Physics-Based Simulation
Momentum
19 papers in the last four weeks, up 217% on the four weeks before. 0.2% of all new papers.
Latest papers 152
Accurate simulation of rigid-body interactions is essential for predictive physical world models. Despite recent progress in modeling object dynamics, capturing how local contacts between surfaces shape object motion remains challenging. While end-to-end world models predict interactions across entire scenes or objects, in practice, rigid-body contact is inherently local, and only nearby surfaces can directly exchange contact forces. Motivated by this observation, we introduce Rigid-body Contact Reasoning (RiCo), which represents interactions between objects through sparse neighborhoods of contact surface points. RiCo combines each point's state with the relative geometry, motion, and physical properties of nearby surfaces, then reasons across the object's points to determine how these local contacts jointly affect its motion. By confining cross-object reasoning to nearby surfaces while propagating contact information within each rigid body, RiCo retains fine-grained interaction details without the cost of modeling every pair of scene points. Such properties enable RiCo a higher accuracy and contact fidelity. Experiments on MOVi-benchmark demonstrate that RiCo reduces 100-frame position and orientation errors by 31-35% and approximately 38%, respectively, compared with baselines. Moreover, RiCo achieves high contact fidelity, with ground-truth-relative penetration-time and mean-depth differences of 11.0% and 2.22 mm, respectively. RiCo further generalizes zero-shot from small-scale training scenarios to scenes containing 270 objects. Our real-world multi-ball collision experiments further provide preliminary evidence of sim-to-real transfer.
AtomWorld-Mirror: Macro-Step World Modeling of Critical Evolution Backbones for Materials Dynamics
Atomistic simulation is a fundamental tool for studying long-term materials evolution, from diffusion and defect dynamics to interfacial reactions and fracture. Yet conventional simulators typically advance at microscopic resolution, spending substantial computation on low-impact local updates before reaching structurally consequential states, an evolutionary-resolution bottleneck that limits long-horizon simulation. We propose AtomWorld-Mirror, a time-aware macro-step world model for the critical evolution backbone of atomic systems. For Step-Wise atomistic simulation, AtomWorld-Mirror distills short micro-event segments into physically reachable transitions between key states, jointly predicting sparse structural edits and accumulated physical time through latent macro-step dynamics. Local reachability, inventory conservation, and continuous-time consistency constrain each transition. By amortizing local atomic physics into a reusable latent macro model and replacing explicit micro-event replay with macro-step inference, this formulation provides a path toward substantially faster prediction of long-term materials evolution while preserving structural validity and time semantics. Across five atomic systems, spanning Cu-rich RPV steel irradiation aging, Cu-Zr metallic glass, and LiN-based anti-perovskite solid electrolyte, macro-step inference delivers a speed up of to times over event-by-event simulation.
EvoSim: Learning to Model, Modeling to Learn
Physics-based models connect scientific explanation with quantitative prediction. Constructing them requires selecting physical processes, defining states and governing equations, specifying couplings, and identifying parameters from experiments. Existing AI systems remain limited in making these model structure decisions autonomously. We introduce EvoSim, a self-evolving AI scientist for physical modeling. It uses experimental discrepancies to drive mechanism and equation revisions and held-out experimental data to test physical plausibility. Exploration traces make updates to knowledge, skills, and multi-agent orchestration. This co-evolution improves physics-based models and EvoSim's ability to select mechanisms, diagnose failures, and coordinate research. We evaluate EvoSim on two industrial battery modeling tasks. It predicts lithium-metal-plating onset from 25 to 45 degrees Celsius and 2 C to 6 C with a mean absolute error of 1.79% in state of charge. Dynamic voltage prediction under vehicle driving conditions achieves a root mean square error of 7.62 mV, surpassing the reported accuracy of models developed by human experts. Self-evolution reduces model and physics errors by approximately 36% relative to baseline, demonstrating improved scientific modeling capability. EvoSim turns experimental observations into validated models and cumulative research expertise.
LLM-Assisted Generation of Transparent, Open-Source Multiphysics Models of Electrochemical Devices
Multiphysics continuum models are powerful tools for studying electrochemical devices, enabling in silico reactor design and resolution of local pH, potential, and concentration fields that govern device performance but are difficult to measure experimentally. However, constructing such models requires substantial numerical expertise or reliance on proprietary software. Here, we show that frontier large language model agents can remove this implementation burden while keeping the underlying physics under researcher control. Using one-dimensional electrochemical CO2 reduction to CO in a porous gas diffusion electrode as a test case, we develop a machine-readable, human-specified modeling harness containing governing equations, parameters, numerical methods, logical build stages, and human-verifiable checkpoints. From this specification, the agent reproducibly constructs complete multiphysics models in open-source Julia. Independently built models, including fully autonomous agent-built models, agree with an equivalent COMSOL implementation to within 0.7% of the peak CO partial current density, and with one another to within 0.04%. Systematically planted errors demonstrate the importance of explicit specifications for reproducibility and reveal the agent's capabilities and limitations in debugging model physics. This framework establishes a more transparent approach to multiphysics modeling in which physical descriptions and governing equations, rather than specialized code, become the primary inputs for computational model development.
Asking the World: Generalist Physical Reasoning through Agentic World Modeling and Probing
Physical reasoning from video requires inferring latent physical properties and dynamics beyond direct observation. Direct VLM inference remains unreliable on complex physical tasks without explicit modeling and validation, while predefined tool pipelines rely on task- and domain-specific priors that limit generalization across materials, dynamics, and reasoning tasks. We introduce Asking the World (ATW), a generalist agent that constructs and interrogates task-relevant executable worlds through two adaptive stages: World Modeling calibrates a world from video, while World Probing queries, simulates, and intervenes on it to obtain question-relevant evidence. Rather than prescribing the operations in either stage, ATW determines how to model and probe according to the scene and question. We develop PolyWorld Engine, a lightweight and highly programmable Warp-based multiphysics simulator for constructing and probing worlds with rigid bodies, soft bodies, cloth, ropes, fluids, and their coupled interactions. CEM-based system identification recovers task-relevant dynamics during World Modeling. The resulting world becomes an active workspace for question-directed physical experiments rather than a predetermined downstream tool. We evaluate ATW on CLEVRER, ContPhy, and three real-world scenarios. Using Gemini-3-Flash as its base VLM, ATW achieves 80.82% overall per-question accuracy on CLEVRER, improving direct Gemini-3-Flash by 46.50 points, GPT-5.5 by 13.58 points, and PhysMind by 8.27 points. On ContPhy, it reaches 70.56% overall accuracy, surpassing Gemini-3-Flash by 28.10 points and GPT-5.5 by 3.53 points. Across the three real-world scenarios, ATW achieves 71.67% accuracy, 28.33 points above GPT-5.5. These results establish agentic world modeling and probing as an effective, execution-grounded approach to generalist physical reasoning.
FFASR: Benchmarking Far-Field Automatic Speech Recognition using High-Fidelity Simulated RIRs
Far-field automatic speech recognition(ASR) degrades under reverberation, noise, and talker motion, yet the benchmarks that drive model selection emphasize close-microphone speech. We present FFASR, a held-out corpus of 15,637 utterances and an open leaderboard spanning nine conditions, each varying a single acoustic factor: anechoic near-field speech, a measured-versus-simulated office-lab pair, static far-field mixtures at high/mid/low signal-to-noise ratio(SNR), and moving-talker variants at matched SNR. Dry speech from 15 talkers is convolved with hybrid wave/geometrical-acoustics room impulse responses from 14 furnished rooms; because the speech is newly recorded and the test waveforms are never released, the corpus resists training-data contamination. Across contemporary systems, mean word error rate (WER) rises from 4.4% near-field to 41.3% in the static low-SNR condition; a moving talker adds a small but consistent penalty at matched SNR; and on the office-lab pair, measured and simulated WER agree to within about 1.7 pp on average. These results support high-fidelity simulation as a scalable proxy for measured far-field evaluation under the conditions we test.
PowerSim: Differentiable Physics Simulation and Rendering with Power Diagrams
We introduce PowerSim, a method to bring physically grounded, differentiable dynamics to PowerFoam's power diagram based 3D representation. PowerSim directly couples a pre-trained PowerFoam scene to the Material Point Method (MPM) by exploiting a natural alignment between the two: the geometric and appearance properties of each primitive correspond closely to the quantities MPM already tracks as an object deforms. Consequently, simulated motion can drive the scene's geometry and appearance directly, without an auxiliary representation in between. Built on this framework, we enable a range of applications on real and synthetic scenes: (1) simulating a static scene under user interaction, (2) recovering spatially varying material fields, (3) compositing primitives from independently captured scenes into a single simulation-ready scene and (4) ray-tracing reflections that update consistently as the object deforms. Our results suggest that PowerSim excels over previous frameworks for physically grounded dynamics, while unlocking unique advantages-such as secondary ray lighting effects on dynamic scenes. Results are best viewed on our project website: https://power-sim.github.io/.
RoboFin3D: A Sim-to-Real Platform for Robotic Surface Finishing
Grinding and sanding are fundamental processes in industrial robotic surface finishing. However, physical trials are expensive and consume workpieces, making reproducible experiments difficult. We present RoboFin3D, a sim-to-real platform built on Isaac Sim and the Newton physics engine, that provides physics-based grinding and sanding simulation for cheap and repeatable robotic surface finishing experiments. RoboFin3D utilizes a signed distance field (SDF) to model the changing geometry of the workpiece, enabling contact computation, live updates and rendering without an intermediate mesh. It additionally uses a separate surface field to model progressive surface appearance change during sanding. We also introduce WeldGen, a weld sampling module, to generate weld beads on 8,918 real-world workpiece meshes for providing diverse simulation assets. The simulation parameters are calibrated on real experimental results and our evaluation demonstrates our simulation's fidelity against the real world. We also demonstrate that simulation-generated data can be used to improve the performance of perception models. Simulation-only fine-tuning of SAM2 improves IoU for segmentation of unsanded regions from 77.15% to 84.47%, while combined synthetic and real training reaches 97.41%.
Text2Sim: Agentic Physics-Based Simulation Generation with Distilled Expertise
Creating diverse physical simulations remains labor-intensive because assets, layout, physical parameters, motion, control, and rendering must be designed and debugged jointly. We present Text2Sim, a simulation-specialized agentic pipeline that converts a text-only request into an executable, editable dynamic case. Built on Genesis, Text2Sim uses a hierarchical agentic structure that combines a Planner with specialized Writers, asset-generation tools, and an independent Critic. Compact skills (Debug Cards) distilled from graphics demonstrations provide role-specific physical guidance for execution-based repair. We evaluate physical quality, visual quality, and human preference on 42 held-out prompts spanning rigid, articulated, deformable, and cloth phenomena, with a paper-level split between experience construction and evaluation. We design automatic physical and visual scorers to evaluate the quality of the results, and Text2Sim achieves higher scores than all four state-of-the-art baselines on both metrics. In blinded user studies with these baselines, significantly more participants prefer Text2Sim than prefer the baselines, which is consistent with the results from our automatic scorers. The pipeline also supports a broad range of downstream applications; we select dataset construction and extension to multimodal input as two representative examples. We will release the code, the Debug Card library, and a dataset of generated cases, each pairing the text prompt and rendered video with the executable program, assets, physical parameters, controls, and recorded states.
GPUPhysBench: Benchmarking Coding Agents for Correct and Efficient GPU Physics Simulation
Writing fast GPU code for physical simulation is difficult: implementations must preserve numerical accuracy while handling irregular data access, synchronization, and iterative solvers. We introduce GPUPhysBench, a benchmark of 50 tasks testing whether coding agents can meet these demands. Tasks cover fluids, deformable solids, and granular materials, from individual simulation operators to complete simulators. Agents write, compile, test, and optimize GPU code with access to a NVIDIA GPU under fixed time budgets. We report pass rates and runtime performance relative to expert-optimized reference implementations. In a single-attempt evaluation of six frontier model-harness pairs, the two strongest pass all 50 tasks, but even the fastest reaches at least 0.9 the reference speed on only 22% of them, and no submission is more than 5% faster than the reference. The largest gaps arise in collision detection, constraint solving, and iterative solvers. GPUPhysBench brings physical simulation workloads to coding-agent evaluation, testing both the ability to implement numerical methods correctly and the ability to make them run efficiently.
MechReasoner: A Simulator and Benchmark for Mechanistic Reasoning in Qualitative Physics
This work introduces MechReasoner, a mechanistic qualitative simulator grounded in confluence-based qualitative physics, together with a benchmark for mechanistic inference. Current large language models (LLMs) generate fluent mechanistic descriptions that do not reliably follow from underlying structural and causal constraints. The benchmark tests whether answers preserve simulator-licensed ambiguity, quantified claims, episode-graph transition evidence, repairs, and trace-support judgments. Its 1,120 items are generated deterministically from admissible interpretation sets, component states, scenario restrictions, confluence constraints, and derivation steps across 18 catalog mechanisms and six task families. Each mechanism undergoes converter checks of structure and topology and behavioral checks against quantitative simulations. GPT-5.5 accuracy decreases as family-specific mechanistic complexity increases, from 76.1% in the lowest-complexity bucket (B1) to 38.0% in the highest-complexity bucket (B4). The negative association remains after controls for rendered-prompt and expected-answer length. These results show that qualitative simulators can support auditable NLP benchmarks for mechanistic inference.
AtomWorld-Mem: Memory-Restored World States for Long-Horizon Atomistic Evolution
High-fidelity atomistic evolution over long timescales requires more than observing the current crystal configuration. Instantaneous atomistic snapshots are often incomplete: locally similar configurations can correspond to different hidden dynamical contexts, future event preferences, and waiting-time scales. We argue that this snapshot ambiguity makes long-horizon atomistic evolution fundamentally a memory-based world-state restoration problem. To address this, we introduce AtomWorld-Mem, a memory-restored atomistic world model that recovers the latent world state missing from instantaneous crystal snapshots. AtomWorld-Mem treats the evolving alloy as an AtomWorld: spatial encoders write multi-scale atomistic keyframes from dense local topology and sparse long-range defect context, while short-term event memory and long-term structural memory integrate these keyframes across time to restore a future-predictive evolutionary state. The restored state is used to prioritize legal vacancy-mediated events under single-event Kinetic Monte Carlo (KMC) constraints, while event legality, physical execution, and residence-time updates remain governed by the underlying simulator. Empirically, AtomWorld-Mem improves long-horizon atomistic progress under fixed microscopic event budgets while maintaining high-fidelity evolution across energetic, structural, and vacancy-transport observables. It further transfers zero-shot across diverse unseen alloy-temperature AtomWorlds, suggesting that the learned memory-restoration mechanism captures reusable principles of hidden-state inference rather than a system-specific local energy heuristic. These results position memory-restored world-state modeling as a promising route toward efficient, physically grounded, and transferable atomistic evolution.
Contact-Stable Deformable Tissue Simulation Using Implicit Integration and Live-Pose Grasp Constraints for Laparoscopic Surgery Robot Policy Evaluation
Closed-loop evaluation of surgical robots requires tissue that deforms, can be grasped and lifted, and reproduces the anatomy in which the robot will operate. We present a simulator in which this tissue is reconstructed from a fixed-view RGB-D recording of the surgical field, composited to remove the instruments, closed into watertight volumes and tetrahedralised; the pipeline was applied unchanged to three specimens of two species (thirteen organs, 146,061 tetrahedra, no inverted elements). For one specimen, the organs are placed in a bimanual cell in which two Franka FR3 arms operate motorised instruments through 6 mm trocars. The core contribution is the numerical and contact design that keeps this cell stable: implicit integration, simulation meshes separate from collision meshes, numerical guards, and a grasp constraint captured at the live tissue pose. In 45 repeated grasp-lifts, a friction grasp held the tissue in 0 of 15 trials and each constraint grasp in 13 of 15; on displaced tissue, a rest-pose constraint produced one-step snaps of up to 17.8 mm, which live-pose capture eliminates. Against the recording, front-surface depth error is 1.33 to 1.41 mm, organ silhouette IoU is 0.80, and in five grasp-lifts reproduced from video the landmark displacement RMSE is 11.8 mm against 14.2 mm for a static prediction. Biofidelity is not claimed; the environment is intended for closed-loop feasibility, safety, contact and policy screening.
S4R: Scaling for Rigid-Body Interpenetration Resolution
Rigid-body interpenetration frequently occurs in procedurally assembled and generated scenes and must be removed before downstream applications such as physical simulation. We present S4R (Scaling for Rigid-Body Interpenetration Resolution), a scale-continuation method for static interpenetration repair. S4R first uniformly shrinks each body about a fixed reference center to a small initial scale, at which the layout is penetration-free, and then restores full scale through a sequence of minimum-norm convex contact quadratic programs (QPs) that target the linearized separation margin during continuation. Resolution thereby replaces one deep correction with a sequence of shallow-contact subproblems. A conservative scale-event bound and frozen-witness gap predictions cut the number of exact mesh queries; the continuation then ends with a full-scale evaluator check and bounded tail refinement. We evaluate S4R on Kubric, HY3D-Bench, and Thingi10K using a shared mesh-level evaluator and a unified per-scene timing protocol. In the main comparisons on all three benchmarks, up to N=5000 bodies, S4R reaches zero reported penetration with displacement that stays small and nearly independent of scene size, and at the lowest wall time within each hardware tier among the compared methods. A GPU implementation extends these results to large-scale scenes. Our code and data can be found on our project page: https://frank-zy-dou.github.io/projects/S4R/index.html.
Cross-Anatomy Transfer Versus Sparse Interpolation in Digital-Twin-Oriented Aortic Fluid-Structure Interaction Surrogates
Surrogate credibility for fluid-structure interac- tion (FSI) requires distinguishing transfer across independent anatomies from interpolation within an already sampled surface. Four de-identified human aortic models from the Vascular Model Repository were reconstructed into separate lumen and nominal 1.5-mm wall domains and analyzed under matched first-cycle two-way FSI. A geometry-only LightGBM prior, selected by leave-one-anatomy-out development on three anatomies, was zero-shot evaluated on a fourth, then probed with a post-zero- shot sparse field-completion case study over six targets. Zero-shot transfer was poor across all targets. At a five-percent anchor level (203 anchors, 3,852 evaluation nodes), prior-plus-adaptation reached an oscillatory shear index (OSI) R2 of 0.603. However, same-anchor controls tuned only on the three development anatomies were stronger for several outcomes: inverse-distance weighting reached R2 = 0.829 (OSI), 0.617 (peak von Mises stress), 0.676 (mean stress); radial basis function interpolation reached 0.917, 0.714, 0.778. Sparse within-anatomy labels thus support field completion, but this four-anatomy cohort gives no evidence the cross-anatomy prior adds value beyond direct interpolation. We frame this as a first computational stage toward a measurement-linked digital twin: the surrogate/update layer is evaluated here, while larger cohorts, converged FSI, measurable patient-side inputs, and physics-informed learning remain future work, not a claim of a complete clinical twin. Our code, data and computation files are available at https://github. com/ali-nourbakhsh2005/Aortic-FSI-Sparse-Field-Completion
Fast BIB simulation at a future Muon Collider with generative machine learning
Beam-induced background (BIB) from muon decay products will be an overwhelming and unavoidable background at a future Muon Collider. In order to develop robust event reconstruction algorithms, we need large amounts of accurate BIB simulation to test on. BIB simulation is currently compute-limited: the simulated sample presently used for BIB overlay, which statistically represents approximately of a single unique event's worth of simulated BIB, requires on the order of HS23hours to generate and occupies approximately GB on disk. In this work, we develop the first machine learning models for fast BIB generation in tracking detectors. We consider two classes of architectures: a slower but higher-fidelity tabular diffusion model, and a faster but lower fidelity circular spline flow model. We find that both classes of architectures produce BIB hits and tracks that closely resemble those of available full simulation hits and tracks, and that the machine learning models can produce BIB in over an order of magnitude less time than what is needed to produce full simulation BIB. We release the model weights with the paper so that the Muon Collider community can use these fast BIB hits for future R&D.
Physics-Guided Synthetic High-Frequency Ultrasound Generation for Skin Layer Segmentation
High-frequency ultrasound (HFUS) enables noninvasive visualization of superficial skin structures, but automated skin-layer analysis is limited by the scarcity of densely annotated data. Existing real HFUS datasets commonly provide annotations for superficial targets such as the epidermis and subepidermal low-echogenic band (SLEB), while dense labels for deeper structures such as dermis, subcutaneous tissue, fascia, and muscle are rarely available. We propose a physics-guided synthetic HFUS generation framework for skin layer segmentation. The framework constructs multilayer acoustic skin phantoms, assigns layer dependent acoustic properties, and uses k-Wave simulation to generate paired synthetic HFUS images, dense layer masks, and simulation metadata. To evaluate whether the generated data provide transferable supervision, we use it for downstream segmentation pretraining and fine-tune the models on real Mendeley HFUS data. Synthetic pretraining followed by real fine-tuning achieved real-domain performance comparable to real-only training and improved mean Dice/IoU in three of four evaluated trainable architectures. These results suggest that physics-guided synthetic HFUS images contain transferable anatomical and textural cues for real-domain skin layer segmentation, although further reduction of the synthetic-real appearance gap is needed to enable greater gains. The code and data are available at: https://github.com/Finn-02/synthetic-hfus-skin-layer-segmentation.
RealSimLoop: Online Real-to-Sim Adaptation via Differentiable Reduced-Order Simulation with Vision Feedback
Real-world observations of deformable objects are often sparse or surface-level, while downstream tasks require hidden physical quantities such as internal deformation, stress fields, and interaction forces. Physics-based simulation can recover these quantities, but online real-to-sim adaptation remains challenging due to costly full-space optimization, limited feedback, and time-varying material properties. To address these challenges, we propose RealSimLoop, a differentiable framework for online real-to-sim adaptation using vision data as physical feedback. Our approach achieves quasi-real-time performance by executing differentiable simulation within a reduced-order neural subspace, drastically accelerating the optimization loop. We couple this efficient dynamics model with differentiable rendering, enabling direct gradient backpropagation that leverages high-fidelity pixel data to refine physical parameters such as material stiffness. Furthermore, by employing a sliding-window objective function, RealSimLoop enables robust online adaptation, allowing the system to track time-varying material properties and effectively bridge the real-to-sim gap arising from model reduction or unmodeled dynamics. Extensive experiments demonstrate that our method outperforms conventional offline methods, and we validate the framework's versatility in downstream applications, including external force prediction and 3D stress field reconstruction with novel view synthesis.
InstantMimic: A High Performance System for Learning Physics-based Skills in Seconds
Physics-based character control is a long-standing challenge in computer graphics and robotics, requiring policies that satisfy complex dynamics while producing realistic motion. Recent Deep RL approaches, particularly imitation learning methods such as DeepMimic, have had broad impact beyond animation, influencing robotics by enabling agile and expressive behaviors. While these approaches achieve impressive results, they remain computationally inefficient to train in practice. Despite GPU-accelerated simulation, we find that end-to-end pipelines often underutilize hardware due to overheads outside the physics solver, caused by fragmented GPU kernels and CPU memory access in the critical path. We present InstantMimic, a system that addresses these inefficiencies by making the entire training loop GPU-native. Built on a GPU-native physics backend, our unified pipeline integrates simulation, environment computation, policy inference, and policy updates within a single execution flow. As a result, InstantMimic reduces training time for diverse physics-based skills to a few seconds and makes LLM-agent-driven hyperparameter search practical.
Ostrich: Taking Large Strides Through Stiff Contact in Differentiable Dynamics
Three properties determine whether a differentiable simulator can drive gradient-based optimization through contact: simulation accuracy, gradient reliability, and per-iteration cost. Tape-based engines such as MJX and Newton Semi-Implicit require timesteps small enough to keep contacts numerically tractable, and their backpropagation memory grows linearly with the number of timesteps T. Surrogate models bound memory by approximating contact away, but the resulting gradients lose the geometry the optimization depends on. We present Ostrich, a GPU-accelerated rigid-body simulator that resolves hard contacts and friction with non-smooth Newton iteration at large timesteps (h ~ 0.1 s), and differentiates the converged residual via the implicit function theorem, reusing the forward Schur complement to compute the adjoint at O(1) memory per timestep. On real-robot trajectories over a pallet obstacle, Ostrich holds MuJoCo's sim-to-real accuracy up to a 50x larger timestep. Its gradients converge from random initializations where MJX descends slowly and Newton Semi-Implicit stalls; a warm iteration runs 211x faster than MJX's and 4.7x faster than Semi-Implicit's. On the same scene Ostrich differentiates 8,192 parallel worlds on a single 24 GB GPU, sustaining 29x checkpointed MJX's optimization throughput; without checkpointing both baselines exhaust memory at far fewer worlds. We close with a gradient-based trajectory optimization demonstration over triangle-mesh terrain across a 10 s horizon, a setting where prior engines either restrict to primitive geometry or face the convergence and memory limits shown above.
PhysReal: Learning Real-World Deformable Object Physics via Hybrid Constitutive Modeling
Learning physically plausible dynamics from visual observations is essential for interactive world models and embodied agents. However, modeling real-world deformable objects remains challenging because their dynamics often arise from complex, spatially heterogeneous material responses. To address this challenge, we propose PhysReal, a video-driven framework for learning and simulating the underlying physics of real deformable objects. PhysReal integrates a spatially varying hybrid expert-neural constitutive model with a differentiable MPM simulator and 3DGS renderer. Analytical expert models provide interpretable physical priors, while neural constitutive residuals capture material responses beyond predefined formulations. Spatially distributed patches parameterize the constitutive field, enabling a continuous representation of local material variations. To organize the identification of this model from sparse visual observations, we adopt a progressive curriculum that sequentially optimizes global material properties, spatially varying local parameters, and neural constitutive residuals, together with complementary motion and mask supervision. Extensive experiments on diverse deformable-object interactions demonstrate that PhysReal achieves superior performance in dynamic reconstruction and future-state prediction, while showing strong potential for downstream robotic applications.
SMaRT-Tug: Structured Multi-Agent Reinforcement Learning for Physics-Based Tugboat-Barge Collaborative Manipulation
Autonomous tugboating is central for automating maritime operations such as port logistics and vessel maneuvering, where multiple tugboats must cooperatively transport/manipulate a larger vessel. Collaborative pushing in this setting is challenging due to coupled hydrodynamics, low resistance, strong environmental disturbances, underactuated barge dynamics, and contact-rich interactions. Conventional control methods often rely on simplified models and fixed configurations, which limit their adaptability, while learning-based approaches are constrained by the lack of scalable and physically realistic training environments. We address these challenges by introducing a physics-based, GPU-accelerated simulation and learning framework for collaborative tugboat manipulation. Our simulator incorporates a customized buoyancy model, wave modeling, and hydrodynamic resistance, and supports large-scale multi-agent training under marine dynamics. In this simulator, we train a decentralized MAPPO (Multi-Agent PPO) policy augmented with a structured control prior (SCP) to improve training stability and maintain feasible pushing configurations. We evaluate our learned policy on straight-line transit, turning, and deceleration tasks, where we show that our decentralized framework yields more reliable and accurate maneuvering performance compared to a PID-based controller and a centralized PPO baseline. We further demonstrate zero-shot generalization to more challenging sea states and advanced maneuvers, as well as zero-shot scalability to larger teams of three and four tugboats despite training with only two agents.
PhysMAS: Physics-Grounded Multi-Agent Synthesis of Compositional 4D Gaussians
Efficient, fully automatic, and physically plausible 4D Gaussian synthesis is an important goal for dynamic scene generation. Recent physics-based methods couple 3D Gaussians with the Material Point Method (MPM) to generate physically driven motion, but extending this paradigm to heterogeneous multi-part objects and interacting multi-object scenes remains challenging. Object-level physical assignment collapses distinct parts into a single material state, while one-shot predictions from large language models, vision-language models, or agents neither reliably bind different materials to identified parts nor verify that the resulting MPM configuration is executable. Score Distillation Sampling (SDS)-based parameter optimization, meanwhile, requires repeated per-scene score evaluations and gradient backpropagation, incurring lengthy optimization and potentially yielding suboptimal or unstable solutions. We therefore present PhysMAS, a physics-grounded multi-agent framework. From a motion prompt and four scene views, an Object-Part Scene Agent establishes persistent identities and calls a Material Reasoning Agent for part-wise profiles. It invokes solver-aware skills to bind these identities and profiles to per-particle MPM fields and execute all objects in a shared domain; the framework then screens candidate forward-simulation results. This supports heterogeneous multi-part and interacting multi-object scenes without per-scene diffusion-score backpropagation. Extensive experiments demonstrate that, compared with recent physics-based 4D Gaussian baselines that rely on SDS, PhysMAS achieves better semantic alignment and perceived physical plausibility while requiring less runtime.
Computing stable configurations of confined smectic liquid crystals with a deep variational framework
Smectic liquid crystals are layered liquid-crystalline phases characterized by orientational order and periodic density modulation. Although their structures can be modeled using continuum theories, computing stable configurations remains challenging in complex geometries, particularly when the high-frequency density modulations associated with smectic layering should be resolved. We propose a deep variational framework (DVF) for computing these configurations within the modified Landau--de Gennes model, in which the coupled orientational and positional order parameters are represented on a regular reference domain while physical confinement is incorporated through coordinate mappings. A warmup penalty mitigates the spectral bias of neural networks toward smooth, nonlayered fields, enabling robust recovery of oscillatory smectic states. Comparisons with a neural-network baseline and finite-difference relaxation demonstrate the essential role of this penalty and the numerical stability of the resulting layered states. The DVF reproduces experimentally established smectic-A defect structures and layer morphologies across diverse confinement geometries and further predicts a chevron-like smectic-C state in a tangent-anchored sphere. Together, these results demonstrate the applicability of the DVF to computing stable smectic configurations across experimentally relevant confinement geometries and anchoring conditions.
Generative Nested Sampling of Atomistic Thermodynamic Landscapes
Nested sampling (NS) resolves the thermodynamics of an atomistic system from a single simulation, but its practical reach is limited by the Markov-chain updates needed to decorrelate walkers within each likelihood-constrained ensemble. Flow-based NS has reduced this bottleneck for gravitational-wave (GW) inference, yet its transfer to atomistic systems is not merely a change of application. Comparing a GW150914-like binary-black-hole likelihood with an eight-particle two-dimensional Lennard-Jones (LJ) system of comparable dimensionality, we show that the two landscapes differ fundamentally: atomistic multimodality is discrete and combinatorial, generated by particle permutations separated by hard collision walls, and its coordinate coupling is dense and collective, whereas the GW posterior exhibits smooth degeneracies and localized parameter coupling. Guided by this diagnosis, we introduce NS-Flows: a single conditional normalizing flow, conditioned on the NS energy bound and trained on a sliding window of recent live sets, that replaces MCMC by direct parallel draws corrected by importance-weighted rejection resampling. Live sets supply the data self-consistently, allowing flow training without structured priors or a pre-existing dataset. For LJ disks under periodic boundary conditions, the algorithm can reduce energy evaluations by two orders of magnitude and wall-clock time by about 30%, an advantage that becomes more favorable as the cost of the potential grows. The flow's generative efficiency further acts as a physical diagnostic: it varies non-monotonically along the annealing trajectory, is lowest in the dense disordered regime, and is quantitatively captured by the constrained ensemble's internal mode complexity together with target drift across the training window, identifying liquid-like ensembles, not prior-target separation, as the hard case for current flow architectures.
TRACE: Spatiotemporal Contact Memory Graph Network Simulator for Granular Dynamics
Learned graph simulators provide an efficient alternative to high-fidelity solvers for granular dynamics. However, granular motion depends strongly on inter-granular contact history, which is difficult to preserve when particle contacts form, break, and rearrange. Existing simulators mainly store temporal information in node features or node-level memory. Here we introduce TRACE, a graph-network simulator that stores interaction history directly on contact edges. Each edge maintains a persistent memory updated by attention-based message passing and a gated recurrent unit, while an edge-identity dictionary preserves this memory as the contact graph changes. A physics-structured decoder predicts inter-granular normal and tangential contact forces, enforces the Coulomb friction limit, and applies equal-and-opposite internal forces. The model is trained with single-step pretraining followed by autoregressive rollout fine-tuning. We evaluate TRACE on 2D and 3D granular column-collapse benchmarks. In both cases, TRACE produces stable, physically consistent long-horizon rollouts, closely reproducing the final deposit geometry and the kinetic energy released during collapse. Compared with graph network simulator (GNS) and node-memory graph neural simulator (NMGNS), TRACE reduces long-rollout position error by 31-62% and final-deposit error by 58-89% across the two benchmarks, while using fewer parameters and maintaining near-zero particle interpenetration. TRACE also achieves 12.2 and 8.9 speedups over the material point method (MPM) reference solver in 2D and 3D, respectively. Our code is available at https://github.com/Data-Driven-Computational-Geotechnics/TRACE.
The PUR-1 Cyber-Physical Digital Twin
Digital twin technologies have the potential to improve operational flexibility and responsiveness capabilities of nuclear systems. To provide decision support, cyber event characterization, state estimation, predictive control, and real-time dynamic processing of operational data, however, an efficient digital twin needs to integrate multiple models (data-driven as well as physics-based) with explainability while at the same time maintain two-way synchronization with the physical facility at a time constant less than its operational cycle. In this work, we present the Purdue University Reactor One Digital Twin (PUR-1 DT), a cyber-physical digital twin with a complete high-fidelity physics-based and AI-driven virtual model stack (neutronics, thermal-hydraulics, point kinetics) which provides closed-loop explainable diagnostics, forecasting, predictive control, and action recommendation back to the reactor via two-way communications and a cyber-physical testbed. We demonstrate real-time synchronized state estimation and short-term forecasting over a full reactor operational cycle and conduct a series of benchmarking experiments to validate accuracy and latency. Our results show good agreement with experimental results and lay the groundwork for further development and experimental demonstration of DT-enabled functionalities in real-world facilities.
System Identification of Admittance Models for Large Real-World Objects
Simulation of admittance-type models requires physically consistent dynamic models that are rarely available for off-the-shelf, everyday objects, limiting the fidelity of haptic interfaces that rely on such simulations. This paper presents the first complete workflow for producing physically consistent models of large real-world objects with various constraints and mechanisms, guaranteeing physical consistency of inertia and friction parameters. The workflow separates each object and identifies the handle and body in two stages, requiring no torque sensors at hinges, axles, or other constrained joints. Models are produced for a heavy, closer-actuated door and a wheelbarrow, representing objects of differing constraint types and model complexity. The door is modeled using four-bar linkage kinematics and a fluid dynamics-based lumped parameter model including opening, backcheck, swing, and latch zones. The wheelbarrow is modeled as a rigid body with a spherical wheel and no slip during rolling. Handle estimation RMS errors were below 0.64 N and 0.042 Nm across both objects. Door body estimation had RMS error of 2.19 Nm and wheelbarrow body estimation had RMS error of 6.77 Nm.
CRESSim-Neo: A Batched GPU Simulation Engine for Surgical Robotics and Robot Learning
We introduce CRESSim-Neo, a batched GPU simulation engine for surgical robotics and robot learning. CRESSim-Neo combines position-based simulation of rigid bodies, deformable tissues, fluids, and strands with batched rendering, surgery-specific sensing, and a GPU-resident data pipeline. The engine supports applications including tissue manipulation, fluid suction, suturing, cable-driven robots, and ultrasound image synthesis. Direct access to physics and rendering buffers enables GPU-resident robot learning and zero-copy PyTorch integration using DLPack. We demonstrate CRESSim-Neo across rigid-body, deformable-body, and fluid simulation tasks, including vision-based and surgical robot-learning scenarios. On an NVIDIA RTX 4090, the engine achieves up to 2.03 million environment steps per second for 8192 parallel CartPole environments, and scales to batched surgical scenarios involving tissue deformation, fluid interaction, and ultrasound sensing. Overall, CRESSim-Neo provides a unified and scalable platform for surgical simulation, synthetic data generation, and surgical robot learning.
Differentiate the Solver, Not the Equation: Reverse-Sweep Adjoints for Block Implicit Simulation
Differentiable simulation is a key component in learning, control, and inverse problems, where gradients through nonlinear implicit solvers are required. Existing approaches either rely on unrolled automatic differentiation, whose memory grows with solver depth, or on equation-level implicit differentiation, which assembles global Jacobians and solves large sparse adjoint systems, discarding the locality of the forward solver -- and differentiating the converged equation rather than the finite computation that actually ran. We propose solver-level differentiation, which differentiates the executed solver itself. When a solver is composed of block implicit updates, its discrete adjoint is obtained by applying the corresponding adjoint updates in reverse order, yielding a reverse-sweep formulation whose backward pass mirrors the forward solver. From an operator perspective, the forward pass realizes an approximate inverse through ordered local solves, and the backward applies its transpose through reverse local adjoint solves, constructing no global system. We instantiate this idea on Vertex Block Descent, yielding a differentiable solver whose reverse colored Gauss-Seidel sweeps are composed entirely of local adjoint solves. The backward matches automatic differentiation through the identical executed forward to machine precision at every solver depth, where the equation-level adjoint is off by 37% after one sweep; in a controlled same-codebase, same-GPU comparison it is 33x faster and uses 71x less memory than unrolled automatic differentiation; and the same construction is exact on projective dynamics and extended position-based dynamics. We scale differentiable elastodynamics to contact-coupled soft bodies (8M vertices) on one GPU. Overall, this work highlights solver structure as a practical organizing principle for efficient differentiable simulation.