❌

Reading view

FlowHOI: Flow-based Semantics-Grounded Generation of Hand-Object Interactions for Dexterous Robot Manipulation

arXiv:2602.13444v1 Announce Type: cross Abstract: Recent vision-language-action (VLA) models can generate plausible end-effector motions, yet they often fail in long-horizon, contact-rich tasks because the underlying hand-object interaction (HOI) structure is not explicitly represented. An embodiment-agnostic interaction representation that captures this structure would make manipulation behaviors easier to validate and transfer across robots. We propose FlowHOI, a two-stage flow-matching framework that generates semantically grounded, temporally coherent HOI sequences, comprising hand poses, object poses, and hand-object contact states, conditioned on an egocentric observation, a language instruction, and a 3D Gaussian splatting (3DGS) scene reconstruction. We decouple geometry-centric grasping from semantics-centric manipulation, conditioning the latter on compact 3D scene tokens and employing a motion-text alignment loss to semantically ground the generated interactions in both the physical scene layout and the language instruction. To address the scarcity of high-fidelity HOI supervision, we introduce a reconstruction pipeline that recovers aligned hand-object trajectories and meshes from large-scale egocentric videos, yielding an HOI prior for robust generation. Across the GRAB and HOT3D benchmarks, FlowHOI achieves the highest action recognition accuracy and a 1.7$\times$ higher physics simulation success rate than the strongest diffusion-based baseline, while delivering a 40$\times$ inference speedup. We further demonstrate real-robot execution on four dexterous manipulation tasks, illustrating the feasibility of retargeting generated HOI representations to real-robot execution pipelines.
  •  

Hierarchical Audio-Visual-Proprioceptive Fusion for Precise Robotic Manipulation

arXiv:2602.13640v1 Announce Type: cross Abstract: Existing robotic manipulation methods primarily rely on visual and proprioceptive observations, which may struggle to infer contact-related interaction states in partially observable real-world environments. Acoustic cues, by contrast, naturally encode rich interaction dynamics during contact, yet remain underexploited in current multimodal fusion literature. Most multimodal fusion approaches implicitly assume homogeneous roles across modalities, and thus design flat and symmetric fusion structures. However, this assumption is ill-suited for acoustic signals, which are inherently sparse and contact-driven. To achieve precise robotic manipulation through acoustic-informed perception, we propose a hierarchical representation fusion framework that progressively integrates audio, vision, and proprioception. Our approach first conditions visual and proprioceptive representations on acoustic cues, and then explicitly models higher-order cross-modal interactions to capture complementary dependencies among modalities. The fused representation is leveraged by a diffusion-based policy to directly generate continuous robot actions from multimodal observations. The combination of end-to-end learning and hierarchical fusion structure enables the policy to exploit task-relevant acoustic information while mitigating interference from less informative modalities. The proposed method has been evaluated on real-world robotic manipulation tasks, including liquid pouring and cabinet opening. Extensive experiment results demonstrate that our approach consistently outperforms state-of-the-art multimodal fusion frameworks, particularly in scenarios where acoustic cues provide task-relevant information not readily available from visual observations alone. Furthermore, a mutual information analysis is conducted to interpret the effect of audio cues in robotic manipulation via multimodal fusion.
  •  

HybridFlow: A Two-Step Generative Policy for Robotic Manipulation

arXiv:2602.13718v1 Announce Type: cross Abstract: Limited by inference latency, existing robot manipulation policies lack sufficient real-time interaction capability with the environment. Although faster generation methods such as flow matching are gradually replacing diffusion methods, researchers are pursuing even faster generation suitable for interactive robot control. MeanFlow, as a one-step variant of flow matching, has shown strong potential in image generation, but its precision in action generation does not meet the stringent requirements of robotic manipulation. We therefore propose \textbf{HybridFlow}, a \textbf{3-stage method} with \textbf{2-NFE}: Global Jump in MeanFlow mode, ReNoise for distribution alignment, and Local Refine in ReFlow mode. This method balances inference speed and generation quality by leveraging the rapid advantage of MeanFlow one-step generation while ensuring action precision with minimal generation steps. Through real-world experiments, HybridFlow outperforms the 16-step Diffusion Policy by \textbf{15--25\%} in success rate while reducing inference time from 152ms to 19ms (\textbf{8$\times$ speedup}, \textbf{$\sim$52Hz}); it also achieves 70.0\% success on unseen-color OOD grasping and 66.3\% on deformable object folding. We envision HybridFlow as a practical low-latency method to enhance real-world interaction capabilities of robotic manipulation policies.
  •  

MOTIF: Learning Action Motifs for Few-shot Cross-Embodiment Transfer

arXiv:2602.13764v1 Announce Type: cross Abstract: While vision-language-action (VLA) models have advanced generalist robotic learning, cross-embodiment transfer remains challenging due to kinematic heterogeneity and the high cost of collecting sufficient real-world demonstrations to support fine-tuning. Existing cross-embodiment policies typically rely on shared-private architectures, which suffer from limited capacity of private parameters and lack explicit adaptation mechanisms. To address these limitations, we introduce MOTIF for efficient few-shot cross-embodiment transfer that decouples embodiment-agnostic spatiotemporal patterns, termed action motifs, from heterogeneous action data. Specifically, MOTIF first learns unified motifs via vector quantization with progress-aware alignment and embodiment adversarial constraints to ensure temporal and cross-embodiment consistency. We then design a lightweight predictor that predicts these motifs from real-time inputs to guide a flow-matching policy, fusing them with robot-specific states to enable action generation on new embodiments. Evaluations across both simulation and real-world environments validate the superiority of MOTIF, which significantly outperforms strong baselines in few-shot transfer scenarios by 6.5% in simulation and 43.7% in real-world settings. Code is available at https://github.com/buduz/MOTIF.
  •  

RPGD: RANSAC-P3P Gradient Descent for Extrinsic Calibration in 3D Human Pose Estimation

arXiv:2602.13901v1 Announce Type: cross Abstract: In this paper, we propose RPGD (RANSAC-P3P Gradient Descent), a human-pose-driven extrinsic calibration framework that robustly aligns MoCap-based 3D skeletal data with monocular or multi-view RGB cameras using only natural human motion. RPGD formulates extrinsic calibration as a coarse-to-fine problem tailored to human poses, combining the global robustness of RANSAC-P3P with Gradient-Descent-based refinement. We evaluate RPGD on three large-scale public 3D HPE datasets as well as on a self-collected in-the-wild dataset. Experimental results demonstrate that RPGD consistently recovers extrinsic parameters with accuracy comparable to the provided ground truth, achieving sub-pixel MPJPE reprojection error even in challenging, noisy settings. These results indicate that RPGD provides a practical and automatic solution for reliable extrinsic calibration of large-scale 3D HPE dataset collection.
  •  

WoVR: World Models as Reliable Simulators for Post-Training VLA Policies with RL

arXiv:2602.13977v1 Announce Type: cross Abstract: Reinforcement learning (RL) promises to unlock capabilities beyond imitation learning for Vision-Language-Action (VLA) models, but its requirement for massive real-world interaction prevents direct deployment on physical robots. Recent work attempts to use learned world models as simulators for policy optimization, yet closed-loop imagined rollouts inevitably suffer from hallucination and long-horizon error accumulation. Such errors do not merely degrade visual fidelity; they corrupt the optimization signal, encouraging policies to exploit model inaccuracies rather than genuine task progress. We propose WoVR, a reliable world-model-based reinforcement learning framework for post-training VLA policies. Instead of assuming a faithful world model, WoVR explicitly regulates how RL interacts with imperfect imagined dynamics. It improves rollout stability through a controllable action-conditioned video world model, reshapes imagined interaction to reduce effective error depth via Keyframe-Initialized Rollouts, and maintains policy-simulator alignment through World Model-Policy co-evolution. Extensive experiments on LIBERO benchmarks and real-world robotic manipulation demonstrate that WoVR enables stable long-horizon imagined rollouts and effective policy optimization, improving average LIBERO success from 39.95% to 69.2% (+29.3 points) and real-robot success from 61.7% to 91.7% (+30.0 points). These results show that learned world models can serve as practical simulators for reinforcement learning when hallucination is explicitly controlled.
  •  

SemanticFeels: Semantic Labeling during In-Hand Manipulation

arXiv:2602.14099v1 Announce Type: cross Abstract: As robots become increasingly integrated into everyday tasks, their ability to perceive both the shape and properties of objects during in-hand manipulation becomes critical for adaptive and intelligent behavior. We present SemanticFeels, an extension of the NeuralFeels framework that integrates semantic labeling with neural implicit shape representation, from vision and touch. To illustrate its application, we focus on material classification: high-resolution Digit tactile readings are processed by a fine-tuned EfficientNet-B0 convolutional neural network (CNN) to generate local material predictions, which are then embedded into an augmented signed distance field (SDF) network that jointly predicts geometry and continuous material regions. Experimental results show that the system achieves a high correspondence between predicted and actual materials on both single- and multi-material objects, with an average matching accuracy of 79.87% across multiple manipulation trials on a multi-material object.
  •  

Learning Transferability: A Two-Stage Reinforcement Learning Approach for Enhancing Quadruped Robots' Performance in U-Shaped Stair Climbing

arXiv:2602.14473v1 Announce Type: cross Abstract: Quadruped robots are employed in various scenarios in building construction. However, autonomous stair climbing across different indoor staircases remains a major challenge for robot dogs to complete building construction tasks. In this project, we employed a two-stage end-to-end deep reinforcement learning (RL) approach to optimize a robot's performance on U-shaped stairs. The training robot-dog modality, Unitree Go2, was first trained to climb stairs on Isaac Lab's pyramid-stair terrain, and then to climb a U-shaped indoor staircase using the learned policies. This project explores end-to-end RL methods that enable robot dogs to autonomously climb stairs. The results showed (1) the successful goal reached for robot dogs climbing U-shaped stairs with a stall penalty, and (2) the transferability from the policy trained on U-shaped stairs to deployment on straight, L-shaped, and spiral stair terrains, and transferability from other stair models to deployment on U-shaped terrain.
  •  

TWISTED-RL: Hierarchical Skilled Agents for Knot-Tying without Human Demonstrations

arXiv:2602.14526v1 Announce Type: cross Abstract: Robotic knot-tying represents a fundamental challenge in robotics due to the complex interactions between deformable objects and strict topological constraints. We present TWISTED-RL, a framework that improves upon the previous state-of-the-art in demonstration-free knot-tying (TWISTED), which smartly decomposed a single knot-tying problem into manageable subproblems, each addressed by a specialized agent. Our approach replaces TWISTED's single-step inverse model that was learned via supervised learning with a multi-step Reinforcement Learning policy conditioned on abstract topological actions rather than goal states. This change allows more delicate topological state transitions while avoiding costly and ineffective data collection protocols, thus enabling better generalization across diverse knot configurations. Experimental results demonstrate that TWISTED-RL manages to solve previously unattainable knots of higher complexity, including commonly used knots such as the Figure-8 and the Overhand. Furthermore, the increase in success rates and drop in planning time establishes TWISTED-RL as the new state-of-the-art in robotic knot-tying without human demonstrations.
  •  

ManeuverNet: A Soft Actor-Critic Framework for Precise Maneuvering of Double-Ackermann-Steering Robots with Optimized Reward Functions

arXiv:2602.14726v1 Announce Type: cross Abstract: Autonomous control of double-Ackermann-steering robots is essential in agricultural applications, where robots must execute precise and complex maneuvers within a limited space. Classical methods, such as the Timed Elastic Band (TEB) planner, can address this problem, but they rely on parameter tuning, making them highly sensitive to changes in robot configuration or environment and impractical to deploy without constant recalibration. At the same time, end-to-end deep reinforcement learning (DRL) methods often fail due to unsuitable reward functions for non-holonomic constraints, resulting in sub-optimal policies and poor generalization. To address these challenges, this paper presents ManeuverNet, a DRL framework tailored for double-Ackermann systems, combining Soft Actor-Critic with CrossQ. Furthermore, ManeuverNet introduces four specifically designed reward functions to support maneuver learning. Unlike prior work, ManeuverNet does not depend on expert data or handcrafted guidance. We extensively evaluate ManeuverNet against both state-of-the-art DRL baselines and the TEB planner. Experimental results demonstrate that our framework substantially improves maneuverability and success rates, achieving more than a 40% gain over DRL baselines. Moreover, ManeuverNet effectively mitigates the strong parameter sensitivity observed in the TEB planner. In real-world trials, ManeuverNet achieved up to a 90% increase in maneuvering trajectory efficiency, highlighting its robustness and practical applicability.
  •  

PhyScensis: Physics-Augmented LLM Agents for Complex Physical Scene Arrangement

arXiv:2602.14968v1 Announce Type: cross Abstract: Automatically generating interactive 3D environments is crucial for scaling up robotic data collection in simulation. While prior work has primarily focused on 3D asset placement, it often overlooks the physical relationships between objects (e.g., contact, support, balance, and containment), which are essential for creating complex and realistic manipulation scenarios such as tabletop arrangements, shelf organization, or box packing. Compared to classical 3D layout generation, producing complex physical scenes introduces additional challenges: (a) higher object density and complexity (e.g., a small shelf may hold dozens of books), (b) richer supporting relationships and compact spatial layouts, and (c) the need to accurately model both spatial placement and physical properties. To address these challenges, we propose PhyScensis, an LLM agent-based framework powered by a physics engine, to produce physically plausible scene configurations with high complexity. Specifically, our framework consists of three main components: an LLM agent iteratively proposes assets with spatial and physical predicates; a solver, equipped with a physics engine, realizes these predicates into a 3D scene; and feedback from the solver informs the agent to refine and enrich the configuration. Moreover, our framework preserves strong controllability over fine-grained textual descriptions and numerical parameters (e.g., relative positions, scene stability), enabled through probabilistic programming for stability and a complementary heuristic that jointly regulates stability and spatial relations. Experimental results show that our method outperforms prior approaches in scene complexity, visual quality, and physical accuracy, offering a unified pipeline for generating complex physical scene layouts for robotic manipulation.
  •  

Experimental Evaluation of ROS-Causal in Real-World Human-Robot Spatial Interaction Scenarios

arXiv:2406.04955v2 Announce Type: replace-cross Abstract: Deploying robots in human-shared environments requires a deep understanding of how nearby agents and objects interact. Employing causal inference to model cause-and-effect relationships facilitates the prediction of human behaviours and enables the anticipation of robot interventions. However, a significant challenge arises due to the absence of implementation of existing causal discovery methods within the ROS ecosystem, the standard de-facto framework in robotics, hindering effective utilisation on real robots. To bridge this gap, in our previous work we proposed ROS-Causal, a ROS-based framework designed for onboard data collection and causal discovery in human-robot spatial interactions. In this work, we present an experimental evaluation of ROS-Causal both in simulation and on a new dataset of human-robot spatial interactions in a lab scenario, to assess its performance and effectiveness. Our analysis demonstrates the efficacy of this approach, showcasing how causal models can be extracted directly onboard by robots during data collection. The online causal models generated from the simulation are consistent with those from lab experiments. These findings can help researchers to enhance the performance of robotic systems in shared environments, firstly by studying the causal relations between variables in simulation without real people, and then facilitating the actual robot deployment in real human environments. ROS-Causal: https://lcastri.github.io/roscausal
  •  

Deep Reinforcement Learning based Autonomous Decision-Making for Cooperative UAVs: A Search and Rescue Real World Application

arXiv:2502.20326v2 Announce Type: replace-cross Abstract: This paper presents the first end-to-end framework that combines guidance, navigation, and centralised task allocation for multiple UAVs performing autonomous search-and-rescue (SAR) in GNSS-denied indoor environments. A Twin Delayed Deep Deterministic Policy Gradient controller is trained with an Artificial Potential Field (APF) reward that blends attractive and repulsive potentials with continuous control, accelerating convergence and yielding smoother, safer trajectories than distance-only baselines. Collaborative mission assignment is solved by a deep Graph Attention Network that, at each decision step, reasons over the drone-task graph to produce near-optimal allocations with negligible on-board compute. To arrest the notorious Z-drift of indoor LiDAR-SLAM, we fuse depth-camera altimetry with IMU vertical velocity in a lightweight complementary filter, giving centimetre-level altitude stability without external beacons. The resulting system was deployed on two 1m-class quad-rotors and flight-tested in a cluttered, multi-level disaster mock-up designed for the NATO-Sapience Autonomous Cooperative Drone Competition. Compared with prior DRL guidance that remains largely in simulation, our framework demonstrates an ability to navigate complex indoor environments, securing first place in the 2024 event. These results demonstrate that APF-shaped DRL and GAT-driven cooperation can translate to reliable real-world SAR operations.
  •  

Multi-Objective Neural Network-Assisted Design Optimization of Soft Fin-Ray Fingers for Enhanced Grasping Performance

arXiv:2506.00494v2 Announce Type: replace-cross Abstract: The internal structure of the Fin-Ray fingers plays a significant role in their adaptability and grasping performance. However, modeling the grasp force and deformation behavior for design purposes is challenging. When the Fin-Ray finger becomes more rigid and capable of exerting higher forces, it becomes less delicate in handling objects. The contrast between these two gives rise to a multi-objective optimization problem. We employ the finite element method to estimate the deflections and contact forces of the Fin-Ray fingers grasping cylindrical objects, generating a dataset of 120 simulations. This dataset includes three input variables: the thickness of the front and support beams, the thickness of the crossbeams, and the equal spacing between the crossbeams, which are the design variables in the optimization. This dataset is then used to construct a multilayer perceptron (MLP) with four output neurons predicting the contact force and tip displacement in two directions. The magnitudes of maximum contact force and maximum tip displacement are two optimization objectives, showing the trade-off between force and delicate manipulation. The set of solutions is found using the non-dominated sorting genetic algorithm (NSGA-II). The results of the simulations demonstrate that the proposed methodology can be used to improve the design and grasping performance of soft grippers, aiding to choose a design not only for delicate grasping but also for high-force applications.
  •  

Foundation Models in Autonomous Driving: A Survey on Scenario Generation and Scenario Analysis

arXiv:2506.11526v4 Announce Type: replace-cross Abstract: For autonomous vehicles, safe navigation in complex environments depends on handling a broad range of diverse and rare driving scenarios. Simulation- and scenario-based testing have emerged as key approaches to development and validation of autonomous driving systems. Traditional scenario generation relies on rule-based systems, knowledge-driven models, and data-driven synthesis, often producing limited diversity and unrealistic safety-critical cases. With the emergence of foundation models, which represent a new generation of pre-trained, general-purpose AI models, developers can process heterogeneous inputs (e.g., natural language, sensor data, HD maps, and control actions), enabling the synthesis and interpretation of complex driving scenarios. In this paper, we conduct a survey about the application of foundation models for scenario generation and scenario analysis in autonomous driving (as of May 2025). Our survey presents a unified taxonomy that includes large language models, vision-language models, multimodal large language models, diffusion models, and world models for the generation and analysis of autonomous driving scenarios. In addition, we review the methodologies, open-source datasets, simulation platforms, and benchmark challenges, and we examine the evaluation metrics tailored explicitly to scenario generation and analysis. Finally, the survey concludes by highlighting the open challenges and research questions, and outlining promising future research directions. All reviewed papers are listed in a continuously maintained repository, which contains supplementary materials and is available at https://github.com/TUM-AVS/FM-for-Scenario-Generation-Analysis.
  •  

A Pragmatist Robot: Learning to Plan Tasks by Experiencing the Real World

arXiv:2507.16713v2 Announce Type: replace-cross Abstract: Large language models (LLMs) have emerged as the dominant paradigm for robotic task planning using natural language instructions. However, trained on general internet data, LLMs are not inherently aligned with the embodiment, skill sets, and limitations of real-world robotic systems. Inspired by the emerging paradigm of verbal reinforcement learning-where LLM agents improve through self-reflection and few-shot learning without parameter updates-we introduce PragmaBot, a framework that enables robots to learn task planning through real-world experience. PragmaBot employs a vision-language model (VLM) as the robot's "brain" and "eye", allowing it to visually evaluate action outcomes and self-reflect on failures. These reflections are stored in a short-term memory (STM), enabling the robot to quickly adapt its behavior during ongoing tasks. Upon task completion, the robot summarizes the lessons learned into its long-term memory (LTM). When facing new tasks, it can leverage retrieval-augmented generation (RAG) to plan more grounded action sequences by drawing on relevant past experiences and knowledge. Experiments on four challenging robotic tasks show that STM-based self-reflection increases task success rates from 35% to 84%, with emergent intelligent object interactions. In 12 real-world scenarios (including eight previously unseen tasks), the robot effectively learns from the LTM and improves single-trial success rates from 22% to 80%, with RAG outperforming naive prompting. These results highlight the effectiveness and generalizability of PragmaBot. Project webpage: https://pragmabot.github.io/
  •  

Vision-Based Early Fault Diagnosis and Self-Recovery for Strawberry Harvesting Robots

arXiv:2601.02085v2 Announce Type: replace-cross Abstract: Strawberry harvesting robots faced persistent challenges such as low integration of visual perception, fruit-gripper misalignment, empty grasping/misgrasp, and strawberry slippage from the gripper due to insufficient gripping force, all of which compromised harvesting stability and efficiency in orchard environments. To overcome these issues, this paper proposed a visual fault diagnosis and self-recovery framework that integrated multi-task perception with corrective control strategies. At the core of this framework was SRR-Net, an end-to-end multi-task perception model that simultaneously performed strawberry detection, segmentation, and ripeness estimation, thereby unifying visual perception with fault diagnosis.Based on this integrated perception, a relative error compensation method based on the simultaneous target-gripper detection was designed to address positional misalignment, correcting deviations when error exceeded the tolerance threshold.To mitigate empty grasping/misgrasp and fruit-slippage faults, an early abort strategy was implemented. A micro-optical camera embedded in the end-effector provided real-time visual feedback, enabling grasp classification during the deflating stage and strawberry slip prediction during snap-off through MobileNet V3-Small classifier and a time-series LSTM classifier. Experiments demonstrated that SRR-Net maintained high perception accuracy. For detection, it achieved a precision of 0.895 and recall of 0.813 on strawberries, and 0.972/0.958 on hands. In segmentation, it yielded a precision of 0.887 and recall of 0.747 for strawberries, and 0.974/0.947 for hands. For ripeness estimation, SRR-Net attained a mean absolute error of 0.035, while simultaneously supporting multi-task perception and sustaining a competitive inference speed of 163.35 FPS.
  •  

VividFace: Real-Time and Realistic Facial Expression Shadowing for Humanoid Robots

arXiv:2602.07506v2 Announce Type: replace-cross Abstract: Humanoid facial expression shadowing enables robots to realistically imitate human facial expressions in real time, which is critical for lifelike, facially expressive humanoid robots and affective human-robot interaction. Existing progress in humanoid facial expression imitation remains limited, often failing to achieve either real-time performance or realistic expressiveness due to offline video-based inference designs and insufficient ability to capture and transfer subtle expression details. To address these limitations, we present VividFace, a real-time and realistic facial expression shadowing system for humanoid robots. An optimized imitation framework X2CNet++ enhances expressiveness by fine-tuning the human-to-humanoid facial motion transfer module and introducing a feature-adaptation training strategy for better alignment across different image sources. Real-time shadowing is further enabled by a video-stream-compatible inference pipeline and a streamlined workflow based on asynchronous I/O for efficient communication across devices. VividFace produces vivid humanoid faces by mimicking human facial expressions within 0.05 seconds, while generalizing across diverse facial configurations. Extensive real-world demonstrations validate its practical utility. Videos are available at: https://lipzh5.github.io/VividFace/.
  •  

LAP: Language-Action Pre-Training Enables Zero-shot Cross-Embodiment Transfer

arXiv:2602.10556v2 Announce Type: replace-cross Abstract: A long-standing goal in robotics is a generalist policy that can be deployed zero-shot on new robot embodiments without per-embodiment adaptation. Despite large-scale multi-embodiment pre-training, existing Vision-Language-Action models (VLAs) remain tightly coupled to their training embodiments and typically require costly fine-tuning. We introduce Language-Action Pre-training (LAP), a simple recipe that represents low-level robot actions directly in natural language, aligning action supervision with the pre-trained vision-language model's input-output distribution. LAP requires no learned tokenizer, no costly annotation, and no embodiment-specific architectural design. Based on LAP, we present LAP-3B, which to the best of our knowledge is the first VLA to achieve substantial zero-shot transfer to previously unseen robot embodiments without any embodiment-specific fine-tuning. Across multiple novel robots and manipulation tasks, LAP-3B attains over 50% average zero-shot success, delivering roughly a 2x improvement over the strongest prior VLAs. We further show that LAP enables efficient adaptation and favorable scaling, while unifying action prediction and VQA in a shared language-action format that yields additional gains through co-training.
  •  

ReaDy-Go: Real-to-Sim Dynamic 3D Gaussian Splatting Simulation for Environment-Specific Visual Navigation with Moving Obstacles

arXiv:2602.11575v2 Announce Type: replace-cross Abstract: Visual navigation models often struggle in real-world dynamic environments due to limited robustness to the sim-to-real gap and the difficulty of training policies tailored to target deployment environments (e.g., households, restaurants, and factories). Although real-to-sim navigation simulation using 3D Gaussian Splatting (GS) can mitigate these challenges, prior GS-based works have considered only static scenes or non-photorealistic human obstacles built from simulator assets, despite the importance of safe navigation in dynamic environments. To address these issues, we propose ReaDy-Go, a novel real-to-sim simulation pipeline that synthesizes photorealistic dynamic scenarios in target environments by augmenting a reconstructed static GS scene with dynamic human GS obstacles, and trains navigation policies using the generated datasets. The pipeline provides three key contributions: (1) a dynamic GS simulator that integrates static scene GS with a human animation module, enabling the insertion of animatable human GS avatars and the synthesis of plausible human motions from 2D trajectories, (2) a navigation dataset generation framework that leverages the simulator along with a robot expert planner designed for dynamic GS representations and a human planner, and (3) robust navigation policies to both the sim-to-real gap and moving obstacles. The proposed simulator generates thousands of photorealistic navigation scenarios with animatable human GS avatars from arbitrary viewpoints. ReaDy-Go outperforms baselines across target environments in both simulation and real-world experiments, demonstrating improved navigation performance even after sim-to-real transfer and in the presence of moving obstacles. Moreover, zero-shot sim-to-real deployment in an unseen environment indicates its generalization potential. Project page: https://syeon-yoo.github.io/ready-go-site/.
  •  
❌