Hugging Face Trending Papers

RFW-A: Agentic Procedural Generation of 400K Articulated Assets over 500 Categories

RFW‑A introduces a hybrid approach that combines agentic synthesis with procedural generation to create reusable category‑level generators for articulated assets. By testing and refining these generators across sampled configurations, the system can produce over 400 K high‑quality, simulation‑ready assets across 500+ categories at a fraction of the cost per asset. The resulting dataset demonstrates strong structural validity, robust physics simulation, and improves downstream tasks such as part‑level articulation estimation and zero‑shot policy transfer to real objects.

arXiv AI
Oct 7

SMART: Zero-Shot Sim-to-Real Articulated Object Manipulation via Large-Scale Synthetic Pretraining

SMART introduces a scalable system for zero‑shot sim‑to‑real articulated object manipulation by leveraging large‑scale synthetic pretraining. The core component, SMART‑Sim, is an articulation‑aware simulation platform that facilitates efficient task generation and demonstration collection. Using SMART‑Sim, the authors synthesize SMART‑Data, comprising over 1 million demonstrations across 44 task types, 5 robot setups, and 2,507 articulated objects, and demonstrate that a vision‑language‑action model pretrained on this data achieves competitive simulation performance and zero‑shot transfer to real‑world tasks.

By Jicong Ao, Shuhan Jiang, Yuling Zhong, Yanwen Liu, Yuhan Gao, Jiangyuan Zhao, Yang Zhang, Shiqiang Zhu, Chenjia Bai, Xuelong Li
arXiv AI
Jul 7

Cortex: A Bidirectionally Aligned Embodied Agent Framework for Long-horizon Manipulation

arXiv:2607. 05377v1 Announce Type: cross Abstract: While recent Vision-Language-Action (VLA) models show promise toward generalist manipulation policies, they struggle with long-horizon tasks due to their Markovian nature-relying solely on current observations.

By Jiaqi Peng, Xiqian Yu, Delin Feng, Yuqiang Yang, Wenzhe Cai, Jing Xiong, Ganlin Yang, Jinliang Zheng, Jiafei Cao, Xueyuan Wei, Jiangmiao Pang, Yuan Shen, Tai Wang
arXiv Computer Vision
Oct 12

Towards Physically Grounded Articulated 3D Assets: A Multi-Agent Pipeline and Benchmark

The paper introduces Artisan, a multi‑agent pipeline that builds on Articraft to generate physically grounded articulated 3D assets. Artisan incorporates physical simulation feedback to ensure attributes such as collision‑free motion, stability under gravity, and accurate mass and material properties. The authors also present a unified benchmark covering spatial fidelity, physical plausibility, downstream task performance, and overall quality, evaluated on 100 reference assets and 100 stability prompts, where Artisan shows competitive spatial fidelity and the lowest collision and highest stability rates among tested models.

By Xudong Cai, Ruijie Zhu, Haoliang Shang, Ruining Li, Marc Pollefeys, Shangzhe Wu, Andrea Vedaldi, Chuanxia Zheng
arXiv Computer Vision
Oct 7

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

arXiv:2610.07969v1 Announce Type: new Abstract: Scaling robotic foundation models requires diverse training data and reliable evaluation environments. Simulation offers a scalable solution, yet exist...

By Yikai Qin, Yifei Deng, Mingjian Liang, Wenxuan Song, Zepeng Lin, Zhiyi Jiang, Jiajun Fu, Qiao Sun, Huashuo Lei, Xicheng Gong, Jiayi Chen, Han Zhao, Shuanghao Bai, Pengxiang Ding, Pengwei Wang, Haoang Li
arXiv AI
Jun 11

Embodied-R1.5: Evolving Physical Intelligence via Embodied Foundation Models

arXiv:2606. 11324v1 Announce Type: cross Abstract: We introduce Embodied-R1.

By Yifu Yuan, Yaoting Huang, Xianze Yao, Yutong Li, Shuoheng Zhang, Linqi Han, Pengyi Li, Jiangeng Sun, Wenting Jia, Zhao Zhang, Yuhao Liu, Ruihao Liao, Yucheng Hu, Qiyu Wu, Yuxiao Li, Zibin Dong, Fei Ni, Yan Zheng, Shuyang Gu, Yi Ma, Hongyao Tang, Han Hu, Jianye Hao
arXiv Computer Vision
5d ago

DyCraft: An Agentic System for Long-Horizon 4D Scene Generation

DyCraft is an agentic system that generates long‑horizon 4D animated 3D scenes by decomposing the task into a detailed plan, a static scene, and a 3D storyboard of key poses. Each storyboard frame is a static scene that the agent can build and debug independently, allowing local motion to be authored with verified start and end states. In evaluations on 24 multi‑shot animation tasks, DyCraft reduces physical violations and produces higher‑quality scenes that are more often preferred by human raters compared to native GPT‑6 agents and prior baselines.

By Jeff Tan, Hang Dai, Zeqian Long, Yanzhe Lyu, R. Kenny Jones, Shangzhe Wu, Chen Geng, Jiajun Wu
arXiv Computer Vision
Oct 26

3D Generation for Embodied AI and Robotic Simulation: A Survey

The paper surveys 3D generation techniques tailored for embodied AI and robotics, emphasizing that beyond visual realism, generated content must include kinematic structure, material properties, and interaction capabilities. It categorizes the literature into three roles: Data Generator, Simulation Environments, and Sim2Real Bridge, each addressing different needs in training and deployment. The survey highlights a shift toward interaction readiness and identifies key bottlenecks such as limited physical annotations, quality gaps, fragmented evaluation, and the sim‑to‑real divide.

By Tianwei Ye, Yifan Mao, Minwen Liao, Jian Liu, Chunchao Guo, Dazhao Du, Quanxin Shou, Fangqi Zhu, Song Guo