autonomous underwater vehicle by a larger extra-large uncrewed underwater vehicle. It comprises 1,091 high-fidelity Reynolds-Averaged Navier-Stokes simulations, augmented to 4,364 instances, covering a wide operational envelope of speeds (up to Reynolds numbers of 1.09 x 10^8) and turning angles. This work details the motivation for this new dataset by reviewing existing resources, outlines the hydrodynamic modelling and validation underpinning its creation, and describes its structure. The dataset's focus on a practical engineering problem, its scale, and its high turbulence characteristics make it a valuable resource for developing and benchmarking ML models for flow field prediction, surrogate modelling, and autonomous navigation in complex underwater environments.

  • 4 authors
·
Feb 1

DreamDojo: A Generalist Robot World Model from Large-Scale Human Videos

Being able to simulate the outcomes of actions in varied environments will revolutionize the development of generalist agents at scale. However, modeling these world dynamics, especially for dexterous robotics tasks, poses significant challenges due to limited data coverage and scarce action labels. As an endeavor towards this end, we introduce DreamDojo, a foundation world model that learns diverse interactions and dexterous controls from 44k hours of egocentric human videos. Our data mixture represents the largest video dataset to date for world model pretraining, spanning a wide range of daily scenarios with diverse objects and skills. To address the scarcity of action labels, we introduce continuous latent actions as unified proxy actions, enhancing interaction knowledge transfer from unlabeled videos. After post-training on small-scale target robot data, DreamDojo demonstrates a strong understanding of physics and precise action controllability. We also devise a distillation pipeline that accelerates DreamDojo to a real-time speed of 10.81 FPS and further improves context consistency. Our work enables several important applications based on generative world models, including live teleoperation, policy evaluation, and model-based planning. Systematic evaluation on multiple challenging out-of-distribution (OOD) benchmarks verifies the significance of our method for simulating open-world, contact-rich tasks, paving the way for general-purpose robot world models.

nvidia NVIDIA
·
Feb 6 1

LatticeWorld: A Multimodal Large Language Model-Empowered Framework for Interactive Complex World Generation

Recent research has been increasingly focusing on developing 3D world models that simulate complex real-world scenarios. World models have found broad applications across various domains, including embodied AI, autonomous driving, entertainment, etc. A more realistic simulation with accurate physics will effectively narrow the sim-to-real gap and allow us to gather rich information about the real world conveniently. While traditional manual modeling has enabled the creation of virtual 3D scenes, modern approaches have leveraged advanced machine learning algorithms for 3D world generation, with most recent advances focusing on generative methods that can create virtual worlds based on user instructions. This work explores such a research direction by proposing LatticeWorld, a simple yet effective 3D world generation framework that streamlines the industrial production pipeline of 3D environments. LatticeWorld leverages lightweight LLMs (LLaMA-2-7B) alongside the industry-grade rendering engine (e.g., Unreal Engine 5) to generate a dynamic environment. Our proposed framework accepts textual descriptions and visual instructions as multimodal inputs and creates large-scale 3D interactive worlds with dynamic agents, featuring competitive multi-agent interaction, high-fidelity physics simulation, and real-time rendering. We conduct comprehensive experiments to evaluate LatticeWorld, showing that it achieves superior accuracy in scene layout generation and visual fidelity. Moreover, LatticeWorld achieves over a 90times increase in industrial production efficiency while maintaining high creative quality compared with traditional manual production methods. Our demo video is available at https://youtu.be/8VWZXpERR18

  • 10 authors
·
Sep 5, 2025 3

TEXEDO : Test Time Scaling for Controller-aware Language-conditioned Humanoid Motion Generation

Text-conditioned motion generation is a promising interface for programming humanoid robots, yet current generators are often trained on human motion datasets retargeted to robot morphologies. Although such data provides rich semantic and kinematic priors, it fails to capture the nuances of whole-body tracking controllers, including balance, contact dynamics, actuation limits, and controller-specific failure modes. As a result, generated motions can be semantically plausible but difficult or impossible for the robot to execute. We introduce TEXEDO, a test-time scaling framework for humanoid motion generation that improves motion quality without requiring a stronger underlying generator. Given a text prompt, TEXEDO samples multiple candidate motions from a pretrained text-conditioned generator and selects the best motion that is both executable and task-aligned. The reward model combines a dynamic feasibility verifier, distilled from whole-body tracking rollouts to predict physical executability, with a semantic alignment verifier that measures text-motion alignment in a learned co-embedding space. Our pipeline treats dynamic feasibility as a hard constraint and semantic alignment as the selection objective within the feasible set. Through large-scale simulation studies and real-world deployment on a Unitree G1 humanoid robot, we show that TEXEDO consistently improves both tracking fidelity and text alignment. These results demonstrate that grounded verification is an effective path toward deployable language-guided humanoid motion generation. Project website: https://jianuocao.github.io/TEXEDO/

  • 6 authors
·
Jun 21

Search-TTA: A Multimodal Test-Time Adaptation Framework for Visual Search in the Wild

To perform autonomous visual search for environmental monitoring, a robot may leverage satellite imagery as a prior map. This can help inform coarse, high-level search and exploration strategies, even when such images lack sufficient resolution to allow fine-grained, explicit visual recognition of targets. However, there are some challenges to overcome with using satellite images to direct visual search. For one, targets that are unseen in satellite images are underrepresented (compared to ground images) in most existing datasets, and thus vision models trained on these datasets fail to reason effectively based on indirect visual cues. Furthermore, approaches which leverage large Vision Language Models (VLMs) for generalization may yield inaccurate outputs due to hallucination, leading to inefficient search. To address these challenges, we introduce Search-TTA, a multimodal test-time adaptation framework that can accept text and/or image input. First, we pretrain a remote sensing image encoder to align with CLIP's visual encoder to output probability distributions of target presence used for visual search. Second, our framework dynamically refines CLIP's predictions during search using a test-time adaptation mechanism. Through a feedback loop inspired by Spatial Poisson Point Processes, gradient updates (weighted by uncertainty) are used to correct (potentially inaccurate) predictions and improve search performance. To validate Search-TTA's performance, we curate a visual search dataset based on internet-scale ecological data. We find that Search-TTA improves planner performance by up to 9.7%, particularly in cases with poor initial CLIP predictions. It also achieves comparable performance to state-of-the-art VLMs. Finally, we deploy Search-TTA on a real UAV via hardware-in-the-loop testing, by simulating its operation within a large-scale simulation that provides onboard sensing.

  • 11 authors
·
May 16, 2025 1

Synthetic Computers at Scale for Long-Horizon Productivity Simulation

Realistic long-horizon productivity work is strongly conditioned on user-specific computer environments, where much of the work context is stored and organized through directory structures and content-rich artifacts. To scale synthetic data creation for such productivity scenarios, we introduce Synthetic Computers at Scale, a scalable methodology for creating such environments with realistic folder hierarchies and content-rich artifacts (e.g., documents, spreadsheets, and presentations). Conditioned on each synthetic computer, we run long-horizon simulations: one agent creates productivity objectives that are specific to the computer's user and require multiple professional deliverables and about a month of human work; another agent then acts as that user and keeps working across the computer -- for example, navigating the filesystem for grounding, coordinating with simulated collaborators, and producing professional artifacts -- until these objectives are completed. In preliminary experiments, we create 1,000 synthetic computers and run long-horizon simulations on them; each run requires over 8 hours of agent runtime and spans more than 2,000 turns on average. These simulations produce rich experiential learning signals, whose effectiveness is validated by significant improvements in agent performance on both in-domain and out-of-domain productivity evaluations. Given that personas are abundant at billion scale, this methodology can in principle scale to millions or even billions of synthetic user worlds with sufficient compute, enabling broader coverage of diverse professions, roles, contexts, environments, and productivity needs. We argue that scalable synthetic computer creation, together with at-scale simulations, is highly promising as a foundational substrate for agent self-improvement and agentic reinforcement learning in long-horizon productivity scenarios.

microsoft Microsoft
·
Apr 29 2

Learning to Fly in Seconds

Learning-based methods, particularly Reinforcement Learning (RL), hold great promise for streamlining deployment, enhancing performance, and achieving generalization in the control of autonomous multirotor aerial vehicles. Deep RL has been able to control complex systems with impressive fidelity and agility in simulation but the simulation-to-reality transfer often brings a hard-to-bridge reality gap. Moreover, RL is commonly plagued by prohibitively long training times. In this work, we propose a novel asymmetric actor-critic-based architecture coupled with a highly reliable RL-based training paradigm for end-to-end quadrotor control. We show how curriculum learning and a highly optimized simulator enhance sample complexity and lead to fast training times. To precisely discuss the challenges related to low-level/end-to-end multirotor control, we also introduce a taxonomy that classifies the existing levels of control abstractions as well as non-linearities and domain parameters. Our framework enables Simulation-to-Reality (Sim2Real) transfer for direct RPM control after only 18 seconds of training on a consumer-grade laptop as well as its deployment on microcontrollers to control a multirotor under real-time guarantees. Finally, our solution exhibits competitive performance in trajectory tracking, as demonstrated through various experimental comparisons with existing state-of-the-art control solutions using a real Crazyflie nano quadrotor. We open source the code including a very fast multirotor dynamics simulator that can simulate about 5 months of flight per second on a laptop GPU. The fast training times and deployment to a cheap, off-the-shelf quadrotor lower the barriers to entry and help democratize the research and development of these systems.

  • 3 authors
·
Nov 21, 2023

SimScale: Learning to Drive via Real-World Simulation at Scale

Achieving fully autonomous driving systems requires learning rational decisions in a wide span of scenarios, including safety-critical and out-of-distribution ones. However, such cases are underrepresented in real-world corpus collected by human experts. To complement for the lack of data diversity, we introduce a novel and scalable simulation framework capable of synthesizing massive unseen states upon existing driving logs. Our pipeline utilizes advanced neural rendering with a reactive environment to generate high-fidelity multi-view observations controlled by the perturbed ego trajectory. Furthermore, we develop a pseudo-expert trajectory generation mechanism for these newly simulated states to provide action supervision. Upon the synthesized data, we find that a simple co-training strategy on both real-world and simulated samples can lead to significant improvements in both robustness and generalization for various planning methods on challenging real-world benchmarks, up to +6.8 EPDMS on navhard and +2.9 on navtest. More importantly, such policy improvement scales smoothly by increasing simulation data only, even without extra real-world data streaming in. We further reveal several crucial findings of such a sim-real learning system, which we term SimScale, including the design of pseudo-experts and the scaling properties for different policy architectures. Our simulation data and code would be released.

OpenDriveLab OpenDriveLab
·
Nov 28, 2025 2

NAVSIM: Data-Driven Non-Reactive Autonomous Vehicle Simulation and Benchmarking

Benchmarking vision-based driving policies is challenging. On one hand, open-loop evaluation with real data is easy, but these results do not reflect closed-loop performance. On the other, closed-loop evaluation is possible in simulation, but is hard to scale due to its significant computational demands. Further, the simulators available today exhibit a large domain gap to real data. This has resulted in an inability to draw clear conclusions from the rapidly growing body of research on end-to-end autonomous driving. In this paper, we present NAVSIM, a middle ground between these evaluation paradigms, where we use large datasets in combination with a non-reactive simulator to enable large-scale real-world benchmarking. Specifically, we gather simulation-based metrics, such as progress and time to collision, by unrolling bird's eye view abstractions of the test scenes for a short simulation horizon. Our simulation is non-reactive, i.e., the evaluated policy and environment do not influence each other. As we demonstrate empirically, this decoupling allows open-loop metric computation while being better aligned with closed-loop evaluations than traditional displacement errors. NAVSIM enabled a new competition held at CVPR 2024, where 143 teams submitted 463 entries, resulting in several new insights. On a large set of challenging scenarios, we observe that simple methods with moderate compute requirements such as TransFuser can match recent large-scale end-to-end driving architectures such as UniAD. Our modular framework can potentially be extended with new datasets, data curation strategies, and metrics, and will be continually maintained to host future challenges. Our code is available at https://github.com/autonomousvision/navsim.

  • 12 authors
·
Jun 21, 2024 1

GS-Playground: A High-Throughput Photorealistic Simulator for Vision-Informed Robot Learning

Embodied AI research is undergoing a shift toward vision-centric perceptual paradigms. While massively parallel simulators have catalyzed breakthroughs in proprioception-based locomotion, their potential remains largely untapped for vision-informed tasks due to the prohibitive computational overhead of large-scale photorealistic rendering. Furthermore, the creation of simulation-ready 3D assets heavily relies on labor-intensive manual modeling, while the significant sim-to-real physical gap hinders the transfer of contact-rich manipulation policies. To address these bottlenecks, we propose GS-Playground, a multi-modal simulation framework designed to accelerate end-to-end perceptual learning. We develop a novel high-performance parallel physics engine, specifically designed to integrate with a batch 3D Gaussian Splatting (3DGS) rendering pipeline to ensure high-fidelity synchronization. Our system achieves a breakthrough throughput of 10^4 FPS at 640x480 resolution, significantly lowering the barrier for large-scale visual RL. Additionally, we introduce an automated Real2Sim workflow that reconstructs photorealistic, physically consistent, and memory-efficient environments, streamlining the generation of complex simulation-ready scenes. Extensive experiments on locomotion, navigation, and manipulation demonstrate that GS-Playground effectively bridges the perceptual and physical gaps across diverse embodied tasks. Project homepage: https://gsplayground.github.io.

  • 42 authors
·
Apr 27

GASE: Gaussian Splatting-Based Automated System for Reconstructing Embodied-Simulation Environments

Training embodied agents in the real world requires skilled operators and expensive hardware. Simulation environments offer a compelling alternative by enabling large-scale, cost-effective data augmentation. Consequently, rapidly constructing high-fidelity simulation scenes with a minimal sim-to-real gap has become a critical objective in robot learning. While reconstruction-based methods provide superior visual quality, current workflows are hindered by inefficient data acquisition and subpar foreground object extraction. We thus propose GASE, a highly automated system for simulation scene construction. GASE leverages multi-view video streams from panoramic camera arrays to enable rapid environment scanning. To ensure high-quality asset generation, our pipeline introduces a camera-pose-based strategy that robustly extracts objects across frames in the 2D domain, followed by high-fidelity scene inpainting. Foreground objects and the static background are then reconstructed independently and seamlessly imported into physics simulators for policy training. Extensive experiments demonstrate that GASE outperforms existing 3D Gaussian-based methods in segmentation accuracy by over 10\% while achieving state-of-the-art inpainting quality. Furthermore, real-robot deployments across manipulation and navigation tasks maintains a performance gap of less than 10\% compared to policies trained purely on real-world data. These results confirm that GASE provides an efficient and highly effective solution for bridging the sim-to-real gap. Code will be released.

  • 11 authors
·
Jun 15

Anything in Any Scene: Photorealistic Video Object Insertion

Realistic video simulation has shown significant potential across diverse applications, from virtual reality to film production. This is particularly true for scenarios where capturing videos in real-world settings is either impractical or expensive. Existing approaches in video simulation often fail to accurately model the lighting environment, represent the object geometry, or achieve high levels of photorealism. In this paper, we propose Anything in Any Scene, a novel and generic framework for realistic video simulation that seamlessly inserts any object into an existing dynamic video with a strong emphasis on physical realism. Our proposed general framework encompasses three key processes: 1) integrating a realistic object into a given scene video with proper placement to ensure geometric realism; 2) estimating the sky and environmental lighting distribution and simulating realistic shadows to enhance the light realism; 3) employing a style transfer network that refines the final video output to maximize photorealism. We experimentally demonstrate that Anything in Any Scene framework produces simulated videos of great geometric realism, lighting realism, and photorealism. By significantly mitigating the challenges associated with video data generation, our framework offers an efficient and cost-effective solution for acquiring high-quality videos. Furthermore, its applications extend well beyond video data augmentation, showing promising potential in virtual reality, video editing, and various other video-centric applications. Please check our project website https://anythinginanyscene.github.io for access to our project code and more high-resolution video results.

  • 14 authors
·
Jan 30, 2024 1

SimBench: Benchmarking the Ability of Large Language Models to Simulate Human Behaviors

Large language model (LLM) simulations of human behavior have the potential to revolutionize the social and behavioral sciences, if and only if they faithfully reflect real human behaviors. Current evaluations are fragmented, based on bespoke tasks and metrics, creating a patchwork of incomparable results. To address this, we introduce SimBench, the first large-scale, standardized benchmark for a robust, reproducible science of LLM simulation. By unifying 20 diverse datasets covering tasks from moral decision-making to economic choice across a large global participant pool, SimBench provides the necessary foundation to ask fundamental questions about when, how, and why LLM simulations succeed or fail. We show that, while even the best LLMs today have limited simulation ability (score: 40.80/100), performance scales log-linearly with model size. Simulation performance is not improved by increased inference-time compute. We demonstrate an alignment-simulation trade-off: instruction-tuning improves performance on low-entropy (consensus) questions but degrades it on high-entropy (diverse) ones. Models particularly struggle when simulating specific demographic groups. Finally, we demonstrate that simulation ability correlates most strongly with deep, knowledge-intensive reasoning (MMLU-Pro, r=0.939). By making progress measurable, we aim to accelerate the development of more faithful LLM simulators.

  • 6 authors
·
Oct 20, 2025

Matrix-Game 3.0: Real-Time and Streaming Interactive World Model with Long-Horizon Memory

With the advancement of interactive video generation, diffusion models have increasingly demonstrated their potential as world models. However, existing approaches still struggle to simultaneously achieve memory-enabled long-term temporal consistency and high-resolution real-time generation, limiting their applicability in real-world scenarios. To address this, we present Matrix-Game 3.0, a memory-augmented interactive world model designed for 720p real-time longform video generation. Building upon Matrix-Game 2.0, we introduce systematic improvements across data, model, and inference. First, we develop an upgraded industrial-scale infinite data engine that integrates Unreal Engine-based synthetic data, large-scale automated collection from AAA games, and real-world video augmentation to produce high-quality Video-Pose-Action-Prompt quadruplet data at scale. Second, we propose a training framework for long-horizon consistency: by modeling prediction residuals and re-injecting imperfect generated frames during training, the base model learns self-correction; meanwhile, camera-aware memory retrieval and injection enable the base model to achieve long horizon spatiotemporal consistency. Third, we design a multi-segment autoregressive distillation strategy based on Distribution Matching Distillation (DMD), combined with model quantization and VAE decoder pruning, to achieve efficient real-time inference. Experimental results show that Matrix-Game 3.0 achieves up to 40 FPS real-time generation at 720p resolution with a 5B model, while maintaining stable memory consistency over minute-long sequences. Scaling up to a 2x14B model further improves generation quality, dynamics, and generalization. Our approach provides a practical pathway toward industrial-scale deployable world models.

  • 23 authors
·
Apr 9 2

High-Fidelity Simulated Data Generation for Real-World Zero-Shot Robotic Manipulation Learning with Gaussian Splatting

The scalability of robotic learning is fundamentally bottlenecked by the significant cost and labor of real-world data collection. While simulated data offers a scalable alternative, it often fails to generalize to the real world due to significant gaps in visual appearance, physical properties, and object interactions. To address this, we propose RoboSimGS, a novel Real2Sim2Real framework that converts multi-view real-world images into scalable, high-fidelity, and physically interactive simulation environments for robotic manipulation. Our approach reconstructs scenes using a hybrid representation: 3D Gaussian Splatting (3DGS) captures the photorealistic appearance of the environment, while mesh primitives for interactive objects ensure accurate physics simulation. Crucially, we pioneer the use of a Multi-modal Large Language Model (MLLM) to automate the creation of physically plausible, articulated assets. The MLLM analyzes visual data to infer not only physical properties (e.g., density, stiffness) but also complex kinematic structures (e.g., hinges, sliding rails) of objects. We demonstrate that policies trained entirely on data generated by RoboSimGS achieve successful zero-shot sim-to-real transfer across a diverse set of real-world manipulation tasks. Furthermore, data from RoboSimGS significantly enhances the performance and generalization capabilities of SOTA methods. Our results validate RoboSimGS as a powerful and scalable solution for bridging the sim-to-real gap.

Alibaba-DAMO-Academy DAMO Academy
·
Oct 12, 2025 2

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

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

  • 37 authors
·
Apr 26, 2025 2

SpriteHand: Real-Time Versatile Hand-Object Interaction with Autoregressive Video Generation

Modeling and synthesizing complex hand-object interactions remains a significant challenge, even for state-of-the-art physics engines. Conventional simulation-based approaches rely on explicitly defined rigid object models and pre-scripted hand gestures, making them inadequate for capturing dynamic interactions with non-rigid or articulated entities such as deformable fabrics, elastic materials, hinge-based structures, furry surfaces, or even living creatures. In this paper, we present SpriteHand, an autoregressive video generation framework for real-time synthesis of versatile hand-object interaction videos across a wide range of object types and motion patterns. SpriteHand takes as input a static object image and a video stream in which the hands are imagined to interact with the virtual object embedded in a real-world scene, and generates corresponding hand-object interaction effects in real time. Our model employs a causal inference architecture for autoregressive generation and leverages a hybrid post-training approach to enhance visual realism and temporal coherence. Our 1.3B model supports real-time streaming generation at around 18 FPS and 640x368 resolution, with an approximate 150 ms latency on a single NVIDIA RTX 5090 GPU, and more than a minute of continuous output. Experiments demonstrate superior visual quality, physical plausibility, and interaction fidelity compared to both generative and engine-based baselines.

  • 7 authors
·
Dec 1, 2025

RealCam: Real-Time Novel-View Video Generation with Interactive Camera Control

Camera-controlled video-to-video (V2V) generation enables dynamic viewpoint synthesis from monocular footage, holding immense potential for interactive filmmaking and live broadcasting. However, existing implicit synthesis methods fundamentally rely on non-causal, full-sequence processing and rigid prefix-style temporal concatenation. This architectural paradigm mandates bidirectional attention, resulting in prohibitive computational latency, quadratic complexity scaling, and inherent incompatibility with real-time streaming or variable-length inputs. To overcome these limitations, we introduce RealCam, a novel autoregressive framework for interactive, real-time camera-controlled V2V generation. We first design a high-fidelity teacher model grounded in a Cross-frame In-context Learning paradigm. By interleaving source and target frames into synchronized contextual pairs, our design inherently enables length-agnostic generalization and naturally facilitates causal adaptation, breaking the rigid prefix bottleneck. We then distill this teacher into a few-step causal student via Self-Forcing with Distribution Matching Distillation, enabling efficient, on-the-fly streaming synthesis. Furthermore, to mitigate severe loop inconsistency in closed-loop trajectories, we propose Loop-Closed Data Augmentation (LoopAug), a novel paradigm that synthesizes globally consistent loop sequences from existing multiview datasets. Extensive experiments demonstrate that RealCam achieves state-of-the-art visual fidelity and temporal consistency while enabling truly interactive camera control with orders-of-magnitude faster inference than existing paradigms. Our project page is at https://xyc-fly.github.io/RealCam/.

  • 8 authors
·
May 6

LychSim: A Controllable and Interactive Simulation Framework for Vision Research

While self-supervised pretraining has reduced vision systems' reliance on synthetic data, simulation remains an indispensable tool for closed-loop optimization and rigorous out-of-distribution (OOD) evaluation. However, modern simulation platforms often present steep technical barriers, requiring extensive expertise in computer graphics and game development. In this work, we present LychSim, a highly controllable and interactive simulation framework built upon Unreal Engine 5 to bridge this gap. LychSim is built around three key designs: (1) a streamlined Python API that abstracts away underlying engine complexities; (2) a procedural data pipeline capable of generating diverse, high-fidelity environments with varying out-of-distribution (OOD) visual challenges, paired with rich 2D and 3D ground truths; and (3) a native integration of the Model Context Protocol (MCP) that transforms the simulator into a dynamic, closed-loop playground for reasoning agentic LLMs. We further annotate scene-level procedural rules and object-level pose alignments to enable semantically aligned 3D ground truths and automated scene modification. We demonstrate LychSim's capability across multiple downstream applications, including serving as a synthetic data engine, powering reinforcement learning-based adversarial examiners, and facilitating interactive, language-driven scene layout generation. To benefit the broader vision community, LychSim will be made publicly available, including full source code and various data annotations.

Pseudo-Simulation for Autonomous Driving

Existing evaluation paradigms for Autonomous Vehicles (AVs) face critical limitations. Real-world evaluation is often challenging due to safety concerns and a lack of reproducibility, whereas closed-loop simulation can face insufficient realism or high computational costs. Open-loop evaluation, while being efficient and data-driven, relies on metrics that generally overlook compounding errors. In this paper, we propose pseudo-simulation, a novel paradigm that addresses these limitations. Pseudo-simulation operates on real datasets, similar to open-loop evaluation, but augments them with synthetic observations generated prior to evaluation using 3D Gaussian Splatting. Our key idea is to approximate potential future states the AV might encounter by generating a diverse set of observations that vary in position, heading, and speed. Our method then assigns a higher importance to synthetic observations that best match the AV's likely behavior using a novel proximity-based weighting scheme. This enables evaluating error recovery and the mitigation of causal confusion, as in closed-loop benchmarks, without requiring sequential interactive simulation. We show that pseudo-simulation is better correlated with closed-loop simulations (R^2=0.8) than the best existing open-loop approach (R^2=0.7). We also establish a public leaderboard for the community to benchmark new methodologies with pseudo-simulation. Our code is available at https://github.com/autonomousvision/navsim.

  • 14 authors
·
Jun 4, 2025

SMERF: Streamable Memory Efficient Radiance Fields for Real-Time Large-Scene Exploration

Recent techniques for real-time view synthesis have rapidly advanced in fidelity and speed, and modern methods are capable of rendering near-photorealistic scenes at interactive frame rates. At the same time, a tension has arisen between explicit scene representations amenable to rasterization and neural fields built on ray marching, with state-of-the-art instances of the latter surpassing the former in quality while being prohibitively expensive for real-time applications. In this work, we introduce SMERF, a view synthesis approach that achieves state-of-the-art accuracy among real-time methods on large scenes with footprints up to 300 m^2 at a volumetric resolution of 3.5 mm^3. Our method is built upon two primary contributions: a hierarchical model partitioning scheme, which increases model capacity while constraining compute and memory consumption, and a distillation training strategy that simultaneously yields high fidelity and internal consistency. Our approach enables full six degrees of freedom (6DOF) navigation within a web browser and renders in real-time on commodity smartphones and laptops. Extensive experiments show that our method exceeds the current state-of-the-art in real-time novel view synthesis by 0.78 dB on standard benchmarks and 1.78 dB on large scenes, renders frames three orders of magnitude faster than state-of-the-art radiance field models, and achieves real-time performance across a wide variety of commodity devices, including smartphones. We encourage readers to explore these models interactively at our project website: https://smerf-3d.github.io.

  • 8 authors
·
Dec 12, 2023

Space and Time Continuous Physics Simulation From Partial Observations

Modern techniques for physical simulations rely on numerical schemes and mesh-refinement methods to address trade-offs between precision and complexity, but these handcrafted solutions are tedious and require high computational power. Data-driven methods based on large-scale machine learning promise high adaptivity by integrating long-range dependencies more directly and efficiently. In this work, we focus on fluid dynamics and address the shortcomings of a large part of the literature, which are based on fixed support for computations and predictions in the form of regular or irregular grids. We propose a novel setup to perform predictions in a continuous spatial and temporal domain while being trained on sparse observations. We formulate the task as a double observation problem and propose a solution with two interlinked dynamical systems defined on, respectively, the sparse positions and the continuous domain, which allows to forecast and interpolate a solution from the initial condition. Our practical implementation involves recurrent GNNs and a spatio-temporal attention observer capable of interpolating the solution at arbitrary locations. Our model not only generalizes to new initial conditions (as standard auto-regressive models do) but also performs evaluation at arbitrary space and time locations. We evaluate on three standard datasets in fluid dynamics and compare to strong baselines, which are outperformed both in classical settings and in the extended new task requiring continuous predictions.

  • 4 authors
·
Jan 17, 2024

CARLA2Real: a tool for reducing the sim2real gap in CARLA simulator

Simulators are indispensable for research in autonomous systems such as self-driving cars, autonomous robots and drones. Despite significant progress in various simulation aspects, such as graphical realism, an evident gap persists between the virtual and real-world environments. Since the ultimate goal is to deploy the autonomous systems in the real world, closing the sim2real gap is of utmost importance. In this paper, we employ a state-of-the-art approach to enhance the photorealism of simulated data, aligning them with the visual characteristics of real-world datasets. Based on this, we developed CARLA2Real, an easy-to-use, publicly available tool (plug-in) for the widely used and open-source CARLA simulator. This tool enhances the output of CARLA in near real-time, achieving a frame rate of 13 FPS, translating it to the visual style and realism of real-world datasets such as Cityscapes, KITTI, and Mapillary Vistas. By employing the proposed tool, we generated synthetic datasets from both the simulator and the enhancement model outputs, including their corresponding ground truth annotations for tasks related to autonomous driving. Then, we performed a number of experiments to evaluate the impact of the proposed approach on feature extraction and semantic segmentation methods when trained on the enhanced synthetic data. The results demonstrate that the sim2real gap is significant and can indeed be reduced by the introduced approach.

  • 2 authors
·
Oct 23, 2024

Image2Sim: Scaling Embodied Navigation via Generative Neural Simulator

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.

RLinf-USER: A Unified and Extensible System for Real-World Online Policy Learning in Embodied AI

Online policy learning directly in the physical world is a promising yet challenging direction for embodied intelligence. Unlike simulation, real-world systems cannot be arbitrarily accelerated, cheaply reset, or massively replicated, which makes scalable data collection, heterogeneous deployment, and long-horizon effective training difficult. These challenges suggest that real-world policy learning is not only an algorithmic issue but fundamentally a systems problem. We present USER, a Unified and extensible SystEm for Real-world online policy learning. USER treats physical robots as first-class hardware resources alongside GPUs through a unified hardware abstraction layer, enabling automatic discovery, management, and scheduling of heterogeneous robots. To address cloud-edge communication, USER introduces an adaptive communication plane with tunneling-based networking, distributed data channels for traffic localization, and streaming-multiprocessor-aware weight synchronization to regulate GPU-side overhead. On top of this infrastructure, USER organizes learning as a fully asynchronous framework with a persistent, cache-aware buffer, enabling efficient long-horizon experiments with robust crash recovery and reuse of historical data. In addition, USER provides extensible abstractions for rewards, algorithms, and policies, supporting online imitation or reinforcement learning of CNN/MLP, generative policies, and large vision-language-action (VLA) models within a unified pipeline. Results in both simulation and the real world show that USER enables multi-robot coordination, heterogeneous manipulators, edge-cloud collaboration with large models, and long-running asynchronous training, offering a unified and extensible systems foundation for real-world online policy learning.

RLinf RLinf
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Feb 8 2

SPEAR: A Simulator for Photorealistic Embodied AI Research

Interactive simulators have become powerful tools for training embodied agents and generating synthetic visual data, but existing photorealistic simulators suffer from limited generality, programmability, and rendering speed. We address these limitations by introducing SPEAR: A Simulator for Photorealistic Embodied AI Research. At its core, SPEAR is a Python library that can connect to, and programmatically control, any Unreal Engine (UE) application via a modular plugin architecture. SPEAR exposes over 14K unique UE functions to Python, representing an order-of-magnitude increase in programmable functionality over existing UE-based simulators. Additionally, a single SPEAR instance can render 1920x1080 photorealistic beauty images directly into a user's NumPy array at 73 frames per second - an order of magnitude faster than existing UE plugins - while also providing ground truth image modalities that are not available in any existing UE-based simulator (e.g., a non-diffuse intrinsic image decomposition, material IDs, and physically based shading parameters). Finally, SPEAR introduces an expressive high-level programming model that enables users to specify complex graphs of UE work with arbitrary data dependencies among work items, and to execute these graphs deterministically within a single UE frame. We demonstrate the utility of SPEAR through a diverse collection of example applications: controlling multiple embodied agents with distinct action spaces (e.g., humans, cars, and robots) across several in-the-wild UE projects; rendering photorealistic city-scale environments; manipulating UE's procedural content generation systems; rendering synchronized multi-view images of detailed human faces; coordinating an interactive co-simulation with the MuJoCo physics simulator; and editing scenes with natural language via an AI coding assistant.

SRL: Scaling Distributed Reinforcement Learning to Over Ten Thousand Cores

The ever-growing complexity of reinforcement learning (RL) tasks demands a distributed RL system to efficiently generate and process a massive amount of data to train intelligent agents. However, existing open-source libraries suffer from various limitations, which impede their practical use in challenging scenarios where large-scale training is necessary. While industrial systems from OpenAI and DeepMind have achieved successful large-scale RL training, their system architecture and implementation details remain undisclosed to the community. In this paper, we present a novel abstraction on the dataflows of RL training, which unifies practical RL training across diverse applications into a general framework and enables fine-grained optimizations. Following this abstraction, we develop a scalable, efficient, and extensible distributed RL system called ReaLly Scalable RL (SRL). The system architecture of SRL separates major RL computation components and allows massively parallelized training. Moreover, SRL offers user-friendly and extensible interfaces for customized algorithms. Our evaluation shows that SRL outperforms existing academic libraries in both a single machine and a medium-sized cluster. In a large-scale cluster, the novel architecture of SRL leads to up to 3.7x speedup compared to the design choices adopted by the existing libraries. We also conduct a direct benchmark comparison to OpenAI's industrial system, Rapid, in the challenging hide-and-seek environment. SRL reproduces the same solution as reported by OpenAI with up to 5x speedup in wall-clock time. Furthermore, we also examine the performance of SRL in a much harder variant of the hide-and-seek environment and achieve substantial learning speedup by scaling SRL to over 15k CPU cores and 32 A100 GPUs. Notably, SRL is the first in the academic community to perform RL experiments at such a large scale.

  • 5 authors
·
Jun 29, 2023

PolaRiS: Scalable Real-to-Sim Evaluations for Generalist Robot Policies

A significant challenge for robot learning research is our ability to accurately measure and compare the performance of robot policies. Benchmarking in robotics is historically challenging due to the stochasticity, reproducibility, and time-consuming nature of real-world rollouts. This challenge is exacerbated for recent generalist policies, which has to be evaluated across a wide variety of scenes and tasks. Evaluation in simulation offers a scalable complement to real world evaluations, but the visual and physical domain gap between existing simulation benchmarks and the real world has made them an unreliable signal for policy improvement. Furthermore, building realistic and diverse simulated environments has traditionally required significant human effort and expertise. To bridge the gap, we introduce Policy Evaluation and Environment Reconstruction in Simulation (PolaRiS), a scalable real-to-sim framework for high-fidelity simulated robot evaluation. PolaRiS utilizes neural reconstruction methods to turn short video scans of real-world scenes into interactive simulation environments. Additionally, we develop a simple simulation data co-training recipe that bridges remaining real-to-sim gaps and enables zero-shot evaluation in unseen simulation environments. Through extensive paired evaluations between simulation and the real world, we demonstrate that PolaRiS evaluations provide a much stronger correlation to real world generalist policy performance than existing simulated benchmarks. Its simplicity also enables rapid creation of diverse simulated environments. As such, this work takes a step towards distributed and democratized evaluation for the next generation of robotic foundation models.

  • 14 authors
·
Dec 18, 2025

Holmes: Towards Distributed Training Across Clusters with Heterogeneous NIC Environment

Large language models (LLMs) such as GPT-3, OPT, and LLaMA have demonstrated remarkable accuracy in a wide range of tasks. However, training these models can incur significant expenses, often requiring tens of thousands of GPUs for months of continuous operation. Typically, this training is carried out in specialized GPU clusters equipped with homogeneous high-speed Remote Direct Memory Access (RDMA) network interface cards (NICs). The acquisition and maintenance of such dedicated clusters is challenging. Current LLM training frameworks, like Megatron-LM and Megatron-DeepSpeed, focus primarily on optimizing training within homogeneous cluster settings. In this paper, we introduce Holmes, a training framework for LLMs that employs thoughtfully crafted data and model parallelism strategies over the heterogeneous NIC environment. Our primary technical contribution lies in a novel scheduling method that intelligently allocates distinct computational tasklets in LLM training to specific groups of GPU devices based on the characteristics of their connected NICs. Furthermore, our proposed framework, utilizing pipeline parallel techniques, demonstrates scalability to multiple GPU clusters, even in scenarios without high-speed interconnects between nodes in distinct clusters. We conducted comprehensive experiments that involved various scenarios in the heterogeneous NIC environment. In most cases, our framework achieves performance levels close to those achievable with homogeneous RDMA-capable networks (InfiniBand or RoCE), significantly exceeding training efficiency within the pure Ethernet environment. Additionally, we verified that our framework outperforms other mainstream LLM frameworks under heterogeneous NIC environment in terms of training efficiency and can be seamlessly integrated with them.

  • 8 authors
·
Dec 6, 2023

M^3VIR: A Large-Scale Multi-Modality Multi-View Synthesized Benchmark Dataset for Image Restoration and Content Creation

The gaming and entertainment industry is rapidly evolving, driven by immersive experiences and the integration of generative AI (GAI) technologies. Training such models effectively requires large-scale datasets that capture the diversity and context of gaming environments. However, existing datasets are often limited to specific domains or rely on artificial degradations, which do not accurately capture the unique characteristics of gaming content. Moreover, benchmarks for controllable video generation remain absent. To address these limitations, we introduce M^3VIR, a large-scale, multi-modal, multi-view dataset specifically designed to overcome the shortcomings of current resources. Unlike existing datasets, M^3VIR provides diverse, high-fidelity gaming content rendered with Unreal Engine 5, offering authentic ground-truth LR-HR paired and multi-view frames across 80 scenes in 8 categories. It includes M^3VIR_MR for super-resolution (SR), novel view synthesis (NVS), and combined NVS+SR tasks, and M^3VIR_{MS}, the first multi-style, object-level ground-truth set enabling research on controlled video generation. Additionally, we benchmark several state-of-the-art SR and NVS methods to establish performance baselines. While no existing approaches directly handle controlled video generation, M^3VIR provides a benchmark for advancing this area. By releasing the dataset, we aim to facilitate research in AI-powered restoration, compression, and controllable content generation for next-generation cloud gaming and entertainment.

  • 6 authors
·
Sep 20, 2025

Inferix: A Block-Diffusion based Next-Generation Inference Engine for World Simulation

World models serve as core simulators for fields such as agentic AI, embodied AI, and gaming, capable of generating long, physically realistic, and interactive high-quality videos. Moreover, scaling these models could unlock emergent capabilities in visual perception, understanding, and reasoning, paving the way for a new paradigm that moves beyond current LLM-centric vision foundation models. A key breakthrough empowering them is the semi-autoregressive (block-diffusion) decoding paradigm, which merges the strengths of diffusion and autoregressive methods by generating video tokens in block-applying diffusion within each block while conditioning on previous ones, resulting in more coherent and stable video sequences. Crucially, it overcomes limitations of standard video diffusion by reintroducing LLM-style KV Cache management, enabling efficient, variable-length, and high-quality generation. Therefore, Inferix is specifically designed as a next-generation inference engine to enable immersive world synthesis through optimized semi-autoregressive decoding processes. This dedicated focus on world simulation distinctly sets it apart from systems engineered for high-concurrency scenarios (like vLLM or SGLang) and from classic video diffusion models (such as xDiTs). Inferix further enhances its offering with interactive video streaming and profiling, enabling real-time interaction and realistic simulation to accurately model world dynamics. Additionally, it supports efficient benchmarking through seamless integration of LV-Bench, a new fine-grained evaluation benchmark tailored for minute-long video generation scenarios. We hope the community will work together to advance Inferix and foster world model exploration.

Alibaba-DAMO-Academy DAMO Academy
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Nov 24, 2025 2

Simulating the Visual World with Artificial Intelligence: A Roadmap

The landscape of video generation is shifting, from a focus on generating visually appealing clips to building virtual environments that support interaction and maintain physical plausibility. These developments point toward the emergence of video foundation models that function not only as visual generators but also as implicit world models, models that simulate the physical dynamics, agent-environment interactions, and task planning that govern real or imagined worlds. This survey provides a systematic overview of this evolution, conceptualizing modern video foundation models as the combination of two core components: an implicit world model and a video renderer. The world model encodes structured knowledge about the world, including physical laws, interaction dynamics, and agent behavior. It serves as a latent simulation engine that enables coherent visual reasoning, long-term temporal consistency, and goal-driven planning. The video renderer transforms this latent simulation into realistic visual observations, effectively producing videos as a "window" into the simulated world. We trace the progression of video generation through four generations, in which the core capabilities advance step by step, ultimately culminating in a world model, built upon a video generation model, that embodies intrinsic physical plausibility, real-time multimodal interaction, and planning capabilities spanning multiple spatiotemporal scales. For each generation, we define its core characteristics, highlight representative works, and examine their application domains such as robotics, autonomous driving, and interactive gaming. Finally, we discuss open challenges and design principles for next-generation world models, including the role of agent intelligence in shaping and evaluating these systems. An up-to-date list of related works is maintained at this link.

  • 6 authors
·
Nov 11, 2025 3

RealGen: Retrieval Augmented Generation for Controllable Traffic Scenarios

Simulation plays a crucial role in the development of autonomous vehicles (AVs) due to the potential risks associated with real-world testing. Although significant progress has been made in the visual aspects of simulators, generating complex behavior among agents remains a formidable challenge. It is not only imperative to ensure realism in the scenarios generated but also essential to incorporate preferences and conditions to facilitate controllable generation for AV training and evaluation. Traditional methods, mainly relying on memorizing the distribution of training datasets, often fall short in generating unseen scenarios. Inspired by the success of retrieval augmented generation in large language models, we present RealGen, a novel retrieval-based in-context learning framework for traffic scenario generation. RealGen synthesizes new scenarios by combining behaviors from multiple retrieved examples in a gradient-free way, which may originate from templates or tagged scenarios. This in-context learning framework endows versatile generative capabilities, including the ability to edit scenarios, compose various behaviors, and produce critical scenarios. Evaluations show that RealGen offers considerable flexibility and controllability, marking a new direction in the field of controllable traffic scenario generation. Check our project website for more information: https://realgen.github.io.

  • 5 authors
·
Dec 19, 2023

X-MeshGraphNet: Scalable Multi-Scale Graph Neural Networks for Physics Simulation

Graph Neural Networks (GNNs) have gained significant traction for simulating complex physical systems, with models like MeshGraphNet demonstrating strong performance on unstructured simulation meshes. However, these models face several limitations, including scalability issues, requirement for meshing at inference, and challenges in handling long-range interactions. In this work, we introduce X-MeshGraphNet, a scalable, multi-scale extension of MeshGraphNet designed to address these challenges. X-MeshGraphNet overcomes the scalability bottleneck by partitioning large graphs and incorporating halo regions that enable seamless message passing across partitions. This, combined with gradient aggregation, ensures that training across partitions is equivalent to processing the entire graph at once. To remove the dependency on simulation meshes, X-MeshGraphNet constructs custom graphs directly from tessellated geometry files (e.g., STLs) by generating point clouds on the surface or volume of the object and connecting k-nearest neighbors. Additionally, our model builds multi-scale graphs by iteratively combining coarse and fine-resolution point clouds, where each level refines the previous, allowing for efficient long-range interactions. Our experiments demonstrate that X-MeshGraphNet maintains the predictive accuracy of full-graph GNNs while significantly improving scalability and flexibility. This approach eliminates the need for time-consuming mesh generation at inference, offering a practical solution for real-time simulation across a wide range of applications. The code for reproducing the results presented in this paper is available through NVIDIA Modulus.

  • 4 authors
·
Dec 19, 2024

ZeRO-Infinity: Breaking the GPU Memory Wall for Extreme Scale Deep Learning

In the last three years, the largest dense deep learning models have grown over 1000x to reach hundreds of billions of parameters, while the GPU memory has only grown by 5x (16 GB to 80 GB). Therefore, the growth in model scale has been supported primarily though system innovations that allow large models to fit in the aggregate GPU memory of multiple GPUs. However, we are getting close to the GPU memory wall. It requires 800 NVIDIA V100 GPUs just to fit a trillion parameter model for training, and such clusters are simply out of reach for most data scientists. In addition, training models at that scale requires complex combinations of parallelism techniques that puts a big burden on the data scientists to refactor their model. In this paper we present ZeRO-Infinity, a novel heterogeneous system technology that leverages GPU, CPU, and NVMe memory to allow for unprecedented model scale on limited resources without requiring model code refactoring. At the same time it achieves excellent training throughput and scalability, unencumbered by the limited CPU or NVMe bandwidth. ZeRO-Infinity can fit models with tens and even hundreds of trillions of parameters for training on current generation GPU clusters. It can be used to fine-tune trillion parameter models on a single NVIDIA DGX-2 node, making large models more accessible. In terms of training throughput and scalability, it sustains over 25 petaflops on 512 NVIDIA V100 GPUs(40% of peak), while also demonstrating super linear scalability. An open source implementation of ZeRO-Infinity is available through DeepSpeed, a deep learning optimization library that makes distributed training easy, efficient, and effective.

  • 5 authors
·
Apr 15, 2021

SimWorld: A Unified Benchmark for Simulator-Conditioned Scene Generation via World Model

With the rapid advancement of autonomous driving technology, a lack of data has become a major obstacle to enhancing perception model accuracy. Researchers are now exploring controllable data generation using world models to diversify datasets. However, previous work has been limited to studying image generation quality on specific public datasets. There is still relatively little research on how to build data generation engines for real-world application scenes to achieve large-scale data generation for challenging scenes. In this paper, a simulator-conditioned scene generation engine based on world model is proposed. By constructing a simulation system consistent with real-world scenes, simulation data and labels, which serve as the conditions for data generation in the world model, for any scenes can be collected. It is a novel data generation pipeline by combining the powerful scene simulation capabilities of the simulation engine with the robust data generation capabilities of the world model. In addition, a benchmark with proportionally constructed virtual and real data, is provided for exploring the capabilities of world models in real-world scenes. Quantitative results show that these generated images significantly improve downstream perception models performance. Finally, we explored the generative performance of the world model in urban autonomous driving scenarios. All the data and code will be available at https://github.com/Li-Zn-H/SimWorld.

  • 6 authors
·
Mar 18, 2025

Learning to Fly -- a Gym Environment with PyBullet Physics for Reinforcement Learning of Multi-agent Quadcopter Control

Robotic simulators are crucial for academic research and education as well as the development of safety-critical applications. Reinforcement learning environments -- simple simulations coupled with a problem specification in the form of a reward function -- are also important to standardize the development (and benchmarking) of learning algorithms. Yet, full-scale simulators typically lack portability and parallelizability. Vice versa, many reinforcement learning environments trade-off realism for high sample throughputs in toy-like problems. While public data sets have greatly benefited deep learning and computer vision, we still lack the software tools to simultaneously develop -- and fairly compare -- control theory and reinforcement learning approaches. In this paper, we propose an open-source OpenAI Gym-like environment for multiple quadcopters based on the Bullet physics engine. Its multi-agent and vision based reinforcement learning interfaces, as well as the support of realistic collisions and aerodynamic effects, make it, to the best of our knowledge, a first of its kind. We demonstrate its use through several examples, either for control (trajectory tracking with PID control, multi-robot flight with downwash, etc.) or reinforcement learning (single and multi-agent stabilization tasks), hoping to inspire future research that combines control theory and machine learning.

  • 6 authors
·
Mar 2, 2021 1

UE4-NeRF:Neural Radiance Field for Real-Time Rendering of Large-Scale Scene

Neural Radiance Fields (NeRF) is a novel implicit 3D reconstruction method that shows immense potential and has been gaining increasing attention. It enables the reconstruction of 3D scenes solely from a set of photographs. However, its real-time rendering capability, especially for interactive real-time rendering of large-scale scenes, still has significant limitations. To address these challenges, in this paper, we propose a novel neural rendering system called UE4-NeRF, specifically designed for real-time rendering of large-scale scenes. We partitioned each large scene into different sub-NeRFs. In order to represent the partitioned independent scene, we initialize polygonal meshes by constructing multiple regular octahedra within the scene and the vertices of the polygonal faces are continuously optimized during the training process. Drawing inspiration from Level of Detail (LOD) techniques, we trained meshes of varying levels of detail for different observation levels. Our approach combines with the rasterization pipeline in Unreal Engine 4 (UE4), achieving real-time rendering of large-scale scenes at 4K resolution with a frame rate of up to 43 FPS. Rendering within UE4 also facilitates scene editing in subsequent stages. Furthermore, through experiments, we have demonstrated that our method achieves rendering quality comparable to state-of-the-art approaches. Project page: https://jamchaos.github.io/UE4-NeRF/.

  • 8 authors
·
Oct 20, 2023

SERN: Simulation-Enhanced Realistic Navigation for Multi-Agent Robotic Systems in Contested Environments

The increasing deployment of autonomous systems in complex environments necessitates efficient communication and task completion among multiple agents. This paper presents SERN (Simulation-Enhanced Realistic Navigation), a novel framework integrating virtual and physical environments for real-time collaborative decision-making in multi-robot systems. SERN addresses key challenges in asset deployment and coordination through our bi-directional SERN ROS Bridge communication framework. Our approach advances the SOTA through: accurate real-world representation in virtual environments using Unity high-fidelity simulator; synchronization of physical and virtual robot movements; efficient ROS data distribution between remote locations; and integration of SOTA semantic segmentation for enhanced environmental perception. Additionally, we introduce a Multi-Metric Cost Function (MMCF) that dynamically balances latency, reliability, computational overhead, and bandwidth consumption to optimize system performance in contested environments. We further provide theoretical justification for synchronization accuracy by proving that the positional error between physical and virtual robots remains bounded under varying network conditions. Our evaluations show a 15% to 24% improvement in latency and up to a 15% increase in processing efficiency compared to traditional ROS setups. Real-world and virtual simulation experiments with multiple robots (Clearpath Jackal and Husky) demonstrate synchronization accuracy, achieving less than 5 cm positional error and under 2^circ rotational error. These results highlight SERN's potential to enhance situational awareness and multi-agent coordination in diverse, contested environments.

  • 19 authors
·
Oct 22, 2024

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.

Hunyuan-GameCraft: High-dynamic Interactive Game Video Generation with Hybrid History Condition

Recent advances in diffusion-based and controllable video generation have enabled high-quality and temporally coherent video synthesis, laying the groundwork for immersive interactive gaming experiences. However, current methods face limitations in dynamics, generality, long-term consistency, and efficiency, which limit the ability to create various gameplay videos. To address these gaps, we introduce Hunyuan-GameCraft, a novel framework for high-dynamic interactive video generation in game environments. To achieve fine-grained action control, we unify standard keyboard and mouse inputs into a shared camera representation space, facilitating smooth interpolation between various camera and movement operations. Then we propose a hybrid history-conditioned training strategy that extends video sequences autoregressively while preserving game scene information. Additionally, to enhance inference efficiency and playability, we achieve model distillation to reduce computational overhead while maintaining consistency across long temporal sequences, making it suitable for real-time deployment in complex interactive environments. The model is trained on a large-scale dataset comprising over one million gameplay recordings across over 100 AAA games, ensuring broad coverage and diversity, then fine-tuned on a carefully annotated synthetic dataset to enhance precision and control. The curated game scene data significantly improves the visual fidelity, realism and action controllability. Extensive experiments demonstrate that Hunyuan-GameCraft significantly outperforms existing models, advancing the realism and playability of interactive game video generation.

  • 9 authors
·
Jun 20, 2025 5

Generative AI for Video Translation: A Scalable Architecture for Multilingual Video Conferencing

The real-time deployment of cascaded generative AI pipelines for applications like video translation is constrained by significant system-level challenges. These include the cumulative latency of sequential model inference and the quadratic (O(N^2)) computational complexity that renders multi-user video conferencing applications unscalable. This paper proposes and evaluates a practical system-level framework designed to mitigate these critical bottlenecks. The proposed architecture incorporates a turn-taking mechanism to reduce computational complexity from quadratic to linear in multi-user scenarios, and a segmented processing protocol to manage inference latency for a perceptually real-time experience. We implement a proof-of-concept pipeline and conduct a rigorous performance analysis across a multi-tiered hardware setup, including commodity (NVIDIA RTX 4060), cloud (NVIDIA T4), and enterprise (NVIDIA A100) GPUs. Our objective evaluation demonstrates that the system achieves real-time throughput (τ< 1.0) on modern hardware. A subjective user study further validates the approach, showing that a predictable, initial processing delay is highly acceptable to users in exchange for a smooth, uninterrupted playback experience. The work presents a validated, end-to-end system design that offers a practical roadmap for deploying scalable, real-time generative AI applications in multilingual communication platforms.

  • 5 authors
·
Dec 15, 2025

UrbanVerse: Scaling Urban Simulation by Watching City-Tour Videos

Urban embodied AI agents, ranging from delivery robots to quadrupeds, are increasingly populating our cities, navigating chaotic streets to provide last-mile connectivity. Training such agents requires diverse, high-fidelity urban environments to scale, yet existing human-crafted or procedurally generated simulation scenes either lack scalability or fail to capture real-world complexity. We introduce UrbanVerse, a data-driven real-to-sim system that converts crowd-sourced city-tour videos into physics-aware, interactive simulation scenes. UrbanVerse consists of: (i) UrbanVerse-100K, a repository of 100k+ annotated urban 3D assets with semantic and physical attributes, and (ii) UrbanVerse-Gen, an automatic pipeline that extracts scene layouts from video and instantiates metric-scale 3D simulations using retrieved assets. Running in IsaacSim, UrbanVerse offers 160 high-quality constructed scenes from 24 countries, along with a curated benchmark of 10 artist-designed test scenes. Experiments show that UrbanVerse scenes preserve real-world semantics and layouts, achieving human-evaluated realism comparable to manually crafted scenes. In urban navigation, policies trained in UrbanVerse exhibit scaling power laws and strong generalization, improving success by +6.3% in simulation and +30.1% in zero-shot sim-to-real transfer comparing to prior methods, accomplishing a 300 m real-world mission with only two interventions.

  • 5 authors
·
Oct 16, 2025 1

UniLab: A Heterogeneous Architecture for Robot RL Beyond GPU-Dominant Paradigms

Simulation-based RL for contemporary robot control is increasingly organized around GPU-resident simulation: physics, rollout collection, and learning are placed on a single GPU-centric execution path. This paradigm has greatly improved training speed, but it has also encouraged a default assumption that efficient training requires physics to reside on the GPU. We revisit this assumption. Our view is that, in simulation-dominated robot control, the essential question is not which processor runs physics, but whether simulation throughput, policy learning, and runtime synchronization form an efficient end-to-end loop. We present UniLab, a heterogeneous CPU-simulation / GPU-learning architecture that decouples CPU-parallel simulation from GPU policy updates through a unified runtime for data movement, buffering, and synchronization. UniLab is implemented as a complete and extensible training system using MuJoCoUni and MotrixSim CPU-batched physics backends, supporting PPO, FastSAC, FlashSAC, and APPO. On representative simulation-based robot control tasks, UniLab improves end-to-end training efficiency by 3--10times under the same hardware configuration, while reducing dependence on the NVIDIA CUDA-based software stack and supporting cross-platform execution on the Apple macOS platform and the AMD ROCm and Intel XPU accelerator backends. These results show that GPU simulation is an effective path to efficient training, but not a necessary one, broadening the practical system choices available for robot RL training. Project page: https://unilabsim.github.io.

  • 51 authors
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May 28

Learning a Particle Dynamics Model with Real-world Videos

Data-driven learning approaches for physics simulation, sometimes referred to as world models, have emerged as promising alternatives to traditional physics simulators due to their differentiable nature. Prior work has demonstrated impressive results in predicting the motions of rigid and non-rigid objects in complex scenes involving multiple interacting bodies. However, these models are typically trained in simulated environments because obtaining perfect state information such as complete scene point clouds and point correspondences over time is challenging in real-world settings. This reliance on synthetic data can limit their applicability when the sim-to-real gap is large. In this work, we aim to overcome these limitations by introducing a novel framework for training neural object dynamics models directly from unlabeled real-world videos. Specifically, we propose to learn a particle-based dynamics model compatible with a Gaussian splatting framework, which operates on dense particles derived from Gaussians (i.e., particles with scales and rotations) and predicts their position and rotation changes over time. The model is trained via rendering supervision, enabling learning from real-world videos without requiring particle-level labeled states. Our model operates directly on dense Gaussians without relying on heuristic subsampling anchor points. To enable this study, we also present a real-world dataset consisting of about 500 videos capturing diverse object interactions.

  • 3 authors
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May 21

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

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

  • 27 authors
·
Dec 31, 2025

GPUSimBench: Towards Scalable and Reliable GPU-Accelerated Simulators in Embodied AI

Data-driven embodied AI is rapidly transitioning into a paradigm that scales training through massively parallel simulation, where GPU-accelerated simulators serve as the foundational data infrastructure. However, as computational throughput scales, the underlying trade-offs between parallel efficiency, physical fidelity, and execution determinism remain largely unexamined, hindering the development of reliable robot learning. In this paper, we expose the hidden limits of mainstream GPU-based robotic simulators (e.g., Isaac Lab, Genesis) by introducing GPUSimBench, which focuses on scalability, physical consistency, and computational determinism. First, GPUSimBench establishes a physical grounding evaluation with a controlled inclined-plane task, quantifying the distributional alignment between simulated dynamics and their real-world counterparts. Second, we benchmark parallel scalability by measuring throughput and memory footprints across scaling environment counts. Crucially, beyond standard performance metrics, we unveil and quantify the inherent non-determinism introduced by GPU-batched execution, characterized by significant run-to-run and inter-environment variability even under identical initial conditions. Finally, we identify four empirical regimes of stochasticity within current simulator stacks, highlighting that unbounded scaling can compromise reproducibility without explicit constraints.

  • 7 authors
·
Jul 5

InternData-A1: Pioneering High-Fidelity Synthetic Data for Pre-training Generalist Policy

Recent works explore how real and synthetic data contribute to Vision-Language-Action (VLA) models' generalization. While current VLA models have shown the strong effectiveness of large-scale real-robot pre-training, synthetic data has not previously demonstrated comparable capability at scale. This paper provides the first evidence that synthetic data alone can match the performance of the strongest π-dataset in pre-training a VLA model, revealing the substantial value of large-scale simulation. The resulting model also exhibits surprisingly zero-shot sim-to-real transfer on several challenging tasks. Our synthetic dataset, InternData-A1, contains over 630k trajectories and 7,433 hours across 4 embodiments, 18 skills, 70 tasks, and 227 scenes, covering rigid, articulated, deformable, and fluid-object manipulation. It is generated through a highly autonomous, fully decoupled, and compositional simulation pipeline that enables long-horizon skill composition, flexible task assembly, and heterogeneous embodiments with minimal manual tuning. Using the same architecture as π_0, we pre-train a model entirely on InternData-A1 and find that it matches the official π_0 across 49 simulation tasks, 5 real-world tasks, and 4 long-horizon dexterous tasks. We release the dataset and will open-source the generation pipeline to broaden access to large-scale robotic data and to lower the barrier to scalable data creation for embodied AI research.

  • 16 authors
·
Nov 20, 2025

RELIC: Interactive Video World Model with Long-Horizon Memory

A truly interactive world model requires three key ingredients: real-time long-horizon streaming, consistent spatial memory, and precise user control. However, most existing approaches address only one of these aspects in isolation, as achieving all three simultaneously is highly challenging-for example, long-term memory mechanisms often degrade real-time performance. In this work, we present RELIC, a unified framework that tackles these three challenges altogether. Given a single image and a text description, RELIC enables memory-aware, long-duration exploration of arbitrary scenes in real time. Built upon recent autoregressive video-diffusion distillation techniques, our model represents long-horizon memory using highly compressed historical latent tokens encoded with both relative actions and absolute camera poses within the KV cache. This compact, camera-aware memory structure supports implicit 3D-consistent content retrieval and enforces long-term coherence with minimal computational overhead. In parallel, we fine-tune a bidirectional teacher video model to generate sequences beyond its original 5-second training horizon, and transform it into a causal student generator using a new memory-efficient self-forcing paradigm that enables full-context distillation over long-duration teacher as well as long student self-rollouts. Implemented as a 14B-parameter model and trained on a curated Unreal Engine-rendered dataset, RELIC achieves real-time generation at 16 FPS while demonstrating more accurate action following, more stable long-horizon streaming, and more robust spatial-memory retrieval compared with prior work. These capabilities establish RELIC as a strong foundation for the next generation of interactive world modeling.

  • 14 authors
·
Dec 3, 2025 2

LiveWorld: Simulating Out-of-Sight Dynamics in Generative Video World Models

Recent generative video world models aim to simulate visual environment evolution, allowing an observer to interactively explore the scene via camera control. However, they implicitly assume that the world only evolves within the observer's field of view. Once an object leaves the observer's view, its state is "frozen" in memory, and revisiting the same region later often fails to reflect events that should have occurred in the meantime. In this work, we identify and formalize this overlooked limitation as the "out-of-sight dynamics" problem, which impedes video world models from representing a continuously evolving world. To address this issue, we propose LiveWorld, a novel framework that extends video world models to support persistent world evolution. Instead of treating the world as static observational memory, LiveWorld models a persistent global state composed of a static 3D background and dynamic entities that continue evolving even when unobserved. To maintain these unseen dynamics, LiveWorld introduces a monitor-based mechanism that autonomously simulates the temporal progression of active entities and synchronizes their evolved states upon revisiting, ensuring spatially coherent rendering. For evaluation, we further introduce LiveBench, a dedicated benchmark for the task of maintaining out-of-sight dynamics. Extensive experiments show that LiveWorld enables persistent event evolution and long-term scene consistency, bridging the gap between existing 2D observation-based memory and true 4D dynamic world simulation. The baseline and benchmark will be publicly available at https://zichengduan.github.io/LiveWorld/index.html.

  • 10 authors
·
Mar 7 2

CO2: Efficient Distributed Training with Full Communication-Computation Overlap

The fundamental success of large language models hinges upon the efficacious implementation of large-scale distributed training techniques. Nevertheless, building a vast, high-performance cluster featuring high-speed communication interconnectivity is prohibitively costly, and accessible only to prominent entities. In this work, we aim to lower this barrier and democratize large-scale training with limited bandwidth clusters. We propose a new approach called CO2 that introduces local-updating and asynchronous communication to the distributed data-parallel training, thereby facilitating the full overlap of COmunication with COmputation. CO2 is able to attain a high scalability even on extensive multi-node clusters constrained by very limited communication bandwidth. We further propose the staleness gap penalty and outer momentum clipping techniques together with CO2 to bolster its convergence and training stability. Besides, CO2 exhibits seamless integration with well-established ZeRO-series optimizers which mitigate memory consumption of model states with large model training. We also provide a mathematical proof of convergence, accompanied by the establishment of a stringent upper bound. Furthermore, we validate our findings through an extensive set of practical experiments encompassing a wide range of tasks in the fields of computer vision and natural language processing. These experiments serve to demonstrate the capabilities of CO2 in terms of convergence, generalization, and scalability when deployed across configurations comprising up to 128 A100 GPUs. The outcomes emphasize the outstanding capacity of CO2 to hugely improve scalability, no matter on clusters with 800Gbps RDMA or 80Gbps TCP/IP inter-node connections.

  • 8 authors
·
Jan 29, 2024

LongLive: Real-time Interactive Long Video Generation

We present LongLive, a frame-level autoregressive (AR) framework for real-time and interactive long video generation. Long video generation presents challenges in both efficiency and quality. Diffusion and Diffusion-Forcing models can produce high-quality videos but suffer from low efficiency due to bidirectional attention. Causal attention AR models support KV caching for faster inference, but often degrade in quality on long videos due to memory challenges during long-video training. In addition, beyond static prompt-based generation, interactive capabilities, such as streaming prompt inputs, are critical for dynamic content creation, enabling users to guide narratives in real time. This interactive requirement significantly increases complexity, especially in ensuring visual consistency and semantic coherence during prompt transitions. To address these challenges, LongLive adopts a causal, frame-level AR design that integrates a KV-recache mechanism that refreshes cached states with new prompts for smooth, adherent switches; streaming long tuning to enable long video training and to align training and inference (train-long-test-long); and short window attention paired with a frame-level attention sink, shorten as frame sink, preserving long-range consistency while enabling faster generation. With these key designs, LongLive fine-tunes a 1.3B-parameter short-clip model to minute-long generation in just 32 GPU-days. At inference, LongLive sustains 20.7 FPS on a single NVIDIA H100, achieves strong performance on VBench in both short and long videos. LongLive supports up to 240-second videos on a single H100 GPU. LongLive further supports INT8-quantized inference with only marginal quality loss.

nvidia NVIDIA
·
Sep 26, 2025 2

GigaWorld-0: World Models as Data Engine to Empower Embodied AI

World models are emerging as a foundational paradigm for scalable, data-efficient embodied AI. In this work, we present GigaWorld-0, a unified world model framework designed explicitly as a data engine for Vision-Language-Action (VLA) learning. GigaWorld-0 integrates two synergistic components: GigaWorld-0-Video, which leverages large-scale video generation to produce diverse, texture-rich, and temporally coherent embodied sequences under fine-grained control of appearance, camera viewpoint, and action semantics; and GigaWorld-0-3D, which combines 3D generative modeling, 3D Gaussian Splatting reconstruction, physically differentiable system identification, and executable motion planning to ensure geometric consistency and physical realism. Their joint optimization enables the scalable synthesis of embodied interaction data that is visually compelling, spatially coherent, physically plausible, and instruction-aligned. Training at scale is made feasible through our efficient GigaTrain framework, which exploits FP8-precision and sparse attention to drastically reduce memory and compute requirements. We conduct comprehensive evaluations showing that GigaWorld-0 generates high-quality, diverse, and controllable data across multiple dimensions. Critically, VLA model (e.g., GigaBrain-0) trained on GigaWorld-0-generated data achieve strong real-world performance, significantly improving generalization and task success on physical robots without any real-world interaction during training.

  • 25 authors
·
Nov 24, 2025 6

Genie Sim 3.0 : A High-Fidelity Comprehensive Simulation Platform for Humanoid Robot

The development of robust and generalizable robot learning models is critically contingent upon the availability of large-scale, diverse training data and reliable evaluation benchmarks. Collecting data in the physical world poses prohibitive costs and scalability challenges, and prevailing simulation benchmarks frequently suffer from fragmentation, narrow scope, or insufficient fidelity to enable effective sim-to-real transfer. To address these challenges, we introduce Genie Sim 3.0, a unified simulation platform for robotic manipulation. We present Genie Sim Generator, a large language model (LLM)-powered tool that constructs high-fidelity scenes from natural language instructions. Its principal strength resides in rapid and multi-dimensional generalization, facilitating the synthesis of diverse environments to support scalable data collection and robust policy evaluation. We introduce the first benchmark that pioneers the application of LLM for automated evaluation. It leverages LLM to mass-generate evaluation scenarios and employs Vision-Language Model (VLM) to establish an automated assessment pipeline. We also release an open-source dataset comprising more than 10,000 hours of synthetic data across over 200 tasks. Through systematic experimentation, we validate the robust zero-shot sim-to-real transfer capability of our open-source dataset, demonstrating that synthetic data can server as an effective substitute for real-world data under controlled conditions for scalable policy training. For code and dataset details, please refer to: https://github.com/AgibotTech/genie_sim.

  • 19 authors
·
Jan 5

RLinf-Co: Reinforcement Learning-Based Sim-Real Co-Training for VLA Models

Simulation offers a scalable and low-cost way to enrich vision-language-action (VLA) training, reducing reliance on expensive real-robot demonstrations. However, most sim-real co-training methods rely on supervised fine-tuning (SFT), which treats simulation as a static source of demonstrations and does not exploit large-scale closed-loop interaction. Consequently, real-world gains and generalization are often limited. In this paper, we propose an \textit{RL}-based sim-real \textit{Co}-training (RL-Co) framework that leverages interactive simulation while preserving real-world capabilities. Our method follows a generic two-stage design: we first warm-start the policy with SFT on a mixture of real and simulated demonstrations, then fine-tune it with reinforcement learning in simulation while adding an auxiliary supervised loss on real-world data to anchor the policy and mitigate catastrophic forgetting. We evaluate our framework on four real-world tabletop manipulation tasks using two representative VLA architectures, OpenVLA and π_{0.5}, and observe consistent improvements over real-only fine-tuning and SFT-based co-training, including +24% real-world success on OpenVLA and +20% on π_{0.5}. Beyond higher success rates, RL co-training yields stronger generalization to unseen task variations and substantially improved real-world data efficiency, providing a practical and scalable pathway for leveraging simulation to enhance real-robot deployment.

RLinf RLinf
·
Feb 13 2

aerial-autonomy-stack -- a Faster-than-real-time, Autopilot-agnostic, ROS2 Framework to Simulate and Deploy Perception-based Drones

Unmanned aerial vehicles are rapidly transforming multiple applications, from agricultural and infrastructure monitoring to logistics and defense. Introducing greater autonomy to these systems can simultaneously make them more effective as well as reliable. Thus, the ability to rapidly engineer and deploy autonomous aerial systems has become of strategic importance. In the 2010s, a combination of high-performance compute, data, and open-source software led to the current deep learning and AI boom, unlocking decades of prior theoretical work. Robotics is on the cusp of a similar transformation. However, physical AI faces unique hurdles, often combined under the umbrella term "simulation-to-reality gap". These span from modeling shortcomings to the complexity of vertically integrating the highly heterogeneous hardware and software systems typically found in field robots. To address the latter, we introduce aerial-autonomy-stack, an open-source, end-to-end framework designed to streamline the pipeline from (GPU-accelerated) perception to (flight controller-based) action. Our stack allows the development of aerial autonomy using ROS2 and provides a common interface for two of the most popular autopilots: PX4 and ArduPilot. We show that it supports over 20x faster-than-real-time, end-to-end simulation of a complete development and deployment stack -- including edge compute and networking -- significantly compressing the build-test-release cycle of perception-based autonomy.

  • 5 authors
·
May 1

Pre-Trained Video Generative Models as World Simulators

Video generative models pre-trained on large-scale internet datasets have achieved remarkable success, excelling at producing realistic synthetic videos. However, they often generate clips based on static prompts (e.g., text or images), limiting their ability to model interactive and dynamic scenarios. In this paper, we propose Dynamic World Simulation (DWS), a novel approach to transform pre-trained video generative models into controllable world simulators capable of executing specified action trajectories. To achieve precise alignment between conditioned actions and generated visual changes, we introduce a lightweight, universal action-conditioned module that seamlessly integrates into any existing model. Instead of focusing on complex visual details, we demonstrate that consistent dynamic transition modeling is the key to building powerful world simulators. Building upon this insight, we further introduce a motion-reinforced loss that enhances action controllability by compelling the model to capture dynamic changes more effectively. Experiments demonstrate that DWS can be versatilely applied to both diffusion and autoregressive transformer models, achieving significant improvements in generating action-controllable, dynamically consistent videos across games and robotics domains. Moreover, to facilitate the applications of the learned world simulator in downstream tasks such as model-based reinforcement learning, we propose prioritized imagination to improve sample efficiency, demonstrating competitive performance compared with state-of-the-art methods.

  • 5 authors
·
Feb 10, 2025

Learning Interactive Real-World Simulators

Generative models trained on internet data have revolutionized how text, image, and video content can be created. Perhaps the next milestone for generative models is to simulate realistic experience in response to actions taken by humans, robots, and other interactive agents. Applications of a real-world simulator range from controllable content creation in games and movies, to training embodied agents purely in simulation that can be directly deployed in the real world. We explore the possibility of learning a universal simulator (UniSim) of real-world interaction through generative modeling. We first make the important observation that natural datasets available for learning a real-world simulator are often rich along different axes (e.g., abundant objects in image data, densely sampled actions in robotics data, and diverse movements in navigation data). With careful orchestration of diverse datasets, each providing a different aspect of the overall experience, UniSim can emulate how humans and agents interact with the world by simulating the visual outcome of both high-level instructions such as "open the drawer" and low-level controls such as "move by x, y" from otherwise static scenes and objects. There are numerous use cases for such a real-world simulator. As an example, we use UniSim to train both high-level vision-language planners and low-level reinforcement learning policies, each of which exhibit zero-shot real-world transfer after training purely in a learned real-world simulator. We also show that other types of intelligence such as video captioning models can benefit from training with simulated experience in UniSim, opening up even wider applications. Video demos can be found at https://universal-simulator.github.io.

  • 6 authors
·
Oct 9, 2023

Live Avatar: Streaming Real-time Audio-Driven Avatar Generation with Infinite Length

Existing diffusion-based video generation methods are fundamentally constrained by sequential computation and long-horizon inconsistency, limiting their practical adoption in real-time, streaming audio-driven avatar synthesis. We present Live Avatar, an algorithm-system co-designed framework that enables efficient, high-fidelity, and infinite-length avatar generation using a 14-billion-parameter diffusion model. Our approach introduces Timestep-forcing Pipeline Parallelism (TPP), a distributed inference paradigm that pipelines denoising steps across multiple GPUs, effectively breaking the autoregressive bottleneck and ensuring stable, low-latency real-time streaming. To further enhance temporal consistency and mitigate identity drift and color artifacts, we propose the Rolling Sink Frame Mechanism (RSFM), which maintains sequence fidelity by dynamically recalibrating appearance using a cached reference image. Additionally, we leverage Self-Forcing Distribution Matching Distillation to facilitate causal, streamable adaptation of large-scale models without sacrificing visual quality. Live Avatar demonstrates state-of-the-art performance, reaching 20 FPS end-to-end generation on 5 H800 GPUs, and, to the best of our knowledge, is the first to achieve practical, real-time, high-fidelity avatar generation at this scale. Our work establishes a new paradigm for deploying advanced diffusion models in industrial long-form video synthesis applications.

Quark-LLM Quark
·
Dec 4, 2025 7

Boosting Large-scale Parallel Training Efficiency with C4: A Communication-Driven Approach

The emergence of Large Language Models (LLMs) has necessitated the adoption of parallel training techniques, involving the deployment of thousands of GPUs to train a single model. Unfortunately, we have found that the efficiency of current parallel training is often suboptimal, largely due to the following two main issues. Firstly, hardware failures are inevitable, leading to interruptions in the training tasks. The inability to quickly identify the faulty components results in a substantial waste of GPU resources. Secondly, since GPUs must wait for parameter synchronization to complete before proceeding to the next round of computation, network congestions can greatly increase the waiting time for GPUs. To address these challenges, this paper introduces a communication-driven solution, namely the C4. The key insights of C4 are two folds. First, in parallel training, collective communication exhibits periodic and homogeneous characteristics, so any anomalies are certainly due to some form of hardware malfunction. By leveraging this feature, C4 can rapidly identify the faulty components, swiftly isolate the anomaly, and restart the task, thereby avoiding resource wastage caused by delays in anomaly detection. Second, the predictable communication model of collective communication, involving few large flows, allows C4 to efficiently execute traffic planning, substantially reducing network congestion. C4 has been extensively implemented across our production systems, cutting error-induced overhead by roughly 30% and enhancing runtime performance by about 15% for certain applications with moderate communication costs.

  • 25 authors
·
Jun 6, 2024

InfiniteVGGT: Visual Geometry Grounded Transformer for Endless Streams

The grand vision of enabling persistent, large-scale 3D visual geometry understanding is shackled by the irreconcilable demands of scalability and long-term stability. While offline models like VGGT achieve inspiring geometry capability, their batch-based nature renders them irrelevant for live systems. Streaming architectures, though the intended solution for live operation, have proven inadequate. Existing methods either fail to support truly infinite-horizon inputs or suffer from catastrophic drift over long sequences. We shatter this long-standing dilemma with InfiniteVGGT, a causal visual geometry transformer that operationalizes the concept of a rolling memory through a bounded yet adaptive and perpetually expressive KV cache. Capitalizing on this, we devise a training-free, attention-agnostic pruning strategy that intelligently discards obsolete information, effectively ``rolling'' the memory forward with each new frame. Fully compatible with FlashAttention, InfiniteVGGT finally alleviates the compromise, enabling infinite-horizon streaming while outperforming existing streaming methods in long-term stability. The ultimate test for such a system is its performance over a truly infinite horizon, a capability that has been impossible to rigorously validate due to the lack of extremely long-term, continuous benchmarks. To address this critical gap, we introduce the Long3D benchmark, which, for the first time, enables a rigorous evaluation of continuous 3D geometry estimation on sequences about 10,000 frames. This provides the definitive evaluation platform for future research in long-term 3D geometry understanding. Code is available at: https://github.com/AutoLab-SAI-SJTU/InfiniteVGGT

AutoLab-SJTU AutoLab
·
Jan 5 3