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<feed xmlns="http://www.w3.org/2005/Atom"><title>Embodied AI Radar — Sim-to-Real &amp; Simulators</title>
<link href="https://embodied-ai-radar.com/"/><link rel="self" href="https://embodied-ai-radar.com/topics/sim.xml"/><id>https://embodied-ai-radar.com/topics/sim.xml</id>
<updated>2026-11-10T00:00:00Z</updated><author><name>Embodied AI Radar</name></author>
<entry><title>Simulating Vein Compressibility for Ultrasound-Guided Femoral Access: Speed, Accuracy, and Phantom Validation</title><id>https://arxiv.org/abs/2611.12818</id>
<link href="https://arxiv.org/abs/2611.12818"/><updated>2026-11-10T00:00:00Z</updated>
<summary>In ultrasound-guided femoral access, probe pressure deforms the tissue and changes the vascular anatomy a robot observes. A simulator must reproduce these mechanics fast enough for robotic interaction, yet the computational effort needed for a clinically meaningful signal like vein collapse before artery is unclear. We test the feasibility of a physics-based simulation in NVIDIA&#x27;s Isaac Sim for Healthcare, with Stable Neo-Hookean tissue solved by Vertex Block Descent on one GPU. A simulation of a low-fidelity cylindrical benchtop phantom with known geometry and mechanical properties, pressed …</summary></entry><entry><title>Simulation-aided Reinforcement Learning with Control Variates</title><id>https://arxiv.org/abs/2611.12643</id>
<link href="https://arxiv.org/abs/2611.12643"/><updated>2026-11-10T00:00:00Z</updated>
<summary>Reinforcement Learning (RL) algorithms often rely on data collected from a target environment, which can be expensive and noisy. Although simulators can generate large amounts of additional data, standard simulation mixing approaches, which directly combine simulated and real experience, can degrade performance due to simulator inaccuracies, especially when they bias the solution away from the optimal policy. We propose a conservative simulation-aided learning method based on control variates, where simulated data is used solely to reduce variance in the learning process rather than directly …</summary></entry><entry><title>From Festival Video to the Stage: A Sim-to-Real Ladder for Long-Horizon Expressive Whole-Body Dance on a Commercial Humanoid</title><id>https://arxiv.org/abs/2611.11127</id>
<link href="https://arxiv.org/abs/2611.11127"/><updated>2026-11-10T00:00:00Z</updated>
<summary>We present a pipeline for transferring Awa Odori, a traditional Japanese festival dance, from monocular video to a commercial Unitree G1 EDU humanoid. The pipeline combines human mesh recovery, kinematic retargeting, reinforcement learning for motion tracking in simulation, and onboard deployment via ONNX. Training ran on a single RTX 5070 GPU. An eleven-version deployment ladder evaluated on hardware examines three interventions. We detect and repair silent corruption of deployment artifacts, model state-estimator drift during training, and edit the reference motion to support stable …</summary></entry><entry><title>Autonomous Particle Image Velocimetry Using Zero-Shot Sim-to-Real Reinforcement Learning</title><id>https://arxiv.org/abs/2611.09679</id>
<link href="https://arxiv.org/abs/2611.09679"/><updated>2026-11-09T00:00:00Z</updated>
<summary>Particle image velocimetry (PIV) reconstructs a flow field from the motion of tracer particles but the reconstruction quality is bounded by how well the flow structure of interest is resolved in the images. The acquisition position is typically fixed by the operator before the measurement. We cast camera placement as a sequential decision-making problem and train a reinforcement learning agent to control a 6-DoF manipulator equipped with a camera, enabling it to locate, frame and resolve a hydrofoil wake in a water tunnel. The agent commands the camera pose and observes the scene only through …</summary></entry><entry><title>Probably Safe Sim-to-Real Transfer with Lifetime Validity</title><id>https://arxiv.org/abs/2611.09344</id>
<link href="https://arxiv.org/abs/2611.09344"/><updated>2026-11-09T00:00:00Z</updated>
<summary>We present Dejavu, a method that makes sim-to-real transfer of reinforcement learning policies in constrained Markov decision processes probably safe over an unbounded sequence of policy updates. An anytime valid test using per-decision importance sampling and a betting confidence sequence certifies each candidate trained in simulation before deployment using only trajectories collected by a safe baseline policy operating in production. Simulation quality does not affect the safety guarantee, only the production sample efficiency of the method. Finally, a summable per-test failure probability …</summary></entry><entry><title>RevoSim: Scalable Multimodal Tactile Simulation for Dexterous Manipulation</title><id>https://arxiv.org/abs/2611.08939</id>
<link href="https://arxiv.org/abs/2611.08939"/><updated>2026-11-09T00:00:00Z</updated>
<summary>We present RevoSim, a scalable and high-fidelity multimodal tactile simulator for the BrainCo Revo3 hand that jointly models 285 piezoresistive taxels and five visuotactile fingertips. RevoSim efficiently generates synchronized pressure, depth, RGB, and marker-displacement observations; on a single RTX 5090, its depth-conditioned marker-displacement configuration supports up to 4,096 parallel environments. We train in-hand manipulation and grasping policies entirely in simulation, establishing a foundation for future sim-to-real transfer. Project page: …</summary></entry><entry><title>Lodos: A Lightweight Simulator Designed for Contact-Rich Interactions with Detailed Meshes</title><id>https://arxiv.org/abs/2611.08872</id>
<link href="https://arxiv.org/abs/2611.08872"/><updated>2026-11-09T00:00:00Z</updated>
<summary>In recent years, massively parallelized rigid-body simulation has played a central role in robotics research, enabling rapid progress in areas such as reinforcement learning, stochastic optimal control, and randomized smoothing-based trajectory optimization. Particularly in contact-rich settings, the scalability of such simulations in large part depends on well-optimized representations of collision geometry, often requiring a coarse approximation of the underlying surfaces using primitives such as spheres, capsules, cylinders, and boxes. Whenever the complexity of the surfaces or the …</summary></entry><entry><title>VisionSIM: Beyond Idealized Sensors - A Multi-Modal Simulator for Robot Perception</title><id>https://arxiv.org/abs/2611.08368</id>
<link href="https://arxiv.org/abs/2611.08368"/><updated>2026-11-06T00:00:00Z</updated>
<summary>Robotic perception increasingly relies on heterogeneous sensor suites combining cameras with emerging modalities (event, SPAD, iToF/dToF, and thermal). Yet existing simulators idealize these sensors, hiding critical modality-specific failure modes that limit real-world deployment. We present VisionSIM, a unified, physically grounded simulation platform that elevates sensor realism to a first-class concern by modeling the raw physical measurement process for diverse conventional and emerging modalities. We expose fine-grained control over physical sensor parameters, reproducing failure modes …</summary></entry><entry><title>TactileLab: Sim-to-Real Dexterous Robot Manipulation with Efficient Shear-Sensitive Tactile Simulation</title><id>https://arxiv.org/abs/2611.07881</id>
<link href="https://arxiv.org/abs/2611.07881"/><updated>2026-11-06T00:00:00Z</updated>
<summary>Robotic simulators that represent shear within tactile sensing are becoming increasingly important for contact-rich manipulation. However, simulating contact shear with high-fidelity deformable or soft-body simulation is computationally demanding, limiting scalability to large-scale reinforcement learning. Here we introduce \textit{TactileLab}, a scalable multimodal tactile simulation framework built on IsaacLab, with a particular focus on a new optical-flow-based tactile representation termed \textit{simulated tactile flow}. Instead of relying on soft-body physics to model shear deformation, …</summary></entry><entry><title>GraspBench: Execution-Aware Cross-Robot Evaluation of 6-DoF Grasp Generation in MuJoCo</title><id>https://arxiv.org/abs/2611.07651</id>
<link href="https://arxiv.org/abs/2611.07651"/><updated>2026-11-06T00:00:00Z</updated>
<summary>Modern 6-DoF grasp generators are often evaluated using grasp scores, dataset-level metrics, or single-robot demonstrations, yet proposal quality alone does not determine whether a grasp is executable by a particular robot. We present GraspBench, a controlled MuJoCo protocol for evaluating complete grasp-generation pipelines after robot-specific inverse-kinematics filtering, motion planning, and fixed approach-close-lift execution. GraspBench evaluates six configured pipelines across four robot embodiments, five diagnostic objects, and a structured tabletop pose grid, yielding 540 scenarios …</summary></entry><entry><title>An Empirical Study of Reinforcement Learning for Keypoint Positioning of Deformable Linear Objects</title><id>https://arxiv.org/abs/2611.07261</id>
<link href="https://arxiv.org/abs/2611.07261"/><updated>2026-11-06T00:00:00Z</updated>
<summary>Deformable linear object (DLO) manipulation is challenging because high-dimensional configurations, nonlinear contact dynamics, and diverse material and geometric properties produce a broad range of object responses that are both difficult to model and data-intensive to learn. This work studies reinforcement learning for planar manipulation of a one-end-grasped DLO, focusing on training efficiency, observation design, robustness, and zero-shot sim-to-real transfer. We compare three Proximal Policy Optimization training stacks and find that the GPU-parallel MuJoCo Playground stack enables …</summary></entry><entry><title>When Does Test-Time Search Help World Action Models? An Empirical Audit of Candidate Selection and Simulator Integrity</title><id>https://arxiv.org/abs/2610.41970</id>
<link href="https://arxiv.org/abs/2610.41970"/><updated>2026-11-06T00:00:00Z</updated>
<summary>World-action models increasingly apply test-time scaling, spending extra inference computation on candidate selection and adaptive allocation to improve control. Such gains are credible only when candidates carry exploitable signal, nominal compute savings become real speedup, and evaluation stays reliable. We audit all three on Cosmos Policy and RoboCasa with a premise-first, pre-registered methodology. On clean data, a learned value selector is 1.66 pp worse than random; a hindsight oracle gains only 1.40 pp, with an episode-level interval spanning zero; and 82% of states show identical …</summary></entry><entry><title>TwinBridge: Digital Twin-Driven Policy and Reward Transfer for Real-World Reinforcement Learning in Laboratory Robotics</title><id>https://arxiv.org/abs/2611.06442</id>
<link href="https://arxiv.org/abs/2611.06442"/><updated>2026-11-05T00:00:00Z</updated>
<summary>Online reinforcement learning offers an effective approach to precise laboratory manipulation, yet costly real-world demonstrations and limited access to dense process rewards hinder its practical application. We present TwinBridge, a digital twin-driven framework that supplies policy initialization and dense visual rewards for real-world online learning. We construct digital twins by combining 3D Gaussian splatting with physics simulation. Here, simulator states provide task events and geometric progress under physical prerequisites and ordering constraints, yielding rewards for policy …</summary></entry><entry><title>OdorSpaces: Visual-Olfactory Embodied Navigation in 3D Environments</title><id>https://arxiv.org/abs/2611.05738</id>
<link href="https://arxiv.org/abs/2611.05738"/><updated>2026-11-05T00:00:00Z</updated>
<summary>Olfaction provides critical information about airborne chemical cues, yet it remains largely underexplored in embodied AI, with limited prior machine olfaction work focusing primarily on semantic odor perception. We introduce OdorSpaces, a physics-based simulation platform and benchmark for visual-olfactory embodied navigation. OdorSpaces augments Habitat-Sim with 3D odor transport and dispersion simulated by Fire Dynamics Simulator (FDS), enabling agents to navigate photorealistic indoor environments using both visual and olfactory observations. The benchmark includes two representative …</summary></entry><entry><title>LLMs as MDP Designers: A Dependency-Aware Agentic Framework for Automated Robot Policy Generation</title><id>https://arxiv.org/abs/2611.04974</id>
<link href="https://arxiv.org/abs/2611.04974"/><updated>2026-11-04T00:00:00Z</updated>
<summary>We investigate the automated generation of executable robot reinforcement learning (RL) policies from natural-language task descriptions. Rather than using large language models (LLMs) as execution-time decision makers, we use them as designers that construct RL pipelines before deployment, including Markov decision process (MDP) formulation and simulator implementation. We identify a phase-wise structure in this problem: MDP formulation is dependency-structured and sequential, whereas simulator implementation becomes modular once the formulation is fixed. Based on this structure, we propose …</summary></entry><entry><title>PrimeSim: A Generalist World Model Simulator from Large-Scale Cross-Embodiment Demonstrations</title><id>https://arxiv.org/abs/2611.04870</id>
<link href="https://arxiv.org/abs/2611.04870"/><updated>2026-11-04T00:00:00Z</updated>
<summary>A robot world model that serves as a simulator must do more than generate plausible videos: it must faithfully follow commanded actions, maintain consistency across camera views, and sustain coherent long-horizon rollouts. We present PrimeSim, an action-conditioned, multiview world model simulator that addresses these challenges through progressive midtraining and posttraining. Starting from a pretrained video generator, we midtrain on 30,110 hours of robot demonstrations spanning 22 platforms. To improve action following, we introduce a unified cross-embodiment action representation and …</summary></entry><entry><title>Coordinate Frame Recovery, Per Class NMS and Null Return Modelling for Sim2Real V2X LiDAR Detection</title><id>https://arxiv.org/abs/2611.03940</id>
<link href="https://arxiv.org/abs/2611.03940"/><updated>2026-11-04T00:00:00Z</updated>
<summary>We describe our approach to the V2X-Real track of the UrbanTwin Sim2Real LiDAR Challenge, in which a 3D object detector must be trained exclusively on synthetic data and evaluated on unseen real roadside LiDAR from an Ouster OS1-64 unit, while the synthetic point clouds are simultaneously scored for distributional realism. Our final entry scores 0.7457 combined, from a detection mAP of 0.4382 and a realism score of 0.9251. Three findings account for most of our result, and all three were diagnostic rather than architectural. First, a coordinate frame mismatch between our predictions and the …</summary></entry><entry><title>Geometric Refinement and Distributional Alignment for Sim2Real Roadside LiDAR Detection</title><id>https://arxiv.org/abs/2611.03936</id>
<link href="https://arxiv.org/abs/2611.03936"/><updated>2026-11-04T00:00:00Z</updated>
<summary>We describe our approach to the LUMPI track of the UrbanTwin Sim2Real LiDAR Challenge, in which a 3D object detector must be trained exclusively on synthetic data and evaluated on unseen real roadside LiDAR, while the synthetic point clouds are simultaneously scored for distributional realism. Our final entry scores 0.4793 combined, from a detection mAP of 0.1333 and a realism score of 0.9126. Our contribution is not a new architecture. Working from a PointPillars baseline, we obtained most of our gains from three sources. First, a diagnosis that small object failure in roadside LiDAR is a …</summary></entry><entry><title>KlaskTron-IL: A Contact-Rich Adversarial Imitation Learning Benchmark with a Validated Sim-to-Real Bridge</title><id>https://arxiv.org/abs/2611.03091</id>
<link href="https://arxiv.org/abs/2611.03091"/><updated>2026-11-03T00:00:00Z</updated>
<summary>KlaskTron is an open-hardware physical platform for two-player adversarial reinforcement learning, with a learned actuator model that supports zero-shot sim-to-real transfer of trained policies. Building on this platform, we contribute KlaskTron-IL: a multi-tier imitation learning dataset (80k human demonstration timesteps collected directly on the physical robot, 320k symmetry-augmented timesteps, and synthetic expert trajectories up to 5M steps generated by the zero-shot-validated PPO policy), and diagnostic baselines that expose three characteristic failure modes of standard IL methods …</summary></entry><entry><title>A Reproducible Reconstruction and Evaluation Framework for Photorealistic Lunar Analog Scene Reconstruction Toward Digital Twins</title><id>https://arxiv.org/abs/2611.00870</id>
<link href="https://arxiv.org/abs/2611.00870"/><updated>2026-11-03T00:00:00Z</updated>
<summary>In this paper, we present a reconstruction pipeline that empirically quantifies the photorealistic scene reconstruction accuracy from both human-controlled and rover mast camera monocular feeds against physical ground truth as a function of Lunar traversal effects (e.g., motion blur, haze due to lofted regolith, trajectory bias, and sparse views). First, we benchmark six variants of 3D Gaussian Splatting (3DGS) across three Lunar analog scenes on held-out test sets using standard photometric metrics. We then establish how under traversal effects, this test-set-specific Novel View Synthesis …</summary></entry><entry><title>When the Simulator Fails, Not the Policy: Auditing Contact Artifacts in Simulated Robot Benchmarks</title><id>https://arxiv.org/abs/2610.41857</id>
<link href="https://arxiv.org/abs/2610.41857"/><updated>2026-11-02T00:00:00Z</updated>
<summary>Simulation benchmarks score robot policies by success rate, and every failed episode counts against the policy. Many of these failures are the simulator&#x27;s fault, not the policy&#x27;s; we find the cause and fix it. Testing a vision language action model and a world action model in simulation, we find that the policy often places the object and the simulator then ejects it, and that the benchmark&#x27;s own scripted demonstrations fail the same way. We present SimuGuard, an auditing plugin for LIBERO, RoboTwin, RoboCasa and RoboDojo. It leaves the evaluation unchanged. At every physics step, it records …</summary></entry><entry><title>$\nabla$Mimic: Ultra-Efficient Humanoid Control with Differentiable Simulation</title><id>https://arxiv.org/abs/2610.41654</id>
<link href="https://arxiv.org/abs/2610.41654"/><updated>2026-11-02T00:00:00Z</updated>
<summary>Robot policy learning is dominated by zeroth-order methods such as PPO, which treat the simulator as a black box and pay for it with enormous sample counts. First-order policy learning differentiates through the dynamics, but on contact-rich whole-body control it has rarely worked: its gradients explode. A recent world-model method showed that derivative information can make humanoid motion tracking far more efficient, using surrogate gradients of a learned model. We show that exact gradients of the simulator itself do better, once two obstacles are removed. Exact gradients contain rare …</summary></entry><entry><title>FlowMoDE: Coarse-to-fine Flow Matching for Detail-aware Sim-to-Real Monocular Depth Estimation</title><id>https://arxiv.org/abs/2610.41190</id>
<link href="https://arxiv.org/abs/2610.41190"/><updated>2026-11-02T00:00:00Z</updated>
<summary>Monocular depth estimation is a fundamental capability for 3D spatial perception in robotic and intelligent systems. While data-driven discriminative methods have achieved compelling performance for monocular depth estimation, generative approaches can reconstruct fine structural details with stronger generalization. However, most existing generative diffusion models suffer from low inference efficiency caused by multi-step sampling, whereas single-step diffusion models struggle to recover high-fidelity depth maps. To mitigate these drawbacks, this paper presents FlowMoDE, a coarse-to-fine …</summary></entry><entry><title>FlapSim: A Composable MuJoCo Simulation Platform and Reduced-Order Aerodynamic Model Hierarchy for Flapping-Wing Robotics</title><id>https://arxiv.org/abs/2610.40902</id>
<link href="https://arxiv.org/abs/2610.40902"/><updated>2026-11-02T00:00:00Z</updated>
<summary>Flapping-wing simulation must reconcile high-frequency wingbeat aerodynamics with the slower dynamics relevant to flight control and reinforcement learning. We present FlapSim, a modular open-source MuJoCo simulation platform that combines robot descriptions, wing geometry, and composable aerodynamic models in a deterministic simulation pipeline. Across $48$ held-out scenarios spanning frequency, gimbal, wind, frequency-step, gust, and cross-robot flat-plate regimes, we compare five reduced-order configurations operating at $1\,\text{ms}$ with a $50\,\mu\text{s}$ quasi-steady blade-element …</summary></entry><entry><title>Frozen in Time: How a Physics Foundation Model Forgets Under Sim-to-Real Adaptation</title><id>https://arxiv.org/abs/2610.40857</id>
<link href="https://arxiv.org/abs/2610.40857"/><updated>2026-11-02T00:00:00Z</updated>
<summary>Scientific foundation models (SciFMs) have achieved remarkable performance on a wide range of PDEs, including the ability to efficiently adapt to unseen data distributions with additional finetuning. As with all neural architectures, finetuning such models comes with the risk of catastrophic forgetting, whereby adapting to new tasks degrades prior knowledge of the model. We study catastrophic forgetting in Walrus-1.3B, a SciFM for continuum dynamics, over the course of a two-stage sim-to-real adaptation: first finetuning on simulated flow around a cylinder and then adapting to experimental …</summary></entry><entry><title>MUSBRIC: LEGO-Compatible Pneumatic Muscle Bricks for Reconfigurable Musculoskeletal Robots</title><id>https://arxiv.org/abs/2610.40285</id>
<link href="https://arxiv.org/abs/2610.40285"/><updated>2026-10-30T00:00:00Z</updated>
<summary>Musculoskeletal robots combine compliant actuators with articulated skeletons, but exploring alternative configurations often requires repeated fabrication. We present MUSBRIC, a modular hardware platform and accompanying MuJoCo-based simulator for reconfigurable musculoskeletal robots. LEGO-compatible endcaps turn fiber-reinforced extensile pneumatic artificial muscles into reusable, plug-and-play muscle bricks that connect directly to standard LEGO components. Experimentally identified actuator behavior supports corresponding musculoskeletal simulations. An elbow-joint prototype validates …</summary></entry><entry><title>SimRetract: Zero-Shot Sim-to-Real Robotic Assistance for Retractor Take-Over in Open Surgery</title><id>https://arxiv.org/abs/2610.38234</id>
<link href="https://arxiv.org/abs/2610.38234"/><updated>2026-10-30T00:00:00Z</updated>
<summary>We demonstrate the first zero-shot sim-to-real transfer for a surgeon-robot collaboration task in open surgery: retractor take-over. A robot arm takes a retractor from the surgeon&#x27;s hand and preserves retraction at handoff, using a policy trained only on simulated demonstrations, without human demonstrations or real-world fine-tuning. Imitation learning from real demonstrations is limited by collection and labeling costs, and by performance degradation when the environment changes. Our framework, SimRetract, generates simulated demonstrations designed for transfer: the policy observes masked …</summary></entry><entry><title>Wavelet Phase Diffusion for Structurally and Semantically Consistent Sim-to-Real Translation</title><id>https://arxiv.org/abs/2607.21628</id>
<link href="https://arxiv.org/abs/2607.21628"/><updated>2026-10-30T00:00:00Z</updated>
<summary>Simulation-to-reality translation must bridge the appearance gap between synthetic and real domains while preserving structural and semantic consistency. Conditioning-based methods achieve spatial alignment but introduce computationally expensive control modules. Paired-data methods achieve realism but rely on complex synthesis pipelines, often altering scene geometry and semantics. Training-free editing methods avoid both constraints but lack a learned appearance prior, limiting their perceptual quality. Recently proposed phase-preserving diffusion presents a promising alternative, but …</summary></entry><entry><title>Rendering-Free Event Frame Simulation for Fast Reinforcement Learning of Autonomous Robot Navigation</title><id>https://arxiv.org/abs/2610.37543</id>
<link href="https://arxiv.org/abs/2610.37543"/><updated>2026-10-28T00:00:00Z</updated>
<summary>Event cameras offer low latency, high dynamic range, and milliwatt-level power consumption, making them ideal for agile robots such as tiny drones navigating through cluttered environments. However, existing simulators generally render photorealistic images before converting them into events, making large-scale reinforcement learning prohibitively slow. We propose an analytic event simulator that exploits what event cameras fundamentally measure - moving contrast edges - to synthesize event streams directly from scene geometry and ego-motion without visual rendering. Our simulator generates a …</summary></entry><entry><title>AuRaSim: A Ray-Tracing Based Automotive FMCW Radar Simulator for Dynamic Scenarios</title><id>https://arxiv.org/abs/2610.37403</id>
<link href="https://arxiv.org/abs/2610.37403"/><updated>2026-10-28T00:00:00Z</updated>
<summary>Modern simulators can generate synthetic camera and LiDAR data with accurate annotations for downstream tasks. In contrast, automotive radar simulation remains less mature because it requires not only a 3D engine to model dynamic objects in the scenes but also electromagnetic material properties, antenna configurations, wave propagation mechanisms, and coherent signal synthesis. Existing frameworks are either proprietary or overly simplified, limiting the scalability of radar raw measurements. This paper presents AuRaSim, a ray-tracing-based automotive frequency-modulated continuous wave …</summary></entry><entry><title>ActiveAlign: Aligning Egocentric Manipulation via Active Perception</title><id>https://arxiv.org/abs/2610.36859</id>
<link href="https://arxiv.org/abs/2610.36859"/><updated>2026-10-28T00:00:00Z</updated>
<summary>Real-to-Sim-to-Real (Real2Sim2Real) enables structured world representations for planning, interpretability, and safe execution. Most existing approaches rely on passive perception, which creates real2sim gaps due to imperfect observation. Inspired by how humans perceive actively through actions, we propose ActiveAlign, a framework that leverages active perception to align the Real2Sim2Real gap from interactions. ActiveAlign introduces two complementary modules: (i) ActiveAlign-Waving, which performs hand-eye calibration by exploiting active hand motions and differentiable rendering, and (ii) …</summary></entry><entry><title>SO-101 Bench: Accessible Spatial Manipulation</title><id>https://arxiv.org/abs/2610.36420</id>
<link href="https://arxiv.org/abs/2610.36420"/><updated>2026-10-28T00:00:00Z</updated>
<summary>Low-cost arms such as the SO-101 have become the most common entry point to robot learning, yet no released policy performs spatially constrained, language-conditioned tasks on them out of the box, and existing SO-101 benchmarks run only on physical hardware with simple tasks and few held-out objects. We introduce SO-101 Bench, a simulated benchmark for language-conditioned spatial manipulation built on an Isaac Lab digital twin of a real SO-101 setup. It has four tasks scored as five families, 138 objects in seen, unseen-instance and unseen-class splits, 916 evaluation episodes with subsets …</summary></entry><entry><title>Zero-HLM: Generalizable Humanoid Loco-Manipulation without Real Robot Data</title><id>https://arxiv.org/abs/2610.35075</id>
<link href="https://arxiv.org/abs/2610.35075"/><updated>2026-10-27T00:00:00Z</updated>
<summary>Learning generalizable humanoid loco-manipulation remains bottlenecked by costly real-world demonstrations. Simulation provides a scalable alternative, but requires visually faithful, physics-ready scenes and executable whole-body motions. We present Zero-HLM, a real-to-sim-to-real framework that transforms smartphone captures and simulated source demonstrations into scalable training data for humanoid loco-manipulation. Gaussian-guided agentic real-to-sim reconstruction aligns visual and physical scenes; motion-environment co-adaptation uses rollout feedback to correct whole-body references …</summary></entry><entry><title>EAST: Embodied AI Safety Testing via Systematic Fault Injection in Digital Twins</title><id>https://arxiv.org/abs/2610.34358</id>
<link href="https://arxiv.org/abs/2610.34358"/><updated>2026-10-27T00:00:00Z</updated>
<summary>Task success is not a sufficient measure of safety for embodied artificial intelligence (AI), because robots may complete objectives while violating safety requirements. Existing evaluations often emphasize performance and robustness, but lack a systematic route from documented safety hazards to executable, verifiable tests. We present EAST (Embodied AI Safety Testing), a digital-twin framework that converts literature-grounded safety evidence into fault-injection tests across perception, instructions, environments, actions, and timing. EAST combines an expert-reviewed safety-fault taxonomy …</summary></entry><entry><title>Learning Interaction-Aware Path Corrections from Unlabeled Trajectories: A LiDAR-Based Sim-to-Real GNN Framework for Construction Robots</title><id>https://arxiv.org/abs/2610.34060</id>
<link href="https://arxiv.org/abs/2610.34060"/><updated>2026-10-27T00:00:00Z</updated>
<summary>Construction robots operating near workers require navigation that can anticipate human motion while remaining robust to dynamic and unstructured site conditions. However, existing social navigation methods depend on hand-crafted interaction rules, labeled demonstrations, or robot-specific control policies, limiting their scalability and transferability in construction environments. We propose a real-time, LiDAR-only framework that learns interaction-aware path corrections from unlabeled demonstrations. Constant-velocity extrapolation generates residual learning targets, while a GNN models …</summary></entry><entry><title>Learning Dexterous Manipulation: Hands, Simulators, Training, and Evaluation</title><id>https://arxiv.org/abs/2610.33486</id>
<link href="https://arxiv.org/abs/2610.33486"/><updated>2026-10-27T00:00:00Z</updated>
<summary>A dexterous hand can change an object&#x27;s pose without setting it down. This survey covers 113 learning-based methods that attempt it, the hands they run on, the simulators they train in, and how they report results. The field has largely converged on one recipe: reinforcement learning on privileged state in a GPU simulator, distilled into a vision-only student for transfer to hardware. Almost half the corpus trains that way, nearly all of it in one simulator, whose own successors are barely used. A second and faster-growing branch learns from teleoperated demonstration instead, through …</summary></entry><entry><title>Regularised RL improves sim-to-real transfer</title><id>https://arxiv.org/abs/2610.32855</id>
<link href="https://arxiv.org/abs/2610.32855"/><updated>2026-10-26T00:00:00Z</updated>
<summary>Regularised reinforcement learning (RL) has provable robustness guarantees that should ease the transfer of policies from simulation to robots, known as sim-to-real. Yet, weakly regularised algorithms like Proximal Policy Optimisation (PPO) remain the de facto choice in sim-to-real pipelines, while the practical benefits of regularisation for transfer remain poorly characterised. In this work, we study the sim-to-real performance of commonly used RL algorithms, with the aim of characterising the effects of regularisation on robotic performance. To that end, we derive Soft MellowMax …</summary></entry><entry><title>Delay Randomization Widens the Delay Margin of Learned Humanoid Motion Trackers</title><id>https://arxiv.org/abs/2610.32277</id>
<link href="https://arxiv.org/abs/2610.32277"/><updated>2026-10-26T00:00:00Z</updated>
<summary>Learned humanoid controllers are usually trained in one simulator and then checked in a second one before they go near hardware. We ask what that check says about command delay. We train motion-tracking policies for a 24-joint humanoid on five motions taken from monocular video and test them in an independent CPU MuJoCo harness, which we first verify against the training model. Every policy completes its motion in at least 26 of 30 episodes under the training randomization. With 40 ms of constant command delay, however, survival drops to 15% on average (0% - 45%), and the delay margin is only …</summary></entry><entry><title>WorldMirror: Agentic Real-to-Sim Generation of Interactive Worlds from In-the-Wild Robot Demonstrations</title><id>https://arxiv.org/abs/2610.31834</id>
<link href="https://arxiv.org/abs/2610.31834"/><updated>2026-10-26T00:00:00Z</updated>
<summary>Existing approaches for robot learning in simulation often require substantial manual effort to construct scenes and specify tasks, limiting training scalability and data diversity. Meanwhile, in-the-wild robot demonstrations naturally provide diverse and realistic observations of real-world interactions. Leveraging these demonstrations for simulation requires both high-fidelity visual reconstruction and physically consistent interactions. General-purpose agents offer flexible adaptation to diverse scenarios and strong reasoning about 3D spatial relationships, while specialized generative …</summary></entry><entry><title>TerraTransfer++: Demonstration-Free End-to-End Planner</title><id>https://arxiv.org/abs/2610.30319</id>
<link href="https://arxiv.org/abs/2610.30319"/><updated>2026-10-23T00:00:00Z</updated>
<summary>End-to-end autonomous driving has achieved state-of-the-art performance on benchmarks and real-world deployments. Its standard training recipe, however, is expensive across all existing paradigms: imitation learning requires fleet-scale driving logs whose behavior distribution only thinly covers the safety-critical tail; closed-loop reinforcement learning in a photorealistic simulator, while offering diverse behaviors, is bottlenecked by sample-efficiency, per-step cost of rendering, and a forward pass through a large vision backbone. Self-play in vectorized simulators changes the economics: …</summary></entry><entry><title>NeuralSRender: G-Buffer Guided Video Diffusion for Sim-to-Real Rendering</title><id>https://arxiv.org/abs/2610.29200</id>
<link href="https://arxiv.org/abs/2610.29200"/><updated>2026-10-22T00:00:00Z</updated>
<summary>The scarcity of high-quality annotated visual data remains a critical bottleneck for autonomous-driving perception. Simulators provide training data at scale, but the limited realism of synthetic videos compromises perception performance in real-world applications. To address this limitation, we propose NeuralSRender, a sim-to-real video translation framework that enhances the photorealism of synthetic videos while maintaining geometric consistency with the source scenes. Built on a pretrained video diffusion transformer (DiT), NeuralSRender uses a lightweight projector to inject geometric …</summary></entry><entry><title>HyperDrone: Simulation-to-Reality Transfer at Millions of Frames per Second</title><id>https://arxiv.org/abs/2610.28950</id>
<link href="https://arxiv.org/abs/2610.28950"/><updated>2026-10-22T00:00:00Z</updated>
<summary>We present HyperDrone, an extremely fast quadrotor simulator focused on high-performance batch rendering that is more than 20x faster than existing state-of-the-art batch quadrotor simulators. HyperDrone combines highly optimized multirotor dynamics with HyperLux, a new ray-tracing engine that supports Nvidia OptiX, Vulkan, Apple Metal and WebGPU backends that takes full advantage of modern ray-tracing hardware, capable of running both components entirely on the GPU. HyperLux renders RGB, depth, semantic/instance segmentation, surface normals and optical flow observations at configurable …</summary></entry><entry><title>COWBOY: A Scalable Sim-to-Real Framework for Learning Contextual Whole-Body Manipulation</title><id>https://arxiv.org/abs/2610.28948</id>
<link href="https://arxiv.org/abs/2610.28948"/><updated>2026-10-22T00:00:00Z</updated>
<summary>Mobile manipulators must adapt not only to objects, but also to the spatial context in which they appear: where to position the base, how to manipulate, and where to look while navigating surrounding scene geometry. To address this, we present COWBOY, a scalable sim-to-real framework for learning such contextual whole-body manipulation. On whole-body dexterous grasping, COWBOY transfers zero-shot to hundreds of objects and diverse in-the-wild scenes, spanning cluttered tabletops, shelves, drawers, and other unstructured settings. Rather than learning scene adaptation directly with RL in …</summary></entry><entry><title>MARE: An Open-Source Lunar Rover Simulator with Shadow Ground Truth for Perception and Autonomy</title><id>https://arxiv.org/abs/2610.28465</id>
<link href="https://arxiv.org/abs/2610.28465"/><updated>2026-10-21T00:00:00Z</updated>
<summary>Lunar surface exploration increasingly relies on autonomous rovers that must perceive and traverse unstructured terrain under extreme illumination conditions. Near the lunar poles, low sun elevations produce long, high-contrast shadows that challenge stereo vision, terrain segmentation, and localization. Developing perception and navigation algorithms for these conditions requires large amounts of sensor data with accurate ground truth, which field campaigns and analog facilities can only provide at high cost and with limited variety. This paper presents MARE (Modular Autonomy and Rendering …</summary></entry><entry><title>Physical AI for Intralogistics: Benchmarking the NVIDIA Sim-to-Real Ecosystem for Cosmos-Enhanced COMPASS Navigation on Industrial Mobile Robots</title><id>https://arxiv.org/abs/2610.28432</id>
<link href="https://arxiv.org/abs/2610.28432"/><updated>2026-10-21T00:00:00Z</updated>
<summary>Classical robot navigation stacks are reliable but often require re-engineering for each new robot type and site. Learning-based navigation shifts this effort from hand-tuned parameters to data generation and training, where a policy adapts to each new embodiment or facility by fine-tuning in simulation. Whether policies adapted this way stay reliable on real industrial robots has seen little systematic testing. We study this for NVIDIA&#x27;s X-Mobility and COMPASS workflow for training learned navigation policies on Idealworks robots. In simulation, we extend the COMPASS benchmark with two …</summary></entry><entry><title>K-AoI: A Spatio-Temporal Synchronization Metric for Digital Twin-based Teleoperation in Dynamic Network Environments</title><id>https://arxiv.org/abs/2610.26201</id>
<link href="https://arxiv.org/abs/2610.26201"/><updated>2026-10-20T00:00:00Z</updated>
<summary>Synchronization between a digital twin (DT) and its physical robot is critical for effective teleoperation, as mismatches directly degrade operator awareness and task performance. Existing synchronization metrics are predominantly time-based and rarely capture the spatial consequences of delayed information during motion. In this paper, we introduce Kinematic Age of Information (K-AoI), a spatio-temporal metric that weights AoI by instantaneous Cartesian velocity, translating temporal staleness into physically meaningful spatial divergence. We implement and evaluate K-AoI on a DT …</summary></entry><entry><title>BodyBridge: Grounded Body Layers for Sim-to-Real Translation of Vulnerable Road Users</title><id>https://arxiv.org/abs/2610.24436</id>
<link href="https://arxiv.org/abs/2610.24436"/><updated>2026-10-20T00:00:00Z</updated>
<summary>Simulation-to-real driving video diffusion models can translate photorealistic scenes, but they typically represent pedestrians and cyclists, vulnerable road users (VRUs), as generic object classes. This is insufficient for vulnerable road users whose safety-relevant appearance depends on articulated pose and identity. We present BodyBridge and Grounded Body Layers (GBL), a simulator-derived, pixel-aligned representation that combines scene geometry, canonical per-pixel body correspondence, and exact VRU masks. GBL provides explicit articulation to the video diffusion model, emphasizes VRU …</summary></entry><entry><title>Blind Precise Assembly: Proprioceptive Sim-to-Real Peg-in-Hole for Diverse Parts</title><id>https://arxiv.org/abs/2610.23849</id>
<link href="https://arxiv.org/abs/2610.23849"/><updated>2026-10-19T00:00:00Z</updated>
<summary>Every robot already carries high-resolution contact sensors: its own joints. Legged robots and humanoids exploit them to walk, run, and track whole-body motions without vision, but there the contacts are large and forceful. Is joint sensing also enough for precise, contact-rich assembly, where the robot must find a millimeter-scale opening, mesh gear teeth, or catch a thread through light contact? We study this question by training blind assembly policies that observe only a short history of joint positions, velocities, and their own actions, without visual, force, torque, or tactile sensing. …</summary></entry><entry><title>Sim-to-Real Reinforcement Learning for Path-Safe Target Reaching in Robotic Harvesting of Hydroponic Lettuce</title><id>https://arxiv.org/abs/2610.22337</id>
<link href="https://arxiv.org/abs/2610.22337"/><updated>2026-10-15T00:00:00Z</updated>
<summary>Robotic harvesting requires precise manipulation to ensure accurate positioning of the end-effector, especially in a constraint workspace. This study introduces the Path-Safe Approach Proximal Policy Optimization (PSA-PPO), a target-conditioned local reaching framework designed for robotic harvesting of nutrient film technique (NFT)-hydroponic lettuce in greenhouses. The proposed PSA-PPO preserves the standard clipped PPO objective while introducing a harvesting-oriented policy formulation that integrates target-conditioned observations, corridor-aware spatial constraints, …</summary></entry><entry><title>De-Risking Robotic Welding for In-Space Metal Joining Through Physics-Grounded Digital Twins</title><id>https://arxiv.org/abs/2610.21939</id>
<link href="https://arxiv.org/abs/2610.21939"/><updated>2026-10-15T00:00:00Z</updated>
<summary>Growing interest in in-space servicing, manufacturing, and assembly has renewed attention on reliable metal joining for modular construction and on-orbit repair. Robotic welding is promising, but reduced-gravity and low-pressure operation remains poorly characterised and flight-like tests are limited. The UK Space Agency-supported ISPARK project is developing a physics-grounded digital twin for structured process de-risking. This paper evaluates a model-based prototype combining a finite-volume thermal weld-pool model, Gaussian-process (GP) and neural-network surrogates, and a simulated …</summary></entry><entry><title>AutoRSR: Automated Real-to-Sim-to-Real Data Generation for Scalable Robot Learning</title><id>https://arxiv.org/abs/2610.20336</id>
<link href="https://arxiv.org/abs/2610.20336"/><updated>2026-10-14T00:00:00Z</updated>
<summary>Scaling embodied robot learning requires large and diverse manipulation datasets, but collecting real-world demonstrations remains expensive in human effort and robot time. Simulation provides a scalable alternative, yet converting a real workspace into a robot-learning-ready environment still requires substantial manual effort for object extraction, asset processing, coordinate calibration, and trajectory specification. We present AutoRSR, a highly automated real-to-sim-to real framework that converts scanned real-world workspaces into reusable embodied simulation assets and scalable …</summary></entry><entry><title>Mixed-Reality Feedback Control: Towards Blending of Control and Digital Twinning</title><id>https://arxiv.org/abs/2610.19759</id>
<link href="https://arxiv.org/abs/2610.19759"/><updated>2026-10-14T00:00:00Z</updated>
<summary>Technologies, such as co-simulation, in particular, digital twins (DTs) are used for comprehensive and reliable prototyping, verification and validation (V&amp;V) of control systems. There, the combination of feedback loops across multiple realities (e.g., simulations, physical setups) enables various forms of experimentation with robots and autonomous systems. However, the handling of multiple realities requires a more specific support by the modelling techniques used in control engineering. To streamline the latter in the system life cycle, we propose a framework for mixing (i.e., fusing, …</summary></entry><entry><title>Active Generative Simulation: Meta-Learning What to Simulate for Sim-and-Real Policy Co-Training</title><id>https://arxiv.org/abs/2610.19479</id>
<link href="https://arxiv.org/abs/2610.19479"/><updated>2026-10-14T00:00:00Z</updated>
<summary>Sim-and-real co-training is an effective way to scale robot learning by augmenting limited real-world demonstrations with simulation data. However, existing approaches typically treat simulators as fixed data sources, relying on uniform generation, offline retrieval, or manual parameter alignment by domain experts. We formulate \textit{Active Generative Simulation}: optimizing a simulator&#x27;s data-generation distribution to maximize downstream real-world performance. To solve this problem, we propose MetaGenSim, a meta-learning framework that trains an auxiliary rater network via meta-gradients …</summary></entry><entry><title>Probabilistic Physics Digital Twin for Human-Robot Interaction</title><id>https://arxiv.org/abs/2610.19336</id>
<link href="https://arxiv.org/abs/2610.19336"/><updated>2026-10-14T00:00:00Z</updated>
<summary>Digital twins are increasingly used in robotics to simulate interactions, predict action outcomes, and support planning. However, constructing accurate digital twins requires precise estimates of physical properties such as mass, friction, and center of mass, which are often difficult to obtain in real-world environments. We propose probabilistic digital twins, which represent uncertain physical properties as probability distributions rather than fixed values. By simulating actions across these distributions, the twin predicts a range of possible outcomes and their likelihoods. These …</summary></entry><entry><title>Contact-UAN: Unsupervised Actuator Networks as a Residual World Model for Humanoid Control</title><id>https://arxiv.org/abs/2610.18991</id>
<link href="https://arxiv.org/abs/2610.18991"/><updated>2026-10-13T00:00:00Z</updated>
<summary>Humanoid policies trained in simulation can transfer qualitatively to hardware while failing to transfer the force interactions learned during training, compromising torque efficiency, load regulation, and robustness to impacts. This failure can arise from actuator sim-to-real gaps because forces depend on actuator torques. We introduce Contact-UAN, a residual world model that preserves a simulator&#x27;s physics priors while correcting actuator dynamics to align simulated rollouts with recorded hardware rollouts. For humanoid motion with contact, this requires contact-consistent replay: if …</summary></entry><entry><title>RoboFQE: Rollout-Free Evaluation of Visual Robot Policies from Offline Trajectories</title><id>https://arxiv.org/abs/2610.18699</id>
<link href="https://arxiv.org/abs/2610.18699"/><updated>2026-10-13T00:00:00Z</updated>
<summary>Evaluating robot policies before deployment typically requires producing new trajectories through real-world execution, simulators, or learned world models. These rollout-based approaches impose infrastructure requirements; simulator and world-model evaluators additionally face prediction errors that can compound over the evaluation horizon. In this paper, we study off-policy evaluation as an alternative to rollout-based robot-policy evaluation methods. Specifically, we introduce RoboFQE, an evaluator that estimates the discounted expected return of a target policy from offline robot …</summary></entry><entry><title>WoVR+: World Model as Reliable Simulator for Versatile VLA Policy Optimization with RL</title><id>https://arxiv.org/abs/2610.17922</id>
<link href="https://arxiv.org/abs/2610.17922"/><updated>2026-10-13T00:00:00Z</updated>
<summary>Action-conditioned world models can reduce costly real-robot interaction in reinforcement learning for Vision-Language-Action models (VLA-RL), but hallucinations can mislead policy optimization. Extending them to richer VLA interfaces and long-horizon tasks raises challenges in spatiotemporal and cross-modal consistency, exploration-reliability balance in RL, and compounding rollout errors. We present WoVR+, extending WoVR&#x27;s hallucination-aware WM-RL framework by redesigning the learned environment and imagined interaction protocol: A VLA-interface-aligned world model provides multi-view …</summary></entry><entry><title>YUBI-Real2Sim: 3DGS Scene Verification for Reliable Policy Evaluation</title><id>https://arxiv.org/abs/2610.17521</id>
<link href="https://arxiv.org/abs/2610.17521"/><updated>2026-10-13T00:00:00Z</updated>
<summary>Evaluating VLA policies on real robots is costly, time-consuming, and difficult to reproduce, making real-to-sim simulation essential for scalable evaluation. While 3D Gaussian Splatting (3DGS) enables rapid real-to-sim scene generation, the reconstruction quality required for reliable policy evaluation remains unquantified. In particular, policies relying on wrist-mounted fisheye cameras (e.g., YUBI handheld gripper data) are heavily exposed to visual artifacts (holes, floaters) in wide-angle views, directly degrading task performance. To address this, we present YUBI-Real2Sim, a unified …</summary></entry><entry><title>DexNinja: Learning Robust Dexterous Cutting Policy with a Real-to-Sim-to-Real Data Engine</title><id>https://arxiv.org/abs/2610.17208</id>
<link href="https://arxiv.org/abs/2610.17208"/><updated>2026-10-12T00:00:00Z</updated>
<summary>Cutting a piece of food looks effortless in human hands. For a robot, however, every cut is a high-contact interaction with a deformable, elasto-plastic object whose behavior changes with pose, contact mode, and cutting stage. Collecting real-world data is expensive and wasteful: each trial typically contaminates or damages the food, so obtaining scalable real world data for dexterous cutting is expensive and difficult. Simulation is an appealing alternative, but a large sim-to-real gap exists in both physics and perception. This gap is especially severe for topology-changing interactions …</summary></entry><entry><title>Trust-Calibrated VLA Policy Post-Training with Evolving Imagination</title><id>https://arxiv.org/abs/2610.16517</id>
<link href="https://arxiv.org/abs/2610.16517"/><updated>2026-10-12T00:00:00Z</updated>
<summary>Vision-Language-Action (VLA) models are often pretrained via imitation learning, making reinforcement learning (RL) post-training important when deployment moves beyond demonstration coverage. Existing refinement paradigms expose a reliability--efficiency tension: model-free refinement avoids simulator bias but is interaction-intensive, whereas model-based refinement can exploit unreliable imagination even as its simulator adapts. We propose Model-Evolving Reinforcement Learning (MERL), a trust-calibrated framework that couples policy optimization with an online-updated simulator comprising a …</summary></entry><entry><title>XAI-Guided Fourier Domain Generalisation for Pure-Simulation Sim-to-Real Deep Reinforcement Learning</title><id>https://arxiv.org/abs/2610.16478</id>
<link href="https://arxiv.org/abs/2610.16478"/><updated>2026-10-12T00:00:00Z</updated>
<summary>Deep reinforcement learning has shown strong potential for vision-based autonomous driving, but policies trained in simulation often suffer severe performance degradation when deployed in the real world. Existing sim-to-real methods commonly address this gap through image-transfer-based domain adaptation or policy-agnostic domain randomisation. However, the former requires laborious acquisition of target-domain data and is often limited to the deployment domain, whereas the latter introduces unguided perturbations that may not reflect the underlying sim-to-real discrepancy, leading to …</summary></entry><entry><title>SHOES: Sim-to-real Hardware-adaptation via On-policy Expansion of Skills for Legged Robots</title><id>https://arxiv.org/abs/2610.16457</id>
<link href="https://arxiv.org/abs/2610.16457"/><updated>2026-10-12T00:00:00Z</updated>
<summary>Humans expand their locomotion capability by wearing appropriate footwear, such as hiking boots for mountains or skates for ice. Footwear changes the ground-contact interface and enables traversal of otherwise difficult terrain. In contrast, locomotion controllers are typically trained for a fixed morphology, and their performance can degrade when shoes alter foot geometry, mass, and friction. We propose SHOES, a sample-efficient framework for adapting locomotion policies to footwear-induced morphology changes. SHOES freezes a simulation-trained nominal policy and fine-tunes only lightweight, …</summary></entry>
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