arXiv Computer Vision

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

arXiv AI
Sep 23

DiagGen: Agentic Generation of Deformable Assets with Sim-based Diagnostics for Robotic Simulation

arXiv:2609.23103v1 Announce Type: cross Abstract: While simulation-ready deformable assets are essential for in-silico robotic manipulation tasks, existing generation frameworks typically assess phys...

By Guanxiong Chen, Yiduo Qu, Qianjun Xia, Pengyu Jing, Yixian Cheng, Bole Ma, Pengzhi Yang, Bingyang Zhou, Ziming Li, Shashwat Suri, Gongbo Sun, Chao Liu, Peter Yichen Chen, Ziqiu Zeng, Fan Shi
arXiv Computer Vision
Sep 18

FunArt: Decoding Functional Structure and Articulation from Generative 3D Latents

FunArt is a framework that builds articulation‑aware functional 3D scene graphs from a single static RGB‑D observation. It reconstructs object instances, converts their geometry into the O‑Voxel representation of TRELLIS.2, and uses a frozen sparse‑compression VAE as a structural prior. A lightweight query‑based decoder jointly segments movable parts and functional interactive elements while estimating motion type, axis, origin, and range, achieving state‑of‑the‑art results on the Articulate3D dataset.

By Dennis Rotondi, Abdelrhman Werby, Kai O. Arras
arXiv AI
Jul 22

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

arXiv:2607. 19190v1 Announce Type: cross Abstract: Real-to-sim conversion for robotic interaction with objects remains labor-intensive because it requires more than visual reconstruction: a streamlined real2sim process must recover scene geometries and object states, infer physical parameters, and assemble actors, objects, cameras, poses, and trajectories into a runnable physical simulation.

By Guanxiong Chen, Qianjun Xia, Jiawei Peng, Heng Zhang, Bole Ma, Justin Qian, Ziyi Jiao, Bingyang Zhou, Luoxin Ye, Kaifeng Zhang, Kunyi Wang, Weijia Zeng, Yunuo Chen, Pengzhi Yang, Ziqiu Zeng, Huamin Wang, Chao Liu, Alan Yuille, Fan Shi, Changxi Zheng, Yunzhu Li, Chenfanfu Jiang, Peter Yichen Chen
arXiv AI
Jun 29

HAT-4D: Lifting Monocular Video for 4D Multi-Object Interactions via Human-Agent Collaboration

arXiv:2606. 28215v1 Announce Type: cross Abstract: Extracting dynamic 4D object interactions from massive, in-the-wild monocular videos offers a highly efficient data collection pathway for scaling Embodied AI and training VLAs.

By Jiaxin Li, Yuxiang Wu, Zhenkai Zhang, Xinrui Shi, Haoyuan Wang, Yichen Zhao, Su Linxiang, Chenyang Yu, Mingyu Zhang, Yifan Ding, Boran Wen, Li Zhang, Ruiyang Liu, Yong-Lu Li
arXiv AI
Sep 10

RoboCousin: Build Your Own Simulation Playground for Robust Bimanual Robotic Manipulation

RoboCousin is an extensible simulation platform that transforms user-provided observations into reusable assets, scenes, and expert trajectories for bimanual robotic manipulation. It converts object images into simulation-ready models with visual, collision, semantic, and physical metadata, automatically generates grasp candidates, and builds digital cousins that vary objects, backgrounds, layouts, and language instructions while preserving task-relevant affordances. The platform supports both tabletop and room-level scene construction, and the authors release RoboCousin-OBD with over 3,000 annotated objects and 50 backgrounds, generating more than one million expert trajectories across 50 tasks, with simulation and real-robot experiments demonstrating comparable annotation quality and effective sim-to-real transfer.

By Jingxuan Zhu, Jingyi Li, LiangLiang Chen, Zhiyuan Jing, Jidong Zhang, Hongming Li
Hugging Face Trending Papers
Jul 21

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

Real-to-sim conversion for robotic interaction with objects remains labor-intensive because it requires more than visual reconstruction: a streamlined real2sim process must recover scene geometries and object states, infer physical parameters, and assemble actors, objects, cameras, poses, and trajectories into a runnable physical simulation. Today this process still depends on manual tuning of visual foundation models, mesh cleanup, coordinate-frame alignment, and brittle workflow glue across visual perception tools and simulators.