Robotics News
The latest Robotics coverage curated for game developers.
arXiv cs.GR details Co²Skill, a whole-body control policy that composes locomotion and dexterous manipulation for long-horizon human-environment interaction. The system uses a pretrained motion prior plus task- and phase-dependent observation …
arXiv cs.GR details a humanoid control framework that keeps long-horizon whole-body tasks from collapsing as the episode stretches on. Humanoid Horizon uses parallel training, dynamic starting states, and reward gating …
arXiv cs.GR details InterEvolve, a test-time method that evolves reward programs so humanoid controllers can tackle new loco-manipulation tasks without retraining. The system pairs an object-aware FB model with LLM-guided …
arXiv cs.GR details DRHeC, a differentiable rendering approach for hand-eye calibration that uses RGB-based gradients instead of binary masks. The method aims to improve stability and preserve internal shape cues, …
arXiv cs.GR details PRISM, a real-to-sim-to-real pipeline that turns a few human interaction clips into hundreds of training examples for humanoid loco-manipulation. The system uses counterfactual video generation plus contact-anchored …
arXiv cs.GR details TapeSim, a tape-dispensing simulator that keeps most wound material rigid while concentrating deformation near the unwind point. For robotics teams, the payoff is faster physics steps without …
arXiv cs.GR details BladeMaster, a GPU cutting simulator that keeps cut history persistent on material points instead of predefining fracture surfaces. For game teams building destruction or surgical-style interactions, the …
arXiv cs.GR details DEAL-Grasp, a dexterous grasp generator that separates rigid alignment from finger articulation. The method uses alignment-space generation and flow matching to produce more stable, physically plausible hand-object …
arXiv cs.GR details AgriGen, a ROS-integrated scene generation framework on Isaac Sim for photorealistic agricultural robotics simulation. It procedurally builds row crops, orchards, and vineyards with physics, rendering, and domain …
arXiv cs.GR details NaRPA, a ray-tracing pipeline built to generate virtual space imagery for navigation and sensor testing. The framework models passive and active vision sensors, plus a velocimeter LiDAR, …
Unity has opened early access to Simulation Pro, a robotics package aimed at teams that need to move faster from sim to deployment. It bundles URDF import, sensor simulation, ROS …
arXiv cs.GR details InterMASH, a unified grasp-synthesis representation that packs hand, object, and contact data into sphere-fixed anchors. The goal is to make cross-embodiment training easier for human and robotic …
A new reconfigurable rover uses a variable-geometry truss to change its contact shape on the fly, cutting the coordination burden of traversal planning. The system reuses low-dimensional contact primitives instead …
A new humanoid retargeting system uses learned point-cloud correspondence to map human motion onto robots without hand-built keypoint pairs. That matters for teams training embodied agents: it promises denser pose …
A new reconstruction method turns curved capacitive textiles into a 3D shape sensor, letting robots infer nearby geometry from proximity fields instead of flat RGB or depth inputs. Proximity3D aggregates …
USC ICT and the US Army Research Laboratory built a dialogue-driven robot exploration workflow for low-signal, high-risk interiors. The system pairs spoken questions with sparse map updates and stills, helping …
A robotics team has built a bathing-demo pipeline that captures motion, body shape, contact regions, and force in sync, then transfers that data to a soft robotic hand. The system …
A new real-to-sim pipeline, R2S-EGO, uses dual proxies to patch sparse real-world capture with simulator-generated views. In tests on three Replica scenes and 48 frozen Unitree G1 ego views, six-view …
DiffPhysCam brings differentiable, physics-based camera simulation to inverse rendering and embodied AI. It gives developers finer control over camera intrinsics, optical artifacts like defocus blur, and calibration against real data. …
A new data-driven motion model can reproduce an individual's repetitive movement signature from real human data. Built around LSTM networks, it captures both velocity distribution and amplitude envelopes, which could …