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Related Articles from SNS

Prior Availability in Industrial Visual Sim-to-Real: A Review of CAD-Guided and CAD-Unavailable Regimes

arXiv:2605.30581v1 Announce Type: new Abstract: Industrial visual sim-to-real is often described as transferring from synthetic images to real images, but industrial deployment usually involves a broader mismatch between available evidence and required decisions. A system may be built from CAD renderings, simulated RGB-D observations, normal reference images, synthetic defects, pretrained feature spaces, or language prompts, yet deployed under different sensors, lighting, materials,...

arXiv CS 9d ago

Prior Availability in Industrial Visual Sim-to-Real: A Review of CAD-Guided and CAD-Unavailable Regimes

arXiv:2605.30581v2 Announce Type: replace Abstract: Industrial visual sim-to-real is often described as transferring from synthetic images to real images, but industrial deployment usually involves a broader mismatch between available evidence and required decisions. A system may be built from CAD renderings, simulated RGB-D observations, normal reference images, synthetic defects, pretrained feature spaces, or language prompts, yet deployed under different sensors, lighting, materials,...

arXiv CS 8d ago

SC-MFJ: A Simple Haptic Quality Metric for Medical Image Segmentation

arXiv:2606.06199v1 Announce Type: new Abstract: Standard segmentation metrics such as Dice and Hausdorff distance measure geometric overlap but say nothing about whether a segmented surface is suitable for haptic rendering in surgical simulation. We propose SC-MFJ (Surface-Constrained Mean Force Jerk), a simple, inexpensive metric that samples a segmented organ surface with many short virtual stylus walks and measures how jerky the resulting contact forces are.

arXiv CS 5d ago

AGILE: Hand-Object Interaction Reconstruction from Video via Agentic Generation

arXiv:2602.04672v4 Announce Type: replace Abstract: Reconstructing dynamic hand-object interactions from monocular videos is critical for dexterous manipulation data collection and creating realistic digital twins for robotics and VR. However, current methods face two prohibitive barriers: (1) reliance on neural rendering often yields fragmented, non-simulation-ready geometries under heavy occlusion, and (2) dependence on brittle Structure-from-Motion (SfM) initialization leads to frequent...

arXiv CS 8d ago

Towards Realistic 3D Sonar Simulation

arXiv:2606.06130v1 Announce Type: new Abstract: As underwater robotics research increasingly addresses complex 3D perception and autonomous navigation, the fidelity of sonar simulation has become a key factor in algorithm development. Current simulation frameworks typically rely on geometry-driven rendering, approximating 3D sonar as an underwater equivalent to LiDAR, which fails to account for fundamental acoustic phenomena such as refraction, multi-path interference, and phase-dependent...

arXiv CS 5d ago

Triangle Splatting SLAM

Announce Type: new Abstract: We present a dense RGB-D SLAM system using differentiable triangles as the 3D map representation. While 3D Gaussian Splatting has emerged as the leading method for novel-view synthesis, triangles remain the standard primitive for traditional rendering hardware, game engines, and downstream tasks requiring explicit geometry such as simulation, collision, and editing. Recent offline methods have demonstrated that an unstructured 'triangle soup' can be optimised...

arXiv CS 9d ago

GARDEN: Gravity-Aligned Reconstruction of Disentangled ENvironments from RGB images

arXiv:2606.03921v1 Announce Type: new Abstract: Converting multi-view RGB observations into simulation-ready 3D environments remains challenging because current reconstruction pipelines produce monolithic scene representations without explicit physical structure. They are typically defined up to an arbitrary global rotation and entangle rigid foreground objects with background geometry, which hinders stable physical interaction. Existing solutions often recover interactivity by replacing...

arXiv CS 7d ago

OASIS: From Simulation Data Collection to Real-World Humanoid Loco-Manipulation

arXiv:2606.08548v1 Announce Type: new Abstract: Recent progress in robot manipulation has been largely driven by learning from large-scale demonstrations. For humanoid robot loco-manipulation tasks, however, existing data sources force an unsatisfying tradeoff between trajectory quality and scalability.

arXiv CS 1d ago

WorldCoder-Bench: Benchmarking Physically Grounded 3D World Synthesis

arXiv:2606.01869v1 Announce Type: new Abstract: Large language models (LLMs) are increasingly asked not only to write static interfaces, but to construct executable interactive worlds from natural language. Browser-native 3D, commonly built with Three.js, is a natural next frontier: generated programs must integrate assets, obey spatial and physical constraints, and keep user-facing controls synchronized with hidden runtime state. Existing web-generation benchmarks and evaluators, however,...

arXiv CS 8d ago

WorldCoder-Bench: Benchmarking Physically Grounded 3D World Synthesis

arXiv:2606.01869v2 Announce Type: replace Abstract: Large language models (LLMs) are increasingly asked not only to write static interfaces, but to construct executable interactive worlds from natural language. Browser-native 3D, commonly built with Three.js, is a natural next frontier: generated programs must integrate assets, obey spatial and physical constraints, and keep user-facing controls synchronized with hidden runtime state. Existing web-generation benchmarks and evaluators,...

arXiv CS 1d ago