isaac sim
Real Garment Benchmark (RGBench): A Comprehensive Benchmark for Robotic Garment Manipulation featuring a High-Fidelity Scalable Simulator
Hu, Wenkang, Tang, Xincheng, E, Yanzhi, Li, Yitong, Shu, Zhengjie, Li, Wei, Wang, Huamin, Yang, Ruigang
While there has been significant progress to use simulated data to learn robotic manipulation of rigid objects, applying its success to deformable objects has been hindered by the lack of both deformable object models and realistic non-rigid body simulators. In this paper, we present Real Garment Benchmark (RGBench), a comprehensive benchmark for robotic manipulation of garments. It features a diverse set of over 6000 garment mesh models, a new high-performance simulator, and a comprehensive protocol to evaluate garment simulation quality with carefully measured real garment dynamics. Our experiments demonstrate that our simulator outperforms currently available cloth simulators by a large margin, reducing simulation error by 20% while maintaining a speed of 3 times faster. We will publicly release RGBench to accelerate future research in robotic garment manipulation. Website: https://rgbench.github.io/
Towards An Adaptive Locomotion Strategy For Quadruped Rovers: Quantifying When To Slide Or Walk On Planetary Slopes
Sanchez-Delgado, Alberto, Soares, João Carlos Virgolino, Tawil, David Omar Al, Noce, Alessia Li, Villa, Matteo, Barasuol, Victor, Arena, Paolo, Semini, Claudio
ABSTRACT Legged rovers provide enhanced mobility compared to wheeled platforms, enabling navigation on steep and irregular planetary terrains. However, traditional legged locomotion might be energetically inefficient and potentially dangerous to the rover on loose and inclined surfaces, such as crater walls and cave slopes. This paper introduces a preliminary study that compares the Cost of Transport (CoT) of walking and torso-based sliding locomotion for quadruped robots across different slopes, friction conditions and speed levels. By identifying intersections between walking and sliding CoT curves, we aim to define threshold conditions that may trigger transitions between the two strategies. The methodology combines physics-based simulations in Isaac Sim with particle interaction validation in ANSYS-Rocky. Our results represent an initial step towards adaptive locomotion strategies for planetary legged rovers.
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Real-Time Buoyancy Estimation for AUV Simulations Using Convex Hull-Based Submerged Volume Calculation
Mahbub, Ad-Deen, Shaharear, Md Ragib
Abstract--Accurate real-time buoyancy modeling is essential for high-fidelity Autonomous Underwater V e-hicle (AUV) simulations, yet NVIDIA Isaac Sim lacks a native buoyancy system, requiring external solutions for precise underwater physics. This paper presents a novel convex hull-based approach to dynamically compute the submerged volume of an AUV in real time. By extracting mesh geometry from the simulation environment and calculating the hull portion intersecting the water level along the z-axis, our method enhances accuracy over traditional geometric approximations. A cross-sectional area extension reduces computational overhead, enabling efficient buoyant force updates that adapt to orientation, depth, and sinusoidal wave fluctuations ( 0.3 m). T ested on a custom AUV design for SAUVC 2025, this approach delivers real-time performance and scalability, improving simulation fidelity for underwater robotics research without precomputed hydrodynamic models.
Performance Analysis of a Mass-Spring-Damper Deformable Linear Object Model in Robotic Simulation Frameworks
Govoni, Andrea, Zubair, Nadia, Soprani, Simone, Palli, Gianluca
The modelling of Deformable Linear Objects (DLOs) such as cables, wires, and strings presents significant challenges due to their flexible and deformable nature. In robotics, accurately simulating the dynamic behavior of DLOs is essential for automating tasks like wire handling and assembly. The presented study is a preliminary analysis aimed at force data collection through domain randomization (DR) for training a robot in simulation, using a Mass-Spring-Damper (MSD) system as the reference model. The study aims to assess the impact of model parameter variations on DLO dynamics, using Isaac Sim and Gazebo to validate the applicability of DR technique in these scenarios.
ArtVIP: Articulated Digital Assets of Visual Realism, Modular Interaction, and Physical Fidelity for Robot Learning
Jin, Zhao, Che, Zhengping, Zhao, Zhen, Wu, Kun, Zhang, Yuheng, Zhao, Yinuo, Liu, Zehui, Zhang, Qiang, Ju, Xiaozhu, Tian, Jing, Xue, Yousong, Tang, Jian
Robot learning increasingly relies on simulation to advance complex ability such as dexterous manipulations and precise interactions, necessitating high-quality digital assets to bridge the sim-to-real gap. However, existing open-source articulated-object datasets for simulation are limited by insufficient visual realism and low physical fidelity, which hinder their utility for training models mastering robotic tasks in real world. To address these challenges, we introduce ArtVIP, a comprehensive open-source dataset comprising high-quality digital-twin articulated objects, accompanied by indoor-scene assets. Crafted by professional 3D modelers adhering to unified standards, ArtVIP ensures visual realism through precise geometric meshes and high-resolution textures, while physical fidelity is achieved via fine-tuned dynamic parameters. Meanwhile, the dataset pioneers embedded modular interaction behaviors within assets and pixel-level affordance annotations. Feature-map visualization and optical motion capture are employed to quantitatively demonstrate ArtVIP's visual and physical fidelity, with its applicability validated across imitation learning and reinforcement learning experiments. Provided in USD format with detailed production guidelines, ArtVIP is fully open-source, benefiting the research community and advancing robot learning research. Our project is at https://x-humanoid-artvip.github.io/ .
Sim-to-Real Transfer for Mobile Robots with Reinforcement Learning: from NVIDIA Isaac Sim to Gazebo and Real ROS 2 Robots
Salimpour, Sahar, Peña-Queralta, Jorge, Paez-Granados, Diego, Heikkonen, Jukka, Westerlund, Tomi
Unprecedented agility and dexterous manipulation have been demonstrated with controllers based on deep reinforcement learning (RL), with a significant impact on legged and humanoid robots. Modern tooling and simulation platforms, such as NVIDIA Isaac Sim, have been enabling such advances. This article focuses on demonstrating the applications of Isaac in local planning and obstacle avoidance as one of the most fundamental ways in which a mobile robot interacts with its environments. Although there is extensive research on proprioception-based RL policies, the article highlights less standardized and reproducible approaches to exteroception. At the same time, the article aims to provide a base framework for end-to-end local navigation policies and how a custom robot can be trained in such simulation environment. We benchmark end-to-end policies with the state-of-the-art Nav2, navigation stack in Robot Operating System (ROS). We also cover the sim-to-real transfer process by demonstrating zero-shot transferability of policies trained in the Isaac simulator to real-world robots. This is further evidenced by the tests with different simulated robots, which show the generalization of the learned policy. Finally, the benchmarks demonstrate comparable performance to Nav2, opening the door to quick deployment of state-of-the-art end-to-end local planners for custom robot platforms, but importantly furthering the possibilities by expanding the state and action spaces or task definitions for more complex missions. Overall, with this article we introduce the most important steps, and aspects to consider, in deploying RL policies for local path planning and obstacle avoidance with Isaac Sim training, Gazebo testing, and ROS 2 for real-time inference in real robots. The code is available at https://github.com/sahars93/RL-Navigation.
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Visual-Based Forklift Learning System Enabling Zero-Shot Sim2Real Without Real-World Data
Oishi, Koshi, Kato, Teruki, Makino, Hiroya, Ito, Seigo
Forklifts are used extensively in various industrial settings and are in high demand for automation. In particular, counterbalance forklifts are highly versatile and employed in diverse scenarios. However, efforts to automate these processes are lacking, primarily owing to the absence of a safe and performance-verifiable development environment. This study proposes a learning system that combines a photorealistic digital learning environment with a 1/14-scale robotic forklift environment to address this challenge. Inspired by the training-based learning approach adopted by forklift operators, we employ an end-to-end vision-based deep reinforcement learning approach. The learning is conducted in a digitalized environment created from CAD data, making it safe and eliminating the need for real-world data. In addition, we safely validate the method in a physical setting utilizing a 1/14-scale robotic forklift with a configuration similar to that of a real forklift. We achieved a 60% success rate in pallet loading tasks in real experiments using a robotic forklift. Our approach demonstrates zero-shot sim2real with a simple method that does not require heuristic additions. This learning-based approach is considered a first step towards the automation of counterbalance forklifts.
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RoboGSim: A Real2Sim2Real Robotic Gaussian Splatting Simulator
Li, Xinhai, Li, Jialin, Zhang, Ziheng, Zhang, Rui, Jia, Fan, Wang, Tiancai, Fan, Haoqiang, Tseng, Kuo-Kun, Wang, Ruiping
Efficient acquisition of real-world embodied data has been increasingly critical. However, large-scale demonstrations captured by remote operation tend to take extremely high costs and fail to scale up the data size in an efficient manner. Sampling the episodes under a simulated environment is a promising way for large-scale collection while existing simulators fail to high-fidelity modeling on texture and physics. To address these limitations, we introduce the RoboGSim, a real2sim2real robotic simulator, powered by 3D Gaussian Splatting and the physics engine. RoboGSim mainly includes four parts: Gaussian Reconstructor, Digital Twins Builder, Scene Composer, and Interactive Engine. It can synthesize the simulated data with novel views, objects, trajectories, and scenes. RoboGSim also provides an online, reproducible, and safe evaluation for different manipulation policies. The real2sim and sim2real transfer experiments show a high consistency in the texture and physics. Moreover, the effectiveness of synthetic data is validated under the real-world manipulated tasks. We hope RoboGSim serves as a closed-loop simulator for fair comparison on policy learning. More information can be found on our project page https://robogsim.github.io/ .
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TacEx: GelSight Tactile Simulation in Isaac Sim -- Combining Soft-Body and Visuotactile Simulators
Nguyen, Duc Huy, Schneider, Tim, Duret, Guillaume, Kshirsagar, Alap, Belousov, Boris, Peters, Jan
Training robot policies in simulation is becoming increasingly popular; nevertheless, a precise, reliable, and easy-to-use tactile simulator for contact-rich manipulation tasks is still missing. To close this gap, we develop TacEx -- a modular tactile simulation framework. We embed a state-of-the-art soft-body simulator for contacts named GIPC and vision-based tactile simulators Taxim and FOTS into Isaac Sim to achieve robust and plausible simulation of the visuotactile sensor GelSight Mini. We implement several Isaac Lab environments for Reinforcement Learning (RL) leveraging our TacEx simulation, including object pushing, lifting, and pole balancing. We validate that the simulation is stable and that the high-dimensional observations, such as the gel deformation and the RGB images from the GelSight camera, can be used for training. The code, videos, and additional results will be released online https://sites.google.com/view/tacex.
Going into Orbit: Massively Parallelizing Episodic Reinforcement Learning
The possibilities of robot control have multiplied across various domains through the application of deep reinforcement learning. To overcome safety and sampling efficiency issues, deep reinforcement learning models can be trained in a simulation environment, allowing for faster iteration cycles. This can be enhanced further by parallelizing the training process using GPUs. NVIDIA's open-source robot learning framework Orbit leverages this potential by wrapping tensor-based reinforcement learning libraries for high parallelism and building upon Isaac Sim for its simulations. We contribute a detailed description of the implementation of a benchmark reinforcement learning task, namely box pushing, using Orbit. Additionally, we benchmark the performance of our implementation in comparison to a CPU-based implementation and report the performance metrics. Finally, we tune the hyper parameters of our implementation and show that we can generate significantly more samples in the same amount of time by using Orbit.
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