GaussGym: An open-source real-to-sim framework for learning locomotion from pixels
TL;DR Summary
GaussGym is an open-source framework that incorporates 3D Gaussian Splatting in vectorized physics simulators for rapid and photorealistic robot locomotion learning. It enables over 100,000 steps per second and improves navigation through rich visual semantics, facilitating sim-t
Abstract
We present a novel approach for photorealistic robot simulation that integrates 3D Gaussian Splatting as a drop-in renderer within vectorized physics simulators such as IsaacGym. This enables unprecedented speed -- exceeding 100,000 steps per second on consumer GPUs -- while maintaining high visual fidelity, which we showcase across diverse tasks. We additionally demonstrate its applicability in a sim-to-real robotics setting. Beyond depth-based sensing, our results highlight how rich visual semantics improve navigation and decision-making, such as avoiding undesirable regions. We further showcase the ease of incorporating thousands of environments from iPhone scans, large-scale scene datasets (e.g., GrandTour, ARKit), and outputs from generative video models like Veo, enabling rapid creation of realistic training worlds. This work bridges high-throughput simulation and high-fidelity perception, advancing scalable and generalizable robot learning. All code and data will be open-sourced for the community to build upon. Videos, code, and data available at https://escontrela.me/gauss_gym/.
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English Analysis
1. Bibliographic Information
1.1. Title
The central topic of the paper is "GaussGym: An open-source real-to-sim framework for learning locomotion from pixels." It focuses on creating a high-throughput, photorealistic simulation environment for training robot locomotion and navigation policies using visual inputs.
1.2. Authors
The authors are:
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Alejandro Escontrela (UC Berkeley)
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Justin Kerr (UC Berkeley)
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Arthur Allshire (UC Berkeley)
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Jonas Frey (ETH Zurich)
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Rocky Duan (Amazon FAR)
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Carmelo Sferrazza (UC Berkeley, Amazon FAR)
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Pieter Abbeel (UC Berkeley, Amazon FAR)
Carmelo Sferrazza and Pieter Abbeel are noted for work done while at UC Berkeley, and Rocky Duan, Carmelo Sferrazza, and Pieter Abbeel are affiliated with Amazon FAR (Frontier AI & Robotics). Their research backgrounds appear to be in robotics, reinforcement learning, computer vision, and simulation, as indicated by their affiliations and the paper's content.
1.3. Journal/Conference
The paper is published at (UTC) 2025-10-17T06:34:52.000Z, which suggests it is a recent or forthcoming publication. The provided link is an arXiv preprint (https://arxiv.org/abs/2510.15352), indicating it has not yet undergone formal peer review for a specific conference or journal at the time of this analysis, but is made publicly available for early dissemination and feedback. arXiv is a reputable platform for preprints in fields like AI, robotics, and physics.
1.4. Publication Year
2025
1.5. Abstract
GaussGym introduces a novel framework for photorealistic robot simulation by integrating 3D Gaussian Splatting as a renderer within vectorized physics simulators like IsaacGym. This integration achieves exceptionally high speed, exceeding 100,000 steps per second on consumer GPUs, while maintaining high visual fidelity across various tasks. The framework also demonstrates applicability in sim-to-real robotics. Beyond depth-based sensing, the paper highlights how rich visual semantics from RGB inputs enhance navigation and decision-making, such as avoiding undesirable regions. GaussGym simplifies the creation of realistic training worlds by incorporating thousands of environments from diverse sources, including iPhone scans, large-scale scene datasets (e.g., GrandTour, ARKit), and outputs from generative video models (e.g., Veo). This work effectively bridges high-throughput simulation and high-fidelity perception, thereby advancing scalable and generalizable robot learning. All code and data will be open-sourced.
1.6. Original Source Link
https://arxiv.org/abs/2510.15352 (Preprint) PDF Link: https://arxiv.org/pdf/2510.15352v1.pdf
2. Executive Summary
2.1. Background & Motivation
The core problem GaussGym aims to solve is the limitation of existing robot simulation frameworks in fully leveraging visual information for reinforcement learning (RL) of robot locomotion and navigation. While sim-to-real methods, where policies are trained in simulation and transferred to real robots, have advanced significantly for physical fidelity, they struggle with visual realism and throughput.
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Why this problem is important: For mobile robots to operate effectively in complex, unstructured real-world environments, they need to perceive their surroundings accurately using visual cues. Many crucial affordances and obstacles (e.g., crosswalks, puddles, specific colored features) are primarily detectable through visual observations, not just geometry (like depth or
LiDAR). Currentsimulators, evenGPU-acceleratedones, often provide visual information that is either too slow, too inaccurate, or lacks the semantic richness of real-worldRGBimages. This forces mostperceptive locomotionframeworks to rely onLiDARordepth inputs, which restricts policies from exploiting semantic cues and limits the complexity of tasks that can be realistically pursued in simulation. -
The paper's entry point or innovative idea:
GaussGymproposes to bridge thisvisual sim-to-real gapby integrating recent advances in3D reconstructionanddifferentiable rendering, specifically3D Gaussian Splatting (3DGS), into high-throughput,vectorized physics simulators. This allows forphotorealistic renderingof diverse real-world andgenerative model-generated environmentsat unprecedented speeds, directly enablingRLpolicies to learn fromRGB pixels.
2.2. Main Contributions / Findings
The paper makes the following primary contributions:
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GaussGym Framework: It introduces an open-source, fast, and photorealistic simulator named
GaussGym. This framework includes2,500 scenesand supports diverse scene creation frommanual scans(e.g., iPhone),open-source datasets(e.g., GrandTour, ARKit), and outputs fromgenerative video models(e.g., Veo). This significantly expands the diversity and realism of training environments available for robot learning. -
Addressing the Visual Sim-to-Real Gap: The paper shares findings on improving
visual sim-to-real transfer. It demonstrates that incorporatinggeometry reconstructionas an auxiliary task during training significantly enhancesstair-climbing performanceofvision-based policies. -
Semantic Reasoning from RGB: It showcases that
RGB navigation policiescan performsemantic reasoningin agoal-reaching task. These policies, trained onpixels, successfullyavoid undesired regionsthat are undetectable bydepth-only policies. This highlights the crucial advantage ofRGBinput for richer environmental understanding.In summary,
GaussGymprovides a platform for scalable and generalizable robot learning by combininghigh-throughput simulationwithhigh-fidelity perception, addressing a key limitation in currentsim-to-real RLparadigms.
3. Prerequisite Knowledge & Related Work
3.1. Foundational Concepts
To understand GaussGym, a reader should be familiar with several core concepts in robotics, machine learning, and computer graphics:
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Reinforcement Learning (RL):
Reinforcement Learningis a paradigm in machine learning where anagentlearns to make decisions by performingactionsin anenvironmentto maximize a cumulativerewardsignal. The agent observes thestateof the environment, takes an action, and receives a reward and a new state. The goal is to learn apolicy—a mapping from states to actions—that yields the highest expected reward over time.- Sim-to-Real: This is a common approach in
RLfor robotics where policies are first trained in a simulated environment and then deployed on a real physical robot. The goal is to leverage the speed and safety of simulation while achieving good performance in the real world. A key challenge is thesim-to-real gap, which refers to the discrepancies between the simulated and real environments that can cause policies trained in simulation to perform poorly in reality.GaussGymspecifically addresses thevisual sim-to-real gap. - Asymmetric Actor-Critic: A common
RLarchitecture where theactor(which determines the policy/actions) andcritic(which estimates the value of states/actions) use different inputs or network structures. Often, the critic has access to "privileged information" (like ground-truth physics states) during training, which is not available to the actor during deployment. InGaussGym, the policy (actor) learns directly from visual input, but the training might leverage ground truth geometry for auxiliary tasks.
- Sim-to-Real: This is a common approach in
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Physics Simulators: These are software environments that mimic the physical behavior of objects and robots. They are essential for
RLin robotics because they allow for safe, rapid, and parallelized experimentation.- CPU-based Simulators (e.g., MuJoCo, PyBullet, RaiSim): Earlier generations of physics simulators that run computations primarily on the
CPU. While effective for physics, they can be a bottleneck forRLtraining due to their sequential nature and limited parallelization. - GPU-accelerated Simulators (e.g., Isaac Gym, Isaac Sim, Genesis): Newer simulators designed to leverage the parallel processing power of
GPUs. This allows for running thousands of simulated environments simultaneously, drastically speeding upRLtraining.Isaac Gymis a prominent example, andGaussGymintegrates with it. - Vectorized Physics Simulators: These are
GPU-accelerated simulatorsthat perform physics calculations for many independent environments in parallel, often on a singleGPU. This massively increasesthroughput(steps per second).
- CPU-based Simulators (e.g., MuJoCo, PyBullet, RaiSim): Earlier generations of physics simulators that run computations primarily on the
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3D Scene Representation & Rendering: How virtual environments are represented and drawn.
- RGB Pixels: The standard color image format, consisting of red, green, and blue color channels.
GaussGymaims to train robots directly from these rich visual inputs. - Depth Maps/LiDAR:
Depth mapsprovide information about the distance of surfaces from the camera, whileLiDAR(Light Detection and Ranging) sensors measure distances by emitting pulsed laser light. These provide geometric information but lacksemantic cues(e.g., color, texture, labels) thatRGBimages offer. - Neural Radiance Fields (NeRFs):
NeRFs(Mildenhall et al., 2020) are a technique for synthesizing novel views of a complex 3D scene from a set of 2D images. They represent a scene as a continuous volumetric function, typically modeled by aMulti-Layer Perceptron (MLP), that predicts color and density at any point in space.NeRFsachieve high visual quality but are computationally intensive for training and rendering (slowraytracing). - 3D Gaussian Splatting (3DGS):
3DGS(Kerbl et al., 2023) is a newerradiance field representationthat models a scene as a collection of 3D Gaussians, each with properties like position, covariance (shape), opacity, and spherical harmonics (color/light interaction). Crucially,3DGScan bedifferentiably rasterizedextremely quickly on modernGPUhardware, offering similar photorealism toNeRFsbut with much higher rendering throughput.GaussGymleverages this key technology. - Photorealism: The degree to which an image or simulation appears realistic, resembling a photograph.
- Semantic Cues: Information embedded in visual data that relates to the meaning or identity of objects and regions in a scene (e.g., "this is a puddle," "this is a crosswalk").
- RGB Pixels: The standard color image format, consisting of red, green, and blue color channels.
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3D Reconstruction: The process of capturing the shape and appearance of real-world objects or scenes into a 3D digital model.
- Structure from Motion (SfM): A photogrammetric range imaging technique for estimating 3D structures from 2D image sequences.
- Visual-Geometric Alignment: Ensuring that the visual representation (e.g.,
3DGS) and the geometric representation (e.g., collision mesh) of a scene are accurately aligned in the same coordinate system.
3.2. Previous Works
The paper contextualizes GaussGym by discussing related work across sim-to-real RL for locomotion, scene generation, and the application of radiance fields in robotics.
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Sim-to-Real RL for Locomotion:
- Early Simulators:
MuJoCo(Todorov et al., 2012),PyBullet(Coumans & Bai, 2016-2021), andRaiSim(Hwangbo et al., 2018) were foundational in enablingRL locomotionpolicies to transfer from simulation to real robots (Tan et al., 2018). These were typicallyCPU-based. - GPU-accelerated Simulators: The advent of
GPU-accelerated simulatorslikeIsaac Gym(Makoviychuk et al., 2021a),Isaac Sim(Makoviychuk et al., 2021b),ManiSkill(Tao et al., 2024), andGenesis(Genesis, 2024) democratizedRLtraining by allowing massive parallelization on consumer hardware. These platforms have driven advances inlegged locomotion(Rudin et al., 2021) andnavigation(Lee et al., 2024). - Limitations: Despite advances, most deployed locomotion policies still rely on
geometric inputs(depth, elevation maps) orproprioceptive inputs(robot's internal state). This is due to thevisual sim-to-real gap, lack of diverse photorealistic assets, and the highthroughputrequired forRL.
- Early Simulators:
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Scene Generation:
- Heuristic/Procedural Generation: Methods like those used in (Rudin et al., 2021) and (Lee et al., 2024) create environments based on rules, effective for geometry but lacking meaningful visual appearance.
- Textured Asset Composition: Using
textured meshesfrom asset libraries (e.g.,ReplicaCAD(Szot et al., 2021),LeVerb(Xue et al., 2025),AI2-THOR(Kolve et al., 2017)) or specialized 3D scanners (Chang et al., 2017; Xia et al., 2018) integrated into frameworks likeHabitat(Ramakrishnan et al., 2021). These often result in lower visual fidelity compared to real-world captures. - NeRF2Real (Byravan et al., 2023): This approach uses
NeRFto capture scenes for improved visual fidelity, followed by mesh extraction and manual post-processing to train locomotion policies. However, it's computationally expensive due to slowraytracingand lacksvectorizationsupport. - LucidSim (Yu et al., 2024): A related work that also uses a
splat-integrated simulatorfor evaluating locomotion policies. It employsControlNetfor generating visual data from depth maps and3DGSfor real-to-sim, requiring manual alignment and limited to smartphone scans. - Generative Models: The paper notes the potential of
world and video models(DeepMind, 2025; Bruce et al., 2024; Google DeepMind, 2025; Wan et al., 2025) for generatingphotorealistic, multi-view consistent video, suggesting their use for scalable 3D asset creation, despite their slow inference speed.
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Radiance Fields in Robotics:
- NeRF applications: Early work leveraged
NeRFsfor high-quality visual reconstruction ingrasping(Kerr et al., 2022; Ichnowski et al., 2020) andlanguage-guided manipulation(Rashid et al., 2023; Shen et al., 2023).NeRFshave also been used asdifferentiable collision representationsfor navigation (Adamkiewicz et al., 2022) and visual simulators fordrone flightorautonomous driving(Khan et al., 2024; Chen et al., 2025). - 3DGS applications:
3DGSmitigatesNeRF's slow training speed. It has been used forlanguage-guided robot grasping,persistent Gaussian representationsfor manipulation, andvisual imitation(Zheng et al., 2024; Qin et al., 2023; Qiu et al., 2024; Yu et al., 2025a;b; Kerr et al., 2024).
- NeRF applications: Early work leveraged
3.3. Technological Evolution
The field has evolved from relying on rigid-body physics in CPU-based simulators with basic visual rendering, to GPU-accelerated simulators that enable massively parallel RL but still often lack realistic visual fidelity. Concurrently, 3D reconstruction has progressed from textured meshes to Neural Radiance Fields (NeRFs), offering high photorealism but slow rendering. The recent emergence of 3D Gaussian Splatting (3DGS) provides NeRF-level photorealism with significantly faster, differentiable rendering.
GaussGym positions itself at the intersection of these advancements. It leverages GPU-acceleraccelerated physics (like IsaacGym) and combines it with 3DGS for visual rendering. This bridges the throughput of vectorized physics with the photorealism and differentiability of modern radiance fields, overcoming the limitations of previous attempts like NeRF2Real (too slow) and LucidSim (lacked vectorization, required manual alignment).
3.4. Differentiation Analysis
The core differences and innovations of GaussGym compared to related work, particularly LucidSim, LeVerb, and IsaacLab, are highlighted in Table 1 from the paper.
The following are the results from Table 1 of the original paper:
| Method | GaussGym | LucidSim | LeVerb | IsaacLab |
|---|---|---|---|---|
| Photrealistic | ✓ | ✓ | X | X |
| Temporally consistent | ✓ | X | ✓ | ✓ |
| FPS (vectorized) | 100,000† | Single env only | Not reported | 800‡ |
| FPS (per env) | 25 | 3 | Not reported | 1 |
| Renderer | 3D Gaussian Splatting | ControlNet | Raytracing | Raytracing |
| Scene Creation | Smartphone scans, Pre-existing datasets, Video model outputs | Hand-designed scenes | Hand-designed scenes | Randomization over primitives |
†: Vectorized across 4096 envs on RTX4090. ‡: Vectorized across 768 envs on RTX4090.
Here's a breakdown of GaussGym's differentiation:
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Photorealism:
GaussGymachieves photorealism (✓) similar toLucidSim(✓), unlikeLeVerbandIsaacLab(X) which rely on traditionalraytracingoftextured meshesor randomization over primitives, leading to less realistic visuals. -
Temporally Consistent Rendering:
GaussGymexplicitly ensurestemporal consistency(✓), which is crucial for dynamic robot interactions and motion blur, a feature missing inLucidSim(X) which usesControlNetfor image generation, potentially leading to frame-to-frame inconsistencies.LeVerbandIsaacLab(✓) also maintain temporal consistency through their rendering pipelines. -
Throughput (Vectorized & Per Environment): This is where
GaussGymsignificantly surpasses others.- It achieves an unprecedented
100,000 steps per secondvectorized across4096 environmentson anRTX 4090. This translates to25 FPS per environment. - In contrast,
LucidSimis limited tosingle environmentrendering at3 FPS.IsaacLabachieves800 FPSvectorized over768 environments(approx.1 FPS per env), which is significantly lower thanGaussGym's per-environment rate when scaled. - The extremely high throughput allows for
massively parallel reinforcement learningin diverse, photorealistic environments.
- It achieves an unprecedented
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Renderer:
GaussGymutilizes3D Gaussian Splatting, a cutting-edgeradiance fieldtechnique known for its balance of visual fidelity and speed.LucidSimusesControlNetfor generating visuals,LeVerbandIsaacLabuse traditionalraytracing.3DGSis key toGaussGym's speed and photorealism. -
Scene Creation:
GaussGymboasts highly flexiblescene creation, acceptingsmartphone scans,pre-existing datasets, and importantly,video model outputs(e.g.,Veo). This makes it easy to generate thousands of diverse, complex environments.LucidSimuseshand-designed scenesand relies onPolycamscans with manual alignment.LeVerbalso useshand-designed scenes, andIsaacLabprimarily usesrandomization over primitives, which lacks real-world complexity. -
Scalability and Integration: While
LucidSimalso incorporates3DGS,GaussGymexplicitly emphasizes its tight integration withmassively parallel physics simulationand a framework designed to scale tothousands of scanned sceneswith automatic alignment, whichLucidSimlacks.In essence,
GaussGymdistinguishes itself by combining thephotorealistic renderingcapabilities of3DGSwith thehigh-throughputofvectorized physics simulators, all within a flexible framework that simplifies the ingestion and automatic processing of diversereal-worldandgenerative model dataforlarge-scale robot learning.
4. Methodology
4.1. Principles
The core principle behind GaussGym is to integrate 3D Gaussian Splatting (3DGS) as a high-fidelity, high-throughput photorealistic renderer directly into existing vectorized physics simulators like IsaacGym. This allows robot learning algorithms to train visuomotor policies from RGB pixels in diverse, realistic environments at speeds previously unattainable with photorealistic rendering. The intuition is that by coupling advanced 3D reconstruction techniques with GPU-accelerated physics, robots can learn to perceive and interact with complex visual semantics in real-world scenarios, thereby narrowing the visual sim-to-real gap.
4.2. Core Methodology In-depth (Layer by Layer)
The GaussGym pipeline involves several key stages, from data ingestion to rendering and policy training:
4.2.1. Overall Architecture (Figure 2 and Figure 4)
The overall GaussGym pipeline starts with diverse data sources and processes them to generate both 3D Gaussian Splats for rendering and collision meshes for physics simulation. These assets are then integrated into a vectorized physics engine where robots are simulated, and photorealistic RGB and depth images are rendered in parallel.
As shown in Figure 2 and further illustrated by Figure 4, the system ingests data from various sources:
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Posed Datasets: Pre-calibrated datasets where camera
intrinsics(e.g., focal length, principal point) andextrinsics(e.g., camera position and orientation) are already known, such asARKitScenes(Baruch et al., 2021) andGrandTour(Frey et al., 2025). -
Casual Smartphone Scans: Data captured using a smartphone, which may or may not have intrinsic calibration information.
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Unposed RGB Sequences from Video Generation Models: Outputs from
generative video modelslikeVeo(Google DeepMind, 2025), which produceRGBvideo frames but lack camera pose information.
该图像是示意图,展示了GaussGym如何从各种数据源(如RGB、内外参、点云等)中获取信息,并通过VGGT处理,最终实现高效的图形渲染和物理模拟。图中说明了数据流的各个环节,强调了高效性与视觉表现的结合。
Figure 2: Data collection overview: GaussGym ingests data from various data sources and processes them with VGGT (Wang et al., 2025) to obtain extrinsics, intrinsics, and point clouds with normals. The former two data products are used to train 3D Gaussian Splats for rendering, while the latter two are used to estimate the scene collision mesh.
该图像是示意图,展示了GaussGym在不同提示下生成的虚拟环境。左侧显示了一个幻想世界场景,而右侧则是类似《银翼杀手》的街道环境。通过Veo模型,GaussGym能够将这些提示转化为可供机器人学习的 高清晰度训练世界。
Figure 4: GaussGym ingests a variety of datasets - including video model outputs - to produce photorealistic training environments for robot learning.
4.2.2. Data Standardization and Intermediate Representation
All ingested data is standardized into a common gravity-aligned reference frame. The crucial component for this step is the Visually Grounded Geometry Transformer (VGGT) (Wang et al., 2025).
- VGGT Processing:
VGGTis a model designed to process diverse visual inputs (including unposed video) and robustly estimate fundamental3D reconstructionelements:Camera intrinsics: Parameters describing the camera's optical properties (e.g., focal length, sensor size).Camera extrinsics: Parameters describing the camera's position and orientation in the world.Dense point clouds: A set of data points in a 3D coordinate system, representing the external surface of an object or environment.Surface normals: Vectors indicating the outward direction perpendicular to a surface at a given point.
4.2.3. Scene Reconstruction: Meshes and Gaussian Splats
From the intermediate representations produced by VGGT, two main types of assets are generated, which are automatically aligned in a shared global frame:
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Collision Mesh Generation:
- The
dense point cloudsandsurface normalsobtained fromVGGTare used as input to aNeural Kernel Surface Reconstruction (NKSR)(Huang et al., 2023) module. NKSRis employed to producehigh-quality meshes. These meshes are primarily used forphysics simulation, specifically forcollision detectionandcontact handlingwithin thevectorized physics engine.
- The
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3D Gaussian Splat Generation for Rendering:
3D Gaussian Splatsare initialized directly from theVGGT point clouds.- This
point-cloud initializationis critical as itgreatly improves geometric fidelityandaccelerates convergenceduring the3DGStraining process. TheGaussian splatswill then be optimized to represent the photorealistic appearance of the scene. - This approach ensures
precise visual-geometric alignment, extending upon prior work likeLucidSimwhich often required manual registration between meshes and3DGS.
4.2.4. 3D Gaussian Splatting as a Drop-in Renderer
Once the Gaussian splats for a scene are reconstructed and optimized, they are integrated into the vectorized physics simulator (e.g., IsaacGym) as a drop-in renderer.
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Parallel Rasterization: Unlike traditional
raytracingorrasterization pipelinesthat process scenes sequentially or struggle with vectorization,3DGSis highly amenable to parallel execution.Gaussian splatsarerasterizedacross multiple simulated environments simultaneously. -
Efficient GPU Utilization:
GaussGymutilizesmulti-threaded PyTorch kernelstobatch-render splatsacross thousands of environments. This ensures efficientGPU utilizationand supportsdistributed training. -
Photorealistic Output: This process produces
photorealistic RGBimages and, importantly,depth mapsas a directby-product of the Gaussian Splatting rasterization processwithout additional rendering time. An example of simultaneousRGBanddepthrendering is shown in Figure 5.
该图像是图示,显示了GaussGym在RGB和深度渲染中的应用。图中包含两个机器人在不同场景中的渲染效果,左下角展示了RGB和深度图。此方法利用高效的Gaussian Splatting过程,在不增加渲染时间的情况下提供深度信息。
Figure 5: Rendering RGB and Depth: Since depth is a by-product of the Gaussian Splatting rasterization process, GaussGym also renders depth without increasing rendering time.
4.2.5. Optimizations for High-Throughput and Realism
To achieve its reported high throughput and enhance realism, GaussGym incorporates specific optimizations:
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Decoupling Rendering from Control Rate:
- In robot control, the
proprioceptive control rate(how often the robot's internal state is updated and actions are computed) is often very high (e.g.,500 Hz). - However, visual sensing (camera frame rate) is typically much slower (e.g., ).
GaussGymdecouples these frequencies:rendering occurs at the camera's true frame rate, which is usually slower than the control frequency. Thisyields additional speed-upsbecause the renderer isn't burdened with generating frames at the physics simulation's high update rate, while still providing high-fidelity visual input when needed by the policy.
- In robot control, the
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Simulated Motion Blur:
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To
reduce the Sim2Real gapand improve visual fidelity for dynamic scenarios,GaussGymintroduces a novel method to simulatemotion blur. -
This is achieved by
rendering a small set of frames offset along the camera's velocity directionand thenalpha-blendingthem into a single output image. -
This technique produces
realistic blur artifactsthat are especially noticeable during rapid movements or sudden jolts (e.g., stair climbing), improvingvisual fidelityandrobustness in transferto the real world. Example motion blur sequences are shown in Appendix Figure 10.
该图像是插图,展示了GaussGym在运动模糊模拟中的应用。左侧显示了有运动模糊的场景,右侧为没有运动模糊的场景。通过结合快门速度和相机速度向量,GaussGym能够在机器人步行时生成运动模糊效果。
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Figure 10: GaussGym proposes a simple yet novel to simulate motion blur. Given the shutter speed and camera velocity vector, GaussGym alpha blends various frames along the direction of motion. The effect is pronounced in jerky motions, for example when the foot comes into contact with stairs.
4.2.6. Policy Learning Architecture (Figure 7)
For visual locomotion and navigation tasks, GaussGym employs a specific neural architecture that processes both visual and proprioceptive inputs.
该图像是示意图,展示了视觉运动控制的架构,其中LSTM编码器融合了自我感知和DinoV2 RGB特征。输出传递至3D转置卷积头,用于占用格网和地形预测,以及一个策略LSTM,输出高斯动作分布。
Figure 7: Architecture for Visual Locomotion: An LSTM encoder fuses proprioception with DinoV2 RGB features. Outputs feed into a 3D transpose conv head for occupancy and terrain prediction, and a policy LSTM that outputs Gaussian action distributions.
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Recurrent Encoder (LSTM):
- At each
timestep,proprioceptive measurements(e.g., joint positions, velocities, base angular velocity, projected gravity angle, swing phase) are concatenated withDinoV2 embeddings. DinoV2(Oquab et al., 2023) is apre-trained visual encoderthat extracts robust features from rawRGB frames.- These combined features are then passed through a
Long Short-Term Memory (LSTM)network. TheLSTMis chosen for its ability to process sequences and capturetemporal dynamics, while also being efficient forfast inference speedon a robot, avoiding the computational cost of vanillatransformer architectures. - The
LSTMoutputs acompact latent representationthat encodes both temporal dynamics and visual semantics.
- At each
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Task-Specific Heads: Two distinct heads operate on this shared
latent representation:-
Voxel Prediction Head:
- The
latent vectoris unflattened into acoarse 3D grid. - This grid is then processed by a
3D transposed convolutional network. - Successive
transposed convolution layersupscale this gridinto adense volumetric predictionofoccupancy(whether a space is filled) andterrain heights. - The purpose of this head is to force the shared latent representation to explicitly capture the
geometry of the scenefrom visual inputs. This acts as anauxiliary lossguided by ground-truth mesh data, significantly improvinglearning speedandperformancefor geometry-sensitive tasks likestair climbing.
- The
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Policy Head:
- A second
LSTMconsumes thelatent representationalong with itsrecurrent hidden state. - This
LSTMoutputs theparameters of a Gaussian distributionoverjoint position offset actions. This means the policy learns to predict adjustments to the robot's joint angles, allowing for precise control.
- A second
-
4.2.7. Rewards and Observations
The paper details the reward functions and observation space used for training the locomotion and navigation policies. These are standard components in RL that shape the agent's behavior.
The following are the results from Table 6 of the original paper:
| Observation |
|---|
| Base Ang Vel ωb |
| Projected Gravity Angle α |
| Joint Positions q |
| Joint Velocities q |
| Swing phase φ Image I (640 × 480) |
Observations:
The agent observes a combination of proprioceptive states and a visual input:
-
: Angular velocity of the robot's base.
-
: The angle of the robot's "up" vector relative to the global gravity vector, indicating orientation.
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Joint Positions q: The current angles of the robot's joints. -
Joint Velocities q: The current angular velocities of the robot's joints. -
: A variable indicating the current stage of the robot's gait cycle.
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Image I (640 × 480): TheRGB imageinput from the robot's camera, processed byDinoV2.The following are the results from Table 3 of the original paper:
Reward Expression Weight Ang Vel XY |ω|² -0.2 Orientation ||α∥k2 -0.5 Action Rate kqt − qt−1k2 -1.0 Pose Deviation |qt − k|2 -0.5 Feet Distance (fleft, xy − fright, xy) < 0.1 -10.0 Feet Phase 1f , contact × φ ≤ 0.25 5.0 Stumble kFf ,xy ≥ 2kFf ,zk -3.0
General Reward Terms (for all tasks): These terms encourage stable and efficient locomotion.
Ang Vel XY: Penalizes large angular velocities in the XY plane (i.e., unwanted rotation). $ R_{AngVelXY} = -0.2 \times |\omega|^2 $ where is the magnitude of the angular velocity vector.Orientation: Penalizes deviation from the desired upright orientation. $ R_{Orientation} = -0.5 \times ||\alpha||_2 $ where is the angle between the global up vector and the policy up vector.Action Rate: Penalizes large changes in actions between successive time steps, promoting smooth movements. $ R_{ActionRate} = -1.0 \times ||q_t - q_{t-1}||_2 $ where is the commanded action (joint angle) at time and is the commanded action at timet-1.Pose Deviation: Penalizes deviation of current joint angles from a reference pose (e.g., a standing pose). $ R_{PoseDeviation} = -0.5 \times |q_t - k|^2 $ where is the current joint angle and is a reference joint angle.Feet Distance: Penalizes feet being too close together (encourages stable stance). $ R_{FeetDistance} = -10.0 \times \mathbb{I}((f_{left, xy} - f_{right, xy}) < 0.1) $ where and are the 2D positions of the left and right feet, and is the indicator function, which is 1 if the condition is true, 0 otherwise. This reward applies a large penalty if the horizontal distance between feet is less than 0.1 units.Feet Phase: Rewards appropriate foot contact during specific phases of the gait cycle. $ R_{FeetPhase} = 5.0 \times \mathbb{I}_{f, contact} \times \mathbb{I}(\phi \le 0.25) $ where is an indicator function that is 1 if the foot is in contact, and is the current gait phase. This rewards contact during the first quarter of the swing phase.Stumble: Penalizes excessive horizontal forces during foot contact, indicating stumbling. $ R_{Stumble} = -3.0 \times \mathbb{I}(||F_{f,xy}|| \ge 2||F_{f,z}||) $ where is the horizontal component of the foot contact force and is the vertical component. This penalizes if the horizontal force is twice the vertical force, indicating a slip or stumble.
The following are the results from Table 4 of the original paper:
| Reward | Expression | Weight |
|---|---|---|
| Linear Velocity Tracking | exp(−kvxy − vxy2/0.25) | 1.0 |
| Angular Velocity Tracking | exp(−|ωz − ω|²2/0.25) | 0.5 |
Velocity Tracking Task Rewards: These terms specifically reward the robot for matching desired linear and angular velocities.
Linear Velocity Tracking: Rewards the agent for matching a desired linear velocity in the XY plane. $ R_{LinearVelocityTracking} = 1.0 \times \exp\left(-\frac{||v_{xy} - v^*_{xy}||^2}{0.25}\right) $ where is the current linear velocity in the XY plane and is the desired linear velocity. The exponential function ensures a higher reward when velocities are closer.Angular Velocity Tracking: Rewards the agent for matching a desired yaw rate (angular velocity around the Z-axis). $ R_{AngularVelocityTracking} = 0.5 \times \exp\left(-\frac{|\omega_z - \omega^*_z|^2}{0.25}\right) $ where is the current yaw rate and is the desired yaw rate.
The following are the results from Table 5 of the original paper:
| Reward | Expression | Weight |
|---|---|---|
| Position tracking | 1t<1(1 − 0.5krxy − rxyk) | 10.0 |
| Yaw tracking | 1t<1(1 − 0.5∥ψ − ψ*k) | 10.0 |
Goal Tracking Task Rewards: These terms incentivize the robot to reach a target position and orientation.
Position tracking: Rewards the agent for getting close to a target position. $ R_{PositionTracking} = 10.0 \times \mathbb{I}(t < 1) \times (1 - 0.5 \times ||r_{xy} - r^*_{xy}||) $ where is the remaining time to reach the goal, is the current base position in the XY plane, and is the desired base position. The reward is active only if (likely for the final approach) and is higher when the robot is closer to the target.Yaw tracking: Rewards the agent for aligning its orientation with a target yaw. $ R_{YawTracking} = 10.0 \times \mathbb{I}(t < 1) \times (1 - 0.5 \times ||\psi - \psi^*||) $ where is the current base yaw and is the desired base yaw. Similar to position tracking, this reward is active near the goal and is higher for better alignment.
5. Experimental Setup
5.1. Datasets
GaussGym emphasizes its ability to ingest and process data from a wide range of sources, enabling the creation of diverse and realistic training environments.
- Sources of Data:
- Smartphone Scans: Casual captures using common mobile devices. These provide real-world environments with relative ease.
- Posed Datasets:
ARKitScenes(Baruch et al., 2021): A diverse real-world dataset for 3D indoor scene understanding using mobileRGB-Ddata. This provides structured indoor environments.GrandTour(Frey et al., 2025): This dataset provideshigh-quality scans of large areas, offering complex and extensive outdoor or large-scale indoor environments. An example fromGrandTouris shown in Figure 9.
- Generative Video Model Outputs:
-
Veo(Google DeepMind, 2025): Agenerative video modelcapable of synthesizingphotorealistic, multi-view consistent video. This source is particularly innovative, allowingGaussGymto create environments that are difficult or impossible to capture in the real world, such asfantasy worlds,disaster zones, orextraterrestrial terrains. Figure 4 illustrates examples of such generative environments.
该图像是图示,展示了机器人在稀疏目标跟踪任务中穿越障碍物场景。中间的盒子标示了惩罚区域,RGB训练的策略(绿色)能识别并避开黄色地面,而仅依赖深度信息的策略(紫色)则无法检测,直接走过该区域。这突出表明RGB提供了超越几何深度的语义线索。
-
Figure 9: Large photorealistic worlds: GaussGym incorporates open-source datasets, such as GrandTour (Frey et al., 2025), which contains high quality scans of large areas. Shown above is a GaussGym scene derived from GrandTour, including the mesh (purple) and robot POV renders.
- Why these datasets were chosen: The diversity of these data sources (real-world scans, large-scale scientific datasets, and synthetic generative data) is crucial for:
- Realism and Generalizability: Training
RLpolicies in environments that closely resemble the real world helps reduce thesim-to-real gapand improve transfer performance. - Scalability: The framework allows for the incorporation of thousands of scenes, which is vital for
large-scale robot learningand training robust policies that generalize across varied conditions. - "Beyond Reality" Training: Generative models enable the creation of novel or extreme environments that would be impractical or dangerous to train in, pushing the boundaries of policy robustness.
- Realism and Generalizability: Training
5.2. Evaluation Metrics
The paper evaluates policies based on their performance in specific tasks, implicitly using metrics like task success rate or performance scores (normalized to a maximum of 100 for some tables). For each reward term, the weight associated indicates its importance in shaping the policy's behavior during training. While explicit mathematical formulas for composite "success rates" are not provided, the reward functions themselves serve as the direct optimization target and thus reflect the criteria for successful behavior.
-
Conceptual Definition:
- Task Success Rate (Implicit in Table 2): Quantifies the percentage of trials or episodes in which the robot successfully completes a given task (e.g., reaching a goal, climbing stairs without falling) under specified conditions. A higher percentage indicates better performance and robustness.
- Reward Accumulation: The sum of instantaneous rewards received by the agent over an episode. During training, the goal is to maximize this cumulative reward. The specific reward terms (Tables 3, 4, 5) define what constitutes "good" behavior.
-
Mathematical Formula and Symbol Explanation: The paper does not provide a single overarching formula for "task success rate" or a normalized performance score. Instead, it details the
reward functionsthat guide policy learning, which implicitly define success. For example, for the velocity tracking task, the policy is rewarded for matching desired linear and angular velocities (Table 4). For the goal tracking task, it's rewarded for proximity to the goal and correct orientation (Table 5), in addition to general locomotion stability (Table 3) and avoiding penalty regions (demonstrated in Figure 8).The
reward expressionsand their symbols were explained in detail in Section 4.2.7. Here's a brief recap of the reward components:- Angular Velocity XY (): Penalizes unwanted base rotation.
- Orientation (): Penalizes deviation from upright.
- Action Rate (): Penalizes abrupt action changes.
- Pose Deviation (): Penalizes deviation from desired joint configuration.
- Feet Distance: Penalizes feet being too close, uses indicator function .
- Feet Phase: Rewards foot contact during specific gait phase, uses indicator function .
- Stumble: Penalizes excessive horizontal foot forces, uses indicator function .
- Linear Velocity Tracking (): Rewards matching desired linear velocity.
- : current linear velocity in XY plane.
- : desired linear velocity in XY plane.
- Angular Velocity Tracking (): Rewards matching desired yaw rate.
- : current yaw rate.
- : desired yaw rate.
- Position Tracking (): Rewards proximity to target position.
- : current base position in XY plane.
- : desired base position in XY plane.
- : Indicator for remaining time.
- Yaw Tracking (): Rewards alignment with target yaw.
- : current base yaw.
- : desired base yaw.
- : Indicator for remaining time.
5.3. Baselines
The paper primarily compares its vision-based policies against two main types of baselines, along with internal ablation studies to understand the contribution of different components:
-
Geometric/Proprioceptive Baselines:
Blindpolicies: These policies rely purely onproprioceptive inputs(internal robot state) and potentiallygeometric inputslikedepth mapsorheightmaps, but notRGBvisual semantics. In the context ofvisual navigation(Figure 8), adepth-only policyserves as a baseline to highlight the benefits ofRGB. For locomotion,blindpolicies represent the standard approach that doesn't leverage pixel-level visual information (Table 2).- Comparison: The goal is to show that
GaussGym-trained policies, by leveragingRGB, can outperform these baselines, especially in tasks requiringsemantic reasoningor precise interaction with visually defined terrains.
-
Internal Ablation Baselines (from Table 2): These studies systematically remove or modify components of the proposed
vision-based policyto understand their individual contributions.Vision w/o voxel: A policy trained withRGBinput but without theauxiliary lossforvoxel prediction(i.e., not explicitly reconstructing geometry from vision). This tests the importance of guiding the visual features towards geometric understanding.Vision w/o DINO: A policy trained withRGBinput but without using thepre-trained DinoV2 encoderfor extracting visual features. This assesses the impact ofrobust visual embeddings.Vision 10 scenes/Vision 50 scenes: Policies trained withRGBinput but on a reduced number of scenes (10% and 50% respectively) compared to the full2500 scenes. This investigates the importance ofscene diversityfor generalization and performance.
-
Simulator Comparison (from Table 1): While not direct policy training baselines,
GaussGymis implicitly compared against other simulation frameworks likeLucidSim,LeVerb, andIsaacLabin terms of capabilities, especiallyphotorealism,temporal consistency,FPS,renderer, andscene creation. This comparison establishesGaussGym's superiority as a platform for developingvision-based RLpolicies.
6. Results & Analysis
6.1. Core Results Analysis
The experimental results demonstrate GaussGym's effectiveness in enabling photorealistic simulation for vision-based robot learning, showcasing benefits in locomotion and navigation tasks, and highlighting the importance of rich visual semantics.
6.1.1. Training Environments Beyond Reality
GaussGym's ability to integrate data from generative video models like Veo (Google DeepMind, 2025) is a significant advancement. As illustrated in Figure 4 (examples of "fantasy world" and "Blade Runner-esque street" environments) and Figure 9 (large GrandTour scene), this allows for the creation of thousands of diverse and photorealistic environments that are difficult or impossible to capture in the real world. This capability drastically expands the diversity of training data for RL policies, which is crucial for generalization and robustness. The strong multi-view consistency of Veo and the robust camera estimation and dense point cloud generation of VGGT are key enablers for this.
6.1.2. Visual Locomotion and Navigation
The paper evaluates GaussGym by training locomotion and navigation policies for humanoid and quadrupedal robots directly from RGB pixels, without relying on multi-stage student-teacher distillation.
- Visual Stair Climbing:
-
Policies trained in
GaussGymfor aUnitree A1robot usingRGBinput demonstrate highly precisefoot placementon stairs andgait adaptationto avoid colliding with stair risers in simulation. This behavior, shown in Figure 6a and Appendix Figure 11, indicates that the policy learns to infersafe footholdsdirectly from vision. -
The
A1robot learns to lead with its front foot when approaching stairs, taking a large step to land securely on the second step. This suggestsvisual reasoningfor complex terrain negotiation. -
Zero-shot Sim-to-Real Transfer: As a proof of concept, the
RGB locomotion policytrained inGaussGymsuccessfully transfers to the real world forstair climbingwithout additional fine-tuning (Figure 6b). This is a crucial step towards closing thevisual sim-to-real gap.
该图像是示意图,展示了基于仿真学习的机器人在楼梯上的行走能力。图中显示了多个机器人沿楼梯逐步行进,强调它们在不同环境中的导航能力。
-
(a) RGB policy pre-trained in GaussGym. (b) Zero-shot deployment to real. Figure 6: Sim-to-real: GaussGym worlds enable training vision policies that transfer to real without fine-tuning.
该图像是示意图,展示了A1机器人在模拟中行走时的足部摆动轨迹。前脚(红色)和后脚(蓝色)的轨迹表明,A1能正确放置脚步,避免在楼梯边缘绊倒。接近楼梯时,A1前脚领先,大步踏下,确保安全着陆。
Figure 11: A1 foot swing trajectory: Foot trajectories for the visual locomotion policy in sim. The A1 learns to correctly place its front (red) and hind (blue) feet without stumbling on the stair edge. When approaching the stairs, A1 leads with the front foot, taking a large step to land securely in the middle of the second step, indicating that safe footholds can be directly inferred from vision.
- Visual Navigation and Semantic Reasoning:
-
In a
sparse goal tracking taskwith anobstacle field, policies were tested for their ability to navigate and avoid undesirable regions. Ayellow patchon the floor was designated as apenalty region. -
As depicted in Figure 8, the
RGB-trained policy(green trajectory) successfullyperceived and avoidedthe yellow patch. -
In contrast, a
depth-only policy(purple trajectory) failed to detect the semantic meaning of the yellow patch and walked directly through it. -
This result emphatically demonstrates that
RGBinput providesrich semantic cues beyond geometric depth, enabling policies toreason about environmental semanticsand make more sophisticated decisions.
该图像是图示,展示了机器人在稀疏目标跟踪任务中穿越障碍物场景。中间的盒子标示了惩罚区域,RGB训练的策略(绿色)能识别并避开黄色地面,而仅依赖深度信息的策略(紫色)则无法检测,直接走过该区域。这突出表明RGB提供了超越几何深度的语义线索。
-
Figure 8: Semantic reasoning from RGB: In the sparse goal tracking task, the robot must cross an obstacle field where a yellow floor patch incurs penalties. The RGB-trained policy (green) perceives and avoids the patch, while the depth-only policy (purple) cannot detect it and walks through. This highlights how RGB provides semantic cues beyond geometric depth.
6.2. Data Presentation (Tables)
The following are the results from Table 1 of the original paper:
| Method | GaussGym | LucidSim | LeVerb | IsaacLab |
|---|---|---|---|---|
| Photrealistic | ✓ | ✓ | X | X |
| Temporally consistent | ✓ | X | ✓ | ✓ |
| FPS (vectorized) | 100,000† | Single env only | Not reported | 800‡ |
| FPS (per env) | 25 | 3 | Not reported | 1 |
| Renderer | 3D Gaussian Splatting | ControlNet | Raytracing | Raytracing |
| Scene Creation | Smartphone scans, Pre-existing datasets, Video model outputs | Hand-designed scenes | Hand-designed scenes | Randomization over primitives |
†: Vectorized across 4096 envs on RTX4090. ‡: Vectorized across 768 envs on RTX4090.
This table, discussed in Section 3.4, highlights GaussGym's superior throughput and scene creation flexibility compared to other simulators, while maintaining photorealism and temporal consistency.
The following are the results from Table 2 of the original paper:
| Vision | Blind | Vision w/o voxel | Vision w/o DINO | Vision 10 scenes | Vision 50 scenes | |||||||
| Scenario | A1 | T1 | A1 | T1 | A1 | T1 | A1 | T1 | A1 | T1 | A1 | T1 |
| Flat | 100.0 | 100.0 | 98.1 | 97.2 | 100.0 | 98.3 | 100 | 96.7 | 94.3 | 99.2 | 99.0 | 99.2 |
| Steep | 99.3 | 97.1 | 89.4 | 87.6 | 91.9 | 87.0 | 95.6 | 91.5 | 88.1 | 88.3 | 95.5 | 94.1 |
| Stairs (short) | 98.7 | 97.4 | 80.8 | 72.3 | 85.2 | 82.7 | 92.3 | 87.5 | 79.7 | 74.8 | 86.3 | 84.9 |
| Stairs (tall) | 94.4 | 92.5 | 74.0 | 60.5 | 80.8 | 76.3 | 88.3 | 82.8 | 67.3 | 58.2 | 83.9 | 75.2 |
This table details the performance of different policy configurations (Full Vision, Blind, and various ablations) on different terrains (Flat, Steep, Short Stairs, Tall Stairs) for two robots (A1 and T1). Performance is likely measured as a success rate or a normalized score, with higher values indicating better performance.
The following are the results from Table 3 of the original paper:
| Reward | Expression | Weight |
|---|---|---|
| Ang Vel XY | |ω|² | -0.2 |
| Orientation | ||α∥k2 | -0.5 |
| Action Rate | kqt − qt−1k2 | -1.0 |
| Pose Deviation | |qt − k|2 | -0.5 |
| Feet Distance | (fleft, xy − fright, xy) < 0.1 | -10.0 |
| Feet Phase | 1f , contact × φ ≤ 0.25 | 5.0 |
| Stumble | kFf ,xy ≥ 2kFf ,zk | -3.0 |
This table lists the general reward terms and their weights used across all tasks to promote stable and efficient locomotion.
The following are the results from Table 4 of the original paper:
| Reward | Expression | Weight |
|---|---|---|
| Linear Velocity Tracking | exp(−kvxy − vxy2/0.25) | 1.0 |
| Angular Velocity Tracking | exp(−|ωz − ω|²2/0.25) | 0.5 |
This table outlines the specific reward terms and weights used for the velocity tracking task, aiming to match desired linear and angular velocities.
The following are the results from Table 5 of the original paper:
| Reward | Expression | Weight |
|---|---|---|
| Position tracking | 1t<1(1 − 0.5krxy − rxyk) | 10.0 |
| Yaw tracking | 1t<1(1 − 0.5∥ψ − ψ*k) | 10.0 |
This table specifies the reward terms and weights for the goal tracking task, encouraging the robot to reach a target position and orientation.
6.3. Ablation Studies / Parameter Analysis
Table 2 presents a large-scale ablation study on various design parameters, comparing the full Vision policy against several degraded versions and a Blind policy across four simulation scenarios (flat, steep, short stairs, tall stairs) for two robots (A1 and T1).
-
Visionvs.BlindPolicies:- On
flatterrains, theBlindpolicy performs almost as well asVision(e.g.,A1: 98.1 vs. 100.0), indicating thatRGBinput provides minimal additional benefit when the terrain is simple. - However, on more challenging terrains (
steep,short stairs,tall stairs),Visionpolicies consistently and significantlyoutperformBlindpolicies. Fortall stairs,Vision(A1: 94.4,T1: 92.5) achieves much higher performance thanBlind(A1: 74.0,T1: 60.5). This strongly validates the necessity and effectiveness ofvisual inputfor complex locomotion tasks where geometry needs to be inferred or precise interactions are required.
- On
-
Impact of
Voxel Prediction Head(Vision w/o voxel):- Removing the
auxiliary taskofvoxel prediction(Vision w/o voxel) generallyreduces performance, especially on stairs. ForA1ontall stairs, performance drops from 94.4 to 80.8. - This indicates that explicitly forcing the
latent representationto learnscene geometryby predictingoccupancyandterrain heightsisbeneficial for learning speed and performance, helping the policy better understand the physical environment fromRGB.
- Removing the
-
Impact of
DinoV2 Encoder(Vision w/o DINO):- Training
withoutthepre-trained DinoV2 encoder(Vision w/o DINO) alsoreduces performanceacross challenging scenarios. ForA1ontall stairs, it drops from 94.4 to 88.3. - This highlights the importance of
robust, pre-trained visual featuresextracted byDinoV2. These features provide a richer, more generalizable understanding of the visual world compared to learning features from scratch within theRLloop alone.
- Training
-
Impact of
Scene Diversity(Vision 10 scenes,Vision 50 scenes):-
Training on a
reduced number of scenes(10% or 50% of the full dataset) leads to asignificant reduction in performance, particularly on the most difficulttall stairsscenario. -
For
A1ontall stairs, performance drops from 94.4 (full scenes) to 67.3 (10 scenes) and 83.9 (50 scenes). -
This finding emphasizes the
relevance of seamless infrastructure(likeGaussGym) totrain across multiple diverse scenes.Large-scale scene diversityis crucial for developinggeneralizableandrobust policiesthat can handle unforeseen variations in real-world environments.In summary, the full
Visionpolicy, leveragingRGBinput,auxiliary geometry reconstruction, androbust visual featuresfromDinoV2trained on alarge number of diverse scenes, demonstrates thebest performanceacross all challenging locomotion and navigation scenarios.
-
7. Conclusion & Reflections
7.1. Conclusion Summary
GaussGym introduces an innovative open-source framework that revolutionizes real-to-sim robot learning by integrating 3D Gaussian Splatting (3DGS) into vectorized physics simulators like IsaacGym. This integration achieves unprecedented simulation speeds (over 100,000 steps per second) while maintaining high photorealistic fidelity, enabling the training of visual locomotion and navigation policies directly from RGB pixels. The framework simplifies the creation of diverse training environments by ingesting data from smartphone scans, large-scale datasets, and generative video models. The research demonstrates that policies trained in GaussGym exhibit vision-perceptive behavior in simulation, including precise foothold placement and semantic reasoning (e.g., avoiding undesirable regions), and show promising zero-shot transfer to real-world scenarios. GaussGym serves as a critical open baseline, advancing scalable and generalizable robot learning by bridging the gap between high-throughput simulation and high-fidelity perception.
7.2. Limitations & Future Work
The authors acknowledge several limitations of GaussGym and areas for future research:
- Visual Sim-to-Real Transfer Challenges: While
GaussGymshows promisingzero-shot transfer,visual sim-to-real transferremains a difficult and largely unsolved problem. The precisefoot placementobserved in simulation declined in real-world transfer, indicating further generalization experiments are needed across a broader set of tasks. - Real-World Delays and Egocentric Observations: Transfer to real hardware introduces issues like
physical delays(e.g.,image latency) and the reliance onegocentric observations, which are simpler forgeometry-based methodsusingelevation mapsandhigh-frequency state estimation. - Automated Reward Function Generation:
GaussGymcurrently lacksautomated mechanismsfor generatingcost or reward functionsbased on visual information, which is critical for tasks like adhering tosocial norms(e.g., walking on a crosswalk). The authors suggest thatfoundational language modelscould potentially help define these functions, an area for future work. - Uniform Physical Parameters: Assets in
GaussGymare currently initialized withuniform physical parameters(e.g.,friction). This prevents accurate simulation of varied surfaces likeice,mud, orsand, limiting the connection between visual appearance and physical properties. - Limitations of Current Vision Models:
GaussGyminherits limitations from underlying vision models.Veo's outputs can beinconsistentand offerlimited camera control. Future work could integrate morecontrollableandtemporally consistent world modelslikeGenie 3(DeepMind, 2025). - Dynamic Scenes and Deformable Assets: The current methodology for generating worlds from
video modelscannot yet handledynamic scenesor simulatefluidsanddeformable assetsbeyond therigid-body physicsprovided byIsaacGym.
7.3. Personal Insights & Critique
GaussGym represents a significant leap forward in the field of robot learning, particularly by directly tackling the visual sim-to-real gap. The integration of 3D Gaussian Splatting into vectorized physics simulators is a brilliant technical decision, as it capitalizes on the strengths of both, offering an unprecedented balance of photorealism and throughput. This work has the potential to democratize access to high-fidelity simulation environments, much like Isaac Gym did for geometric locomotion learning.
One of the most compelling aspects is the seamless incorporation of diverse real-world data and generative AI outputs. Leveraging video generation models like Veo to create "beyond reality" training environments opens up vast possibilities for training robots in scenarios that are difficult or impossible to replicate physically. The demonstration of semantic reasoning in the goal-reaching task is a strong testament to the value of RGB input over depth-only sensing, showcasing how robots can learn more nuanced decision-making.
Potential Issues/Areas for Improvement:
- Real-World Latency and Synchronization: While
GaussGymdecouples rendering from control rate in simulation, the latency ofRGBcamera streams andvisual processingon real robots remains a practical challenge forhigh-frequency control. Future work might explore how to explicitly model or mitigate these latencies within thesim-to-realtransfer pipeline. - Automated Reward Engineering: The reliance on
hand-crafted cost termsforRLis a common bottleneck. As noted by the authors, integratingfoundational language modelsto dynamically generate or refine rewards based on semantic understanding of the scene (e.g., "avoid puddles," "stay on the path") would be a powerful extension. - Dynamic Objects and Agent-Environment Interaction: The current framework excels at static scene representation. However, real-world environments are inherently dynamic, with moving obstacles, other agents, and deformable objects. Extending
GaussGymto robustly handledynamic 3DGS scenes(perhaps by integratingdynamic NeRF/3DGStechniques) and interaction withdeformable bodieswould be crucial for more complex real-world tasks. - Physical Properties from Vision: The limitation of uniform physical parameters is significant. Learning to infer
slippery surfacesorsoft grounddirectly fromvisual cuesand incorporating this into the physics simulation would further reduce thesim-to-real gapand enable more robustlocomotion.
Transferability:
The methodology of combining 3DGS with vectorized physics is highly transferable beyond locomotion. It could be applied to:
-
Robotics Manipulation: Simulating photorealisticmanipulation taskswith complex textures and lighting, allowing robots to learndexterous manipulationfrom visual feedback. -
Autonomous Driving: Creating highly realistic and diverse urban or off-road driving scenarios for trainingperceptionandcontrol systems. -
Human-Robot Interaction: Simulating complex social environments where robots need to interpret human cues and navigate among people, leveraging thesemantic richnessofRGBinputs.Overall,
GaussGymis an exciting and foundational contribution that paves the way for a new generation ofvision-based robot learningresearch.
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