Organizations: Zhejiang University, Hangzhou, China · Peking University, Beijing, China · XGRIDS, Shenzhen, China · UDeer AI, Hangzhou, China · Shenzhen University, Shenzhen, China
Training embodied AI agents depends critically on the visual fidelity of simulation environments and the ability to model dynamic humans. Current simulators predominantly rely on mesh-based rasterization, for which photorealistic assets are costly to author at scale, and their support for dynamic human avatars is largely constrained to mesh representations, hindering agent generalization to human-populated real-world scenarios. We present Habitat-GS, a navigation-centric embodied AI simulator extended from Habitat-Sim that integrates 3D Gaussian Splatting scene rendering and drivable gaussian avatars while maintaining full compatibility with the Habitat ecosystem. Our system implements a 3DGS renderer for real-time photorealistic rendering and supports scalable 3DGS asset import from diverse sources. For dynamic human modeling, we introduce a gaussian avatar module that enables each avatar to simultaneously serve as a photorealistic visual entity and an effective navigation obstacle, allowing agents to learn human-aware behaviors in realistic settings. Experiments on point-goal navigation demonstrate that agents trained on 3DGS scenes achieve stronger cross-domain generalization. Evaluations on avatar-aware navigation further confirm that gaussian avatars enable effective human-aware navigation, while performance benchmarks validate the system's scalability. Code is available at https://github.com/zju3dv/habitat-gs.
Figures & tables
Figure 1: Habitat-GS is a navigation-centric embodied simulation platform with 3DGS and dynamic gaussian avatars. Compared to traditional mesh-based simulators (left), our 3DGS-based simulator (right) preserves high-frequency visual details and view-dependent effects, while gaussian avatars provide realistic and dynamic human presence for human-aware navigation scenarios.
Platform
Render Asset
Humanoid Avatar
Open-Source
GPU Req.
Habitat [ 30 , 34 , 27 ]
Mesh
Mesh (SMPL-X)
✓
No Special Req.
iGibson [ 31 , 15 ]
Mesh
Mesh (Rigid-body)
✓
No Special Req.
AI2-THOR [ 13 ]
Mesh
Mesh (URDF)
✓
No Special Req.
ThreeDWorld [ 7 ]
Mesh
Mesh (Replicants)
✓
No Special Req.
SAPIEN [ 38 ]
Mesh
Mesh (URDF)
✓
No Special Req.
Isaac Sim [ 22 ]
Mesh+3DGS
Mesh (Sim-Ready)
Partial
Need RT Cores
Table 1: Comparison of Embodied AI simulation platforms. “GPU Req.” indicates hardware requirements beyond standard CUDA-capable GPUs. “No Special Req.” means standard GPUs are sufficient. Habitat-GS is the only platform combining 3DGS rendering with drivable gaussian avatars while remaining fully open-source and deployable on standard datacenter accelerators.
Figure 2: System overview of Habitat-GS. From left to right: Asset Preparation , where 3DGS scene assets and gaussian avatar assets are prepared respectively. Habitat-GS Simulation Environment , where the render engine performs 3DGS rasterization for scene gaussians and LBS deformation followed by rasterization for avatar gaussians, producing RGB-D observations. The NavMesh blocking module retrieves pre-computed proxy capsules at runtime and injects them into the NavMesh for obstacle blocking. Embodied Agent Loop , where the agent policy consumes sensor observations, executes actions, and receives rewards shaped by both navigation success and avatar collision.
Figure 3: Visual comparison of scene rendering. Mesh-based rendering (left) vs. our 3DGS rendering (right). Our simulator is based on 3DGS, which preserves high-frequency details and supports diverse sources of rendering assets.
Figure 4: Qualitative comparison of mesh avatars and gaussian avatars. Gaussian avatars exhibit significantly higher visual fidelity, preserving fine-grained details such as clothing wrinkles and hair texture.
Figure 5: VLM scene quality assessment. Gemini 3.0 Pro evaluates 240 rendered screenshots from each domain on three perceptual dimensions. GS scenes consistently outperform mesh scenes, confirming their superior visual fidelity and diversity.
Table 3: PointNav results and training curves. (a) Results across different training domain mixtures. Agents are trained on varying ratios of mesh (M) and 3DGS (G) scenes and evaluated on disjoint mesh and GS test sets. SR and SPL are in %; DTG is in meters ( ↓ ). Best and Second best results per column are highlighted. (b) Training success rate curve for 100 Mesh (Config A). (c) Training success rate curve for 100 GS (Config B).
Self-recorded (Record3D, iPhone)
InCrowd-VI (Aria glasses)
Scene
yard
lab.
gard.
off.
park.
Avg
Zur.
BIN
UZH
TS
AND
Avg
N
9
9
2
9
9
38
3
4
8
4
6
25
A: 100 Mesh
66.2
28.6
78.5
61.0
61.4
55.6
33.8
11.5
8.4
47.9
17.1
20.4
B: 100 GS
78.1
25.2
78.5
62.6
61.8
58.1
44.4
18.8
16.9
41.1
24.1
26.1
C: 80 M + 20 G
76.1
24.5
74.0
62.1
69.2
58.8
70.3
13.3
9.7
41.4
17.2
24.4
D: 50 M + 50 G
79.3
29.2
77.0
65.7
61.7
59.9
71.5
12.5
15.3
60.3
18.8
29.6
Table 4: Real-video open-loop PointNav Evaluation. At each frame we compare the trained agent’s discrete action to the human’s actual next motion and report APA ±1 (%, ↑ ). N is the number of episodes per scene. Best , 2nd , and 3rd in each scene column are highlighted. The mixed > GS > mesh ordering on real video mirrors the cross-domain trend in Tab. 3 .
Table 5: Avatar-aware PointNav results. Top: Two training configurations are evaluated: a GS scene baseline without avatars, and a GS scene populated with GS avatars. Agents are evaluated on both mesh and GS dynamic test sets to assess in-domain performance and cross-domain generalization. SR, SPL and CR are in %. CR is the fraction of collision steps ( ↓ ). PSI is the average personal-space intrusion ( ↓ ). Bottom: Visual demonstration of our avatar-aware navigation policy. Agent successfully navigates through gaussian avatars without collision or personal space intrusion.
Mesh
(a) Scene Scale (Gaussian Count)
(b) Avatar Count
Ref.
300 K
500 K
1 M
3 M
5 M
7 M
0
1
2
5
10
FPS ↑
163.8
159.2
148.8
120.9
82.60
51.46
44.52
94.16
75.14
57.70
37.74
24.67
Frame time (ms) ↓
6.11
6.28
6.72
8.27
12.1
19.4
22.5
10.6
13.3
17.3
26.5
40.5
Mem (GB) ↓
2.930
3.299
3.373
3.567
3.723
4.091
4.425
3.917
4.197
4.457
5.513
7.497
Table 6: Rendering performance and GPU memory usage. Mesh Ref. reports Habitat-Sim’s native mesh rasterization on a representative HM3D scene as a baseline. (a) Varying scene Gaussian count with no avatars. (b) Varying avatar count in a medium-scale scene with approximately 2M Gaussians. Habitat-GS maintains real-time throughput under typical RL training loads with up to 5M Gaussians and < 5 avatars.
Simulating realistic environments for robots is widely recognized as a critical challenge in robot learning, particularly in terms of rendering and physical simulation. This challenge becomes even more pronounced in navigation tasks, where trajectories often extend across multiple rooms or entire floors. In this work, we present NavGSim, a Gaussian Splatting-based simulator designed to generate high-fidelity, large-scale navigation environments. Built upon a hierarchical 3D Gaussian Splatting framework, NavGSim enables photorealistic rendering in expansive scenes spanning hundreds of square meters. To simulate navigation collisions, we introduce a Gaussian Splatting-based slice technique that directly extracts navigable areas from reconstructed Gaussians. Additionally, for ease of use, we provide comprehensive NavGSim APIs supporting multi-GPU development, including tools for custom scene reconstruction, robot configuration, policy training, and evaluation. To evaluate NavGSim's effectiveness, we train a Vision-Language-Action (VLA) model using trajectories collected from NavGSim and assess its performance in both simulated and real-world environments. Our results demonstrate that NavGSim significantly enhances the VLA model's scene understanding, enabling the policy to handle diverse navigation queries effectively.
Visual navigation models often struggle in real-world dynamic environments due to limited robustness to the sim-to-real gap and the difficulty of training policies tailored to target deployment environments (e.g., households, restaurants, and factories). Although real-to-sim navigation simulation using 3D Gaussian Splatting (GS) can mitigate these challenges, prior GS-based works have considered only static scenes or non-photorealistic human obstacles built from simulator assets, despite the importance of safe navigation in dynamic environments. To address these issues, we propose ReaDy-Go, a novel real-to-sim simulation pipeline that synthesizes photorealistic dynamic scenarios in target environments by augmenting a reconstructed static GS scene with dynamic human GS obstacles, and trains navigation policies using the generated datasets. The pipeline provides three key contributions: (1) a dynamic GS simulator that integrates static scene GS with a human animation module, enabling the insertion of animatable human GS avatars and the synthesis of plausible human motions from 2D trajectories, (2) a navigation dataset generation framework that leverages the simulator along with a robot expert planner designed for dynamic GS representations and a human planner, and (3) robust navigation policies to both the sim-to-real gap and moving obstacles. The proposed simulator generates thousands of photorealistic navigation scenarios with animatable human GS avatars from arbitrary viewpoints. ReaDy-Go outperforms baselines across target environments in both simulation and real-world experiments, demonstrating improved navigation performance even after sim-to-real transfer and in the presence of moving obstacles. Moreover, zero-shot sim-to-real deployment in an unseen environment indicates its generalization potential. Project page: https://syeon-yoo.github.io/ready-go-site/.
Seungyeon Yoo, Youngseok Jang, Dabin Kim +3
Department of Aerospace Engineering, Seoul National University, Seoul, Republic of Korea · InnoCORE AI-Transformed Aerospace Research Center, KAIST, Daejeon, Republic of Korea
Embodied navigation aims to build agents that interpret multimodal goals, reason in 3D space, and reach target destinations reliably in the real world. However, progress remains constrained by the lack of scalable, high-fidelity, and physically grounded interactive environments. Although real-world scanned datasets offer visual realism, they are limited by scale. In contrast, synthetic simulators scale more easily but often exhibit large sim-to-real gaps. We introduce Image2Sim, a real-time neural simulation framework that constructs high-quality interactive environments from posed RGB-D image sequences. The central idea is to decouple 3D spatial anchoring from photorealistic observation synthesis. For scene construction, Image2Sim uses a feed-forward feature Gaussian model that lifts posed RGB-D observations into a 3D feature-Gaussian representation in a single pass. For rendering, we propose a Geometry-Aware One-Step Pixel Flow model that transforms sparse and noisy Gaussian projections into high-quality panoramic RGB-D observations. Image2Sim also serves as a fully automated embodied data engine that generates high-fidelity observations, executable actions, and diverse navigation instructions at scale. It converts large collections of videos and images into nearly 20K interactive scenes and synthesizes more than 10 million navigation training samples. Navigation models trained entirely in these neural environments achieve strong improvements on major benchmarks and transfer effectively to real-world zero-shot settings. These results suggest that scalable neural simulation can serve as a practical training substrate for embodied navigation at scale.