Synthetic Data Generation for Robotics

Latest papers 196

Jun 5, 2026cs.CV

Dash2Sim: Closed-Loop Driving Simulation from in-the-wild Dashcam Videos

Self-driving simulations typically rely on data collected in a small number of cities or on hand-authored synthetic scenarios. Dashcam videos cover a far broader range of locations and situations, including rare or long-tailed scenarios. They are considered less usable for simulation because it is difficult to recover accurate 4D scenes from monocular in-the-wild videos. Work zones are one such class of long-tailed situations that dashcams capture. We present Dash2Sim, a framework that turns in-the-wild monocular dashcam videos into metric, geo-referenced 4D driving logs compatible with existing simulators, and verifies eachone against an independently maintained map without annotations. We apply Dash2Sim to a large video corpus to create the ROADWork4D benchmark dataset, which spans 4,244 scenes with 2.7M 3D objects across 17 cities. On a verified subset ROADWork4D-CL (2,201 scenes), we study privileged closed-loop planners and find that work zone scenarios are difficult: while rule-based and hybrid planners generalize better than learning-based ones, all fall short, failing to make the lane changes that temporary work zone channels require. Beyond planning, dense depth recovered by Dash2Sim improves novel-view synthesis quality by up to 19% on perceptual metrics, suggesting its potential to provide rich conditioning for closed-loop sensor simulation from monocular videos.
Jun 5, 2026cs.RO

Task Editing for Generalizable 3D Visuomotor Policy Learning

3D visuomotor policies offer a promising direction for complex robotic manipulation, as depth maps and point clouds provide rich geometric information for spatial reasoning. However, their success often depends on large-scale real-world demonstrations, which are costly and time-consuming to collect. To this end, existing methods commonly use demonstration generation strategies to improve data efficiency by applying object-centric transformations to human-collected demonstrations, such as varying object poses or scales. While effective for local variation, these transformations largely preserve the original scene structure and skill sequence, limiting their ability to synthesize diverse scene-skill-object combinations for complex tasks. In this paper, we propose Task-Edit, a novel demonstration generation framework that generates diverse trajectories from a task-centric editing perspective. The key insight of Task-Edit is to decompose a task into scene, skill and object components, and flexibly recombine them. In this way, Task-Edit enables scalable demonstration generation and significantly improves generalization for long-horizon manipulation tasks. We evaluate Task-Edit through extensive real-world experiments and demonstrate three advantages: (1) Effectiveness: Task-Edit significantly improves 3D visuomotor policies across various real-world tasks and robot embodiments. (2) Generalizability: Task-Edit improves model generalization across different scenario setups. (3) Applicability: Task-Edit enables models to handle scenarios that are difficult to collect in the real world, including disturbance resistance, obstacle avoidance and unseen cluttered scenes.
Jun 4, 2026cs.CV

HomeWorld: A Unified Floorplan-to-Furnished Framework for Generating Controllable, Densely Interactive Whole-Home Scenes

Indoor scene generation is crucial for robot simulation and modern interior design. However, complex layouts together with scarce 3D scene data make learning-based generation challenging. Existing methods often rely on hand-crafted rules or focus on isolated sub-tasks (e.g., floorplan synthesis or single-room furnishing), producing whole-home scenes that lack global coherence, realism, and simulation readiness. To mitigate these limitations, we propose a unified hierarchical framework that decomposes indoor scene synthesis into controllable stages. First, we curate a large-scale dataset of 300K real residential floorplans to train a large language model for whole-home floorplan generation. With detailed descriptions and a K-D tree-based representation, our method enables fine-grained, controllable whole-home floorplan generation. Building upon the generated whole-home floorplan, we leverage image generation models to draft furniture layouts from multi-level roaming viewpoints, and then generate the layouts of small manipulable objects on different supporting surfaces (e.g., cabinets, desks, and dining tables) for embodied AI simulation. During furniture and object layout generation, a VLM-based refiner iteratively corrects furniture and object placement, and a 3D generative model enables flexible replacement of individual assets. We further attach basic physical attributes and simple surface texture and lighting setups to complete the pipeline for embodied AI use. Experiments and user studies demonstrate that our pipeline produces indoor spaces with greater layout diversity and stronger 3D design appeal, outperforming prior methods on both quantitative and qualitative metrics. Finally, alongside our generation pipeline, we will release the floorplan dataset and 5K fully furnished scenes to the community. Project Page: https://kairos-homeworld.github.io/
Jun 4, 2026cs.CV

Synthetic Data Generation and Vision-based Wrinkle and Keypoint Detection for Bimanual Cloth Manipulation

Robotic manipulation of textiles remains challenging because continuous deformation and self-occlusions hinder the robust visual perception required to estimate the cloth's state. To address the lack of annotated real-world data, we developed a Blender-based synthetic pipeline exporting auto-annotated keypoints, and combined manually labeled renders with real-world data to train a wrinkle detector. We present a perception framework integrating a CNN for permutation-invariant keypoint detection and a YOLOv8-OpenCV pipeline to extract grasping points from structural wrinkles. A proposed bimanual algorithm uses this system to stretch fully folded garments via wrinkles, transitioning to keypoint-based ironing once corners emerge. The keypoint model achieves a Mean Position Error (MPE) of 1.7615 pixels. The perception system transfers to physical fabrics without fine-tuning, outperforming baselines that fail in high-occlusion states or yield false positives on severe folds.
Jun 4, 2026cs.RO

Towards a Data Flywheel for Embodied Intelligence in Logistics

Embodied intelligence is moving from laboratory demonstrations toward industrial deployment, with the logistics industry serving as a key application scenario. Learning-based policies offer a promising path beyond traditional perception-planning-control pipelines, but their scalability depends on how embodied data can be collected, organized, and reused. This research studies a data-centric framework for industrial embodied intelligence by constructing a logistics data flywheel. Our framework converts daily operations into reusable data assets, uses World Models to generate reliable supervision for long-tail parcel manipulation, and feeds deployment feedback back into policy improvement. As an initial result, \textit{WM-DAgger} introduces a World-Model-based data aggregation framework that synthesizes out-of-distribution recovery data for robust imitation learning. Building on this result, ongoing work explores how large-scale in-the-wild multimodal data, including labeled human demonstrations, unlabeled operational videos, and system-level robot logs, can be aligned for policy learning and transformed into feedback for continual system improvement.
Jun 4, 2026cs.RO

Learning of Robot Safety Policies via Adversarial Synthetic Scenarios

In this work, we propose an agentic gamification framework for hazard-informed learning of robot safety policies through synthetic scenarios. We model scenario generation as an adversarial game between two agents: a Red Team that explores the space of potential failures by constructing hazardous situations, and a Blue Team that incrementally refines safety policies to prevent them. This iterative process enables efficient discovery of high-risk edge cases that are unlikely to be captured through random simulation or manual enumeration. By combining classical risk modeling with adversarial scenario generation and modern learning paradigms, this work provides a scalable pathway for embedding safety into Physical AI systems operating in complex real-world environments. The paper describes ongoing work. The contribution is a problem formulation and a proposed solution architecture.
Jun 3, 2026cs.RO

GRAIL: Generating Humanoid Loco-Manipulation from 3D Assets and Video Priors

Scaling humanoid loco-manipulation requires robot-compatible demonstrations across diverse objects, whole-body motions, and scene geometries, but teleoperation and motion capture are difficult to scale because each collection depends on physical setups, instrumented actors, and robot operation. We present GRAIL, a digital generation pipeline that remains fully virtual until deployment: it composes 3D assets, simulator-ready scenes, and priors from video foundation models (VFMs) to synthesize interactions without rebuilding physical environments or teleoperating the robot. Rather than reconstructing unconstrained in-the-wild videos, GRAIL starts from fully specified 3D configurations in which object geometry, camera parameters, metric scale, environment depth, and a robot-proportioned character are known before video generation and reused during reconstruction. This privileged setup better conditions 4D recovery, allowing model-based object tracking, human motion estimation, and interaction-aware optimization to reconstruct metric 4D human-object interaction (HOI) trajectories with reduced depth ambiguity and morphology mismatch. We retarget the recovered motions to a humanoid robot and train complementary task-general trackers: an object-aware latent adaptor for manipulation and a scene-aware tracker for terrain traversal. GRAIL produces over 20,000 sequences spanning pick-up, object manipulation, sitting, and terrain traversal. Using only GRAIL-generated data, we train egocentric visual policies through a sim-to-real pipeline and deploy them on a Unitree G1 humanoid, achieving 84% real-world success on diverse object pick-up and 90% success on stair-climbing.
Jun 3, 2026eess.IV

Scaling Datasets for Multi-Sensor, Multi-Agent, and Multi-Domain Learning in Autonomous Systems

Existing datasets cannot support large-scale learning in multi-agent, multi-sensor, or multi-domain autonomy, where diversity and coordination are essential. We present a modular dataset generation pipeline that creates terabyte-scale, ground-truth-labeled data for ground, aerial, and infrastructure-based systems using the AVstack framework and CARLA simulator. Supporting single- and multi-agent configurations with flexible sensor suites, the pipeline enables controllable experimentation across challenging conditions. Representative perception and fusion studies show how generated data can support application-specific training and collaborative autonomy.
Jun 2, 2026cs.CV

Unified Video-Action Joint Denoising for Dexterous Action and Data Generation

Recent world action models leverage video foundation models by aligning broad visual-dynamics priors with executable robot actions. We revisit this alignment from a distributional perspective. Existing formulations typically narrow the aligned prior into an observation-conditioned policy distribution over future actions. In contrast, we keep the distribution broader by modeling the joint space of interaction videos and executable hand trajectories under multiple conditioning regimes. We propose Donk, a unified video-action denoising model for dexterous hands. With language, an initial image, and the initial hand state, Donk samples future videos and bimanual MANO trajectories as an action policy. Without the image condition, the same denoising architecture samples paired video-action rollouts from a text-conditioned distribution, turning the aligned video prior into a data engine. Across action, video, and text-only generation evaluations, Donk improves dexterous trajectory accuracy, preserves strong video fidelity, and produces smooth text-conditioned action rollouts under the same unified training recipe.
Jun 2, 2026cs.RO

NVIDIA Isaac Sim: Enabling Scalable, GPU-Accelerated Simulation for Robotics

Simulation has become a core infrastructure for robotics research. Unlike previous simulators, NVIDIA Isaac Sim leverages GPU acceleration to enable large-scale parallel training and physics-accurate modeling. Its synthetic data generation pipeline alleviates the scarcity of high-quality training data, supporting data-driven robot learning and large-scale simulation-centric experimentation. However, existing surveys often treat it as one simulator among many, without a systematic analysis of its architectural characteristics, usage patterns, and limitations. This survey reviews Isaac Sim from system and application perspectives, outlining its architecture and comparing it with widely used simulators. We analyze representative studies across five major domains and summarize common usage patterns, particularly in data generation and high-fidelity simulation. We also outline key future directions and challenges, including physics open-world learning, simulation-centric training and practical usability constraints.
Jun 1, 2026cs.RO

RoboDream: Compositional World Models for Scalable Robot Data Synthesis

Scaling robot learning requires large-scale, diverse demonstrations, yet real-world data collection via teleoperation remains prohibitively expensive and time-consuming. While video diffusion models offer a promising avenue for data scaling, existing generative approaches are often limited to superficial visual augmentation, or suffer from embodiment hallucinations that yield physically infeasible motions. We present a generalizable embodiment-centric world model that achieves scalable data generation by synthesizing photorealistic demonstrations with novel objects, in novel scenes, and from novel viewpoints. Our approach anchors generation to rendered robot motion while conditioning on explicit scene and object priors, effectively decoupling trajectory execution from environment synthesis. This formulation has the potential to unlock two powerful data scaling capabilities: (1) retrieval and rebirth, which repurposes existing trajectories into entirely new contexts without new motion data; and (2) prop-free teleoperation, where operators manipulate empty air and the model hallucinates the target objects and scene afterwards, eliminating reset time. We demonstrate with real-world experiments that our generated data consistently improves downstream policy performance and significantly reduces real-world data requirements across diverse manipulation tasks.
Jun 1, 2026cs.RO

A Simulation Platform for Flapping-Wing Vehicles

Flapping-wing aerial vehicles (FWAVs) demonstrate remarkable agility but face substantial autonomy challenges due to their high sensitivity to aerodynamic disturbances and limited sensor payload capacity. Current simulation platforms typically rely on oversimplified laminar flow assumptions and idealized sensor models, failing to capture the complex turbulence patterns and perceptual limitations encountered in real-world operation. This simulation-to-reality discrepancy significantly impedes the development of robust autonomy systems for FWAVs. We introduce FWAV-Sim, a high-fidelity Unity-based simulation framework that integrates: (1) a composite aerodynamic model combining quasi-steady blade-element theory with bluff-body drag effects, (2) spatiotemporally correlated turbulence generation through fractal noise synthesis, and (3) realistic sensor simulation including noisy IMU measurements, LiDAR point clouds, and RGB camera feeds. Our platform enables scalable generation of synchronized datasets containing ground-truth vehicle states, aerodynamic forces, turbulent wind fields, and multi-modal sensor streams. Experimental validation demonstrates that autonomy pipelines (including both controllers and perception systems) developed in FWAV-Sim exhibit significantly improved simulation capability, thereby advancing the outstanding performance in simulation-based development for flapping-wing aerial systems.
May 31, 2026cs.RO

Crazyflow: An Accurate, GPU-Accelerated, Differentiable Drone Simulator in JAX

High-quality, large-scale synthetic data from simulations is becoming a cornerstone for pushing the capabilities of robot algorithms. While aerial robotics simulators have evolved to support specialized needs such as fidelity, differentiability, and swarms independently, a unified platform that can synthesize data across all these domains is missing. In this work, we propose Crazyflow, a simulator designed to push the limits of aerial-robotics algorithm development, from model-based to data-driven methods, gradient-based to sampling-based approaches, and single-agent to multi-agent systems. Compared to existing state-of-the-art drone simulators, it achieves speeds more than an order of magnitude faster for a single drone and can simulate thousands of swarms of 4000 drones each. Real-world experiments show Crazyflow supports both analytical-gradient-based policy learning, achieving sub-centimeter trajectory tracking accuracy without domain randomization, and sampling-based obstacle avoidance at speeds exceeding half a billion steps per second. Breaking the traditional train-then-deploy paradigm, we show that its unprecedented speed even enables in-flight reinforcement learning; we demonstrate this by throwing a physical drone into the air and training a recovery policy from scratch in 0.38 seconds, successfully stabilizing the drone. Crazyflow supports multiple levels of simulation abstraction, is directly compatible with all open-source Crazyflie models, and enables rapid reconfiguration across custom drone platforms and applications by providing a light-weight system identification pipeline. By pushing accuracy, speed, and differentiability simultaneously, Crazyflow serves as an open-source resource for synthetic data generation, with emerging capabilities for large-scale parallelization for online, in-execution learning and optimization, opening the door to novel algorithm development.
May 31, 2026cs.RO

LEGS: Fine-Tuning Teleop-Free VLAs for Humanoid Loco-manipulation in an Embodied Gaussian Splatting World

Training vision-language-action (VLA) policies for humanoid loco-manipulation is constrained by the high cost and complexity of collecting human teleoperation demonstrations. VLA policies fine-tuned in simulators have, until now, failed to transfer effectively in humanoid loco-manipulation tasks. We present LEGS (Loco-manipulation via Embodied Gaussian Splatting), a hybrid simulator that composites a mesh foreground (robot, objects, props) over a photorealistic 3D Gaussian Splatting (3DGS) background reconstructed from a handheld scene capture. LEGS uses a procedural motion-primitive generator to synthesize labeled demonstrations at scale without human teleoperation, and a deterministic two-stage color calibration to align the rendered 3DGS image to the robot's deployment camera. On a Unitree G1 humanoid robot, across three pick-and-place tasks of increasing whole-body difficulty and three VLA backbones (psi_0, pi_0.5, GR00T N1.6), a policy trained purely on LEGS data matches or exceeds one trained on human teleoperation demos on every experiment. It also outperforms a mesh-only simulation baseline that ablates the effect of the 3DGS background, showing that photorealistic rendering is a key enabler for synthetic data transfer. Humanoid motion is recorded independently of scene appearance in LEGS, allowing the same auto-generated demonstrations to be re-rendered under new backgrounds and object meshes--covering a new scene at more than 15x lower cost than teleoperation--to augment training data for robustness to scene variations. Under combined object-and-scene appearance shift, the policy trained on re-rendered LEGS-AUG data maintains task success while the baseline trained on teleoperation data fails entirely. Our project page is located at https://legsvla.github.io/.
May 31, 2026cs.CV

PairedGTA: Generating Driving Datasets for Controlled Photometric Shift Analysis

Evaluating the performance of visual perception systems for autonomous driving is essential to ensure reliable operation across diverse environmental scenarios. Ideally, a balanced and fair analysis across different adverse conditions would require perfectly paired images of the same scene under different weather or illumination changes. This would allow evaluating the effect of photometric shifts independently of geometry and semantic changes. Unfortunately, real-world datasets rarely provide images of the same scene under different environmental conditions, because, normally, camera pose, traffic, and locations of dynamic objects (vehicles, pedestrians, etc.) vary over time, thus yielding only coarsely paired data. To address this challenge, this work introduces a data generation framework based on a high-fidelity game engine for extracting perfectly paired images. By leveraging software APIs that communicate with the GTA game engine, the framework modifies illumination and weather conditions while preserving scene geometry, camera pose, and the identity and placement of dynamic objects. For each sampled location, it procedurally instantiates dynamic entities and renders pixel-aligned images under diverse adverse conditions. The benefit of the proposed generation framework in driving scenarios is demonstrated through a systematic analysis of semantic segmentation models, whose output degradation can be attributed more directly to photometric shifts rather than to uncontrolled semantic or geometric factors.
May 30, 2026cs.RO

SKIP: Sparse Keyframe Interpolation Paradigm for Efficient Embodied World Models

Embodied world models have emerged as a promising paradigm in robotics by predicting how robot actions affect the surrounding scene. However, the rollout inference remains computationally expensive in pixel space, as long-horizon manipulation videos typically have to be generated frame by frame. This cost cannot be easily reduced by indiscriminately dropping frames, since downstream policies rely on complete preservation of sparse task-relevant events such as approach, contact, grasp, and release. To address this challenge, we propose Sparse Keyframe Interpolation Paradigm (SKIP), an event-preserving sparse-to-dense framework that avoids dense frame-by-frame generation. SKIP first identifies task-relevant keyframes by leveraging robot-aware multimodal features. It then synthesizes only these keyframes with a sparse video diffusion model. A learned gap predictor and an action-conditioned interpolator subsequently reconstruct the missing intervals according to the robot actions. On LIBERO, SKIP generates dense rollouts 4.16×4.16\times faster than a dense baseline while improving visual fidelity and reducing aggregate FVD by 89.0%89.0\%. Importantly, SKIP-generated videos are effective policy-training data. Even when they fully replace real demonstrations, π0.5π_{0.5} success drops only 1.31.3 pp in LIBERO simulation and 6.76.7 pp on the real robot, whereas fully dense frame-by-frame generation collapses by 4848 to 5858 pp.
May 29, 2026cs.RO

RDGen: Demonstration Generation for High-Quality Robot Learning via Reinforcement Learning

Vision-Language-Action (VLA) models have emerged as a promising paradigm for general-purpose robot control. However, their performance remains fundamentally constrained by the availability of high-quality robot trajectory data. In current robot learning practice, such data are primarily collected through human teleoperation, which is labor-intensive, costly, and difficult to scale. In this paper, we propose RDGen, a sim-to-real reinforcement learning framework for generating high-quality robot demonstrations. Rather than employing reinforcement learning solely as the final control policy, RDGen leverages trained RL policies as a structured trajectory generator. The system consists of a VLM-based task parser that identifies task-relevant objects, a Grounding DINO-based object localizer, and an RL policy transferred from simulation to the real robot. Successful rollouts are then harvested as clean, high-quality demonstrations for downstream VLA training, while the simulation stage further provides a scalable source of additional trajectories at little marginal cost. Experiments on a pick-and-place task demonstrate that the transferred RL policy achieves a high task success rate. Compared with human teleoperation, RDGen produces significantly smoother trajectories and yields superior downstream VLA performance. These results indicate that RL-generated demonstrations can serve as more reliable and consistent supervisory signals for robot policy learning.
May 28, 2026cs.CV

V2XCrafter: Learning to Generate Driving Scene Across Agents

Collaborative driving systems leverage vehicle-to-everything (V2X) communication for multi-agent collaborative perception to enhance driving safety, yet they remain constrained by scarce annotated real-world V2X driving datasets and limited generalization across diverse driving conditions. While image generation technology offers a feasible solution for data augmentation, existing methods tailored for single-vehicle multi-view scenarios face two fundamental challenges in multi-agent driving settings: (1) the expansion of the learning objective degrades generation quality, and (2) the highly dynamic variations across agents hinder the modeling of consistency for physical attributes (e.g., color, category) in jointly observed objects. To bridge this gap, we propose V2XCrafter, the first framework for generating controllable and realistic collaborative driving scene across agents' camera views. For effective learning, we develop a progressive multi-agent diffusion model based on a single-agent backbone, using neighboring agents' latent states as reference signals to progressively guide the single-to-multi diffusion. To address cross-vehicle inconsistency, we propose a cross-agent attention module that leverages a collaboration view graph and learnable jointly observed object representation to model the dynamic cross-agent camera view relationships. Experiments have shown that V2XCrafter can generate high-fidelity and controllable street views with consistency across agents, thereby effectively enhancing the downstream collaborative 3D object detection tasks.
May 26, 2026cs.RO

HumanoidMimicGen: Data Generation for Loco-Manipulation via Whole-Body Planning

Imitation learning is a promising approach for training humanoid robots to both walk and manipulate, but it requires a large number of demonstrations, which are time-intensive and difficult to collect via teleoperation. Existing data-generation algorithms can automatically synthesize demonstrations for manipulators, but they are ineffective on humanoids because their high-dimensional composite action spaces involve arms, legs, and torsos. We present HumanoidMimicGen, a method for generating humanoid legged loco-manipulation data. Our method adapts contact-rich whole-body skills from a handful of source demonstrations to new states, generalizing across changes in object pose. By interleaving these single- and dual-arm skills with whole-body locomotion and manipulation planning, the method generates stable, collision-free data across diverse scenes and layouts. To evaluate our approach, we introduce a new simulated loco-manipulation benchmark containing nine diverse tasks that test humanoid loco-manipulation capabilities. There, we demonstrate that HumanoidMimicGen automatically generates large datasets for imitation learning and enables a systematic study of how data generation and policy learning decisions impact model performance. We show that whole-body visuomotor policies co-trained with data generated by HumanoidMimicGen outperform those trained only on real-world data by 20%.
May 26, 2026cs.RO

Trinity: Unifying Class-Agnostic Terrain and Semantic Segmentation for Unstructured Outdoor Environments by Leveraging Synthetic Data

Terrain understanding is fundamental for mobile robots operating in unstructured outdoor environments. Existing vision-based traversability estimation methods rely on robot-specific annotations or semantic class mappings, limiting transferability across platforms and requiring costly re-annotation when robot capabilities change, while standard semantic segmentation methods only focus on specific predefined classes, which do not capture the variety of terrains. In this work, we propose a transformer-based architecture that jointly performs class-specific semantic segmentation and class-agnostic terrain segmentation within a unified network, called Trinity. Terrain regions are segmented based solely on visual appearance, without predefined semantic labels or robot-dependent traversability scores. This formulation enables the learning of robot-agnostic visual terrain priors that can be combined with robot-specific experience for downstream tasks such as traversability estimation, visual odometry, and mission planning. To enable large-scale training with diverse terrain appearances, we extend the OAISYS simulator and introduce RUGDSynth, a synthetic dataset inspired by RUGD with class-agnostic terrain samples. Furthermore, we present the EXTerra Dataset, providing real-world images annotated with both class-specific and class-agnostic terrain labels. Experiments demonstrate the feasibility of the proposed task and the effectiveness of our joint segmentation approach in complex outdoor environments. Code and datasets will be released with this publication (after review).
May 26, 2026cs.RO

HyperSim: A Holistic Sim-To-Real Framework For Robust Robotic Manipulation

Scaling data volume and diversity is critical for generalizing embodied intelligence. While synthetic data generation offers a scalable alternative to expensive physical data acquisition, transferring robotic manipulation policies from simulation to the real world (sim-to-real) remains a formidable challenge due to the domain gap. This paper presents HyperSim, a holistic framework spanning from synthetic data generation to policy training and seamless real-world deployment. To systematically bridge the sim-to-real gap, HyperSim is realized through three core pillars: high-fidelity environment synthesis, adversarial trajectory generation, and sim-and-real co-training. Collectively, these modules address domain discrepancies by enhancing visual fidelity, expanding data coverage, and enforcing domain-invariant representations. We rigorously validate HyperSim through a large-scale empirical study involving 400 real-world task executions across two representative manipulation models. Assessed across three fine-grained metrics, our complete pipeline achieves remarkable sim-to-real success rates of 80% and 95% with ACT and π_{0}, respectively. Furthermore, policies trained on our adversarial trajectories exhibit significantly enhanced robustness against dynamic uncertainties, achieving a 35% higher completion rate under physical perturbations.
May 22, 2026cs.CV

RS2AD-LiDAR: End-to-End Autonomous Driving LiDAR Data Generation from Roadside Sensor Observations

End-to-end autonomous driving solutions, which directly process multimodal sensory data and output fine-grained control commands, have gradually become a mainstream direction with the development of autonomous driving technology. However, current methods in this category rely on single-vehicle data collection for model training and optimization, which suffers from high acquisition and annotation costs, scarcity of valuable scenarios, and data silos. To address these challenges, we propose RS2AD-LiDAR, a novel framework for reconstructing and generating vehicle-mounted LiDAR data from roadside sensor observations. Since no public dataset currently provides highly overlapping perception coverage between roadside and vehicle-mounted LiDAR sensors, which is essential for studying roadside-to-vehicle data generation, we constructed a dedicated dataset named R2V-LiDAR which is used solely for evaluation in this work. Specifically, our method transforms roadside LiDAR point clouds into the vehicle-mounted LiDAR coordinate system, and synthesizes high-fidelity vehicle-mounted data via virtual LiDAR modeling and point cloud resampling techniques. To the best of our knowledge, this is the first approach to reconstruct vehicle-mounted LiDAR data from roadside sensor inputs. Extensive experimental comparisons demonstrate the semantic similarity between the generated data and real data. Furthermore, object detection experiments show that incorporating the generated data into real data for model training improves both Bird's Eye View (BEV) and 3D detection accuracy, thereby validating the effectiveness of the proposed method.
May 21, 2026cs.CV

Sensor2Sensor: Cross-Embodiment Sensor Conversion for Autonomous Driving

Robust training and validation of Autonomous Driving Systems (ADS) require massive, diverse datasets. Proprietary data collected by Autonomous Vehicle (AV) fleets, while high-fidelity, are limited in scale, diversity of sensor configurations, as well as geographic and long-tail-behavioral coverage. In contrast, in-the-wild data from sources like dashcams offers immense scale and diversity, capturing critical long-tail scenarios and novel environments. However, this unstructured, in-the-wild video data is incompatible with ADS expecting structured, multi-modal sensor inputs for validation and training. To bridge this data gap, we propose Sensor2Sensor, a novel generative modeling paradigm that translates in-the-wild monocular dashcam videos into a high-fidelity, multi-modal sensor suite (AV logs) comprising multi-view camera images and LiDAR point clouds. A core challenge is the lack of paired training data. We address this by converting real AV logs into dashcam-style videos via 4D Gaussian Splatting (4DGS) reconstruction and novel-view rendering. Sensor2Sensor then utilizes a diffusion architecture to perform the generative conversion. We perform comprehensive quantitative evaluations on the fidelity and realism of the generated sensor data. We demonstrate Sensor2Sensor's practical utility by converting challenging in-the-wild internet and dashcam footage into realistic, multi-modal data formats, further unlocking vast external data sources for AV development.
May 20, 2026cs.RO

PGDG: Physically Grounded Data Generation for Robust Bimanual Policy Learning from a Single Demonstration

Behavior cloning for contact-rich bimanual manipulation remains challenging because diverse demonstrations are expensive to collect, and even small disturbances can push the system into off-manifold states where no recovery supervision is available. We propose PGDG, a data generation framework with zero-shot curation that expands a single demonstration into a compact dataset of physically plausible, successful, and diverse recovery behaviors without additional human labeling. PGDG iterates between a physics-grounded sampler and a dataset curator, where the curator selects informative, non-redundant, and recoverable behaviors to update the sampling distribution toward under-covered recovery modes, and the sampler draws physically plausible rollout candidates from this updated distribution and retains successful trajectories. To further improve data quality, PGDG applies short-horizon sampling-based control to relabel selected risky states with corrective actions. Across four bimanual manipulation tasks, PGDG consistently outperforms spatial-only augmentation in both simulation and zero-shot real-world transfer. On RotateBox-Pitch, success improves from 38% to 93% in simulation and from 35% to 82% in the real world. PGDG also enables effective foundation models fine-tuning such as GR00T, increasing success from 46% to 77%. Additional results are available in our website: https://cunxid.github.io/PGDG/.
May 20, 2026cs.RO

SubTGraph: Large-Scale Subterranean Environment Synthesis with Controllable Topological Variability for Robotic Autonomy Validation

Subterranean (SubT) environments have been a frontier for autonomous robotics, driven by the push for automation of mining operations and the interest in planetary exploration (Martian Lava Tubes). Due to the challenges involved in accessing real SubT environments, rigorous hardening of autonomy stacks in realistic simulation environments is critical. This article fills a well-known gap, which relates to the unavailability of a large-scale simulation-based benchmarking infrastructure for rigorous statistical evaluation of robotic autonomy, due to which it is common for SubT research articles to present validation results in a few environments at best. This article presents SubTGraph, a novel framework for rapid synthesis of multi-level SubT environments with high variability, incorporating user specifications related to topology, dimensionality, textures, etc., to generate distinct environments such as operational mines, natural caves and lava tubes. SubTGraph builds a cost matrix from user-specified structural constraints to guide the classical Dijkstra algorithm to procedurally generate SubT worlds utilizing topometric tiles from the DARPA World Generator. Three robotics case-studies are investigated to demonstrate the utility of SubTGraph for rigorous validation of different layers in the robotic autonomy stack. Structural semantic segmentation is validated against topometric ground truths, multi-agent path planning is widely tested for identification of patterns and trends in the algorithm behavior and LIO SLAM is stress-tested in challenging subterranean sections to identify failure cases. The SubTGraph world creation codebase is open-sourced (https://github.com/LTU-RAI/SubTGraph.git) along with a database consisting of 150 highly variable underground worlds.
May 19, 2026cs.RO

FlyMirage: A Fully Automated Generation Pipeline for Diverse and Scalable UAV Flight Data via Generative World Model

In the field of Vision-Language Navigation (VLN), aerial datasets remain limited in their ability to combine scale, diversity, and realism, often relying on either costly real-world scenes or visually limited simulations. To address these challenges, we introduce FlyMirage, a highly scalable and fully automated data generation pipeline for aerial VLN. Our approach leverages large language models (LLM) as an environment designer to promote scene diversity, paired with a generative world model that instantiates these designs into high-fidelity 3D Gaussian Splatting (3DGS) scenes. To substantially reduce human labor and ensure the feasibility of flight data, FlyMirage automates scene exploration and semantic information acquisition, and further integrates a dynamically feasible planner for uncrewed aerial vehicle (UAV) trajectory generation. Utilizing this toolchain, we generate a large-scale, diverse, and photorealistic aerial VLN dataset. We further fine-tune the widely used pi_0 model on this dataset and demonstrate the improvement our data brings to the model's ability to navigate in completely unseen environments, both in simulation and in the real world. Project website: https://lij1500.github.io/flymirage_website/ .
May 18, 2026cs.RO

CosFly: Plan in the Matrix, Fly in the World

We present CosFly, a box-structured planning and multimodal simulation pipeline for aerial tracking, together with CosFly-Track, a large-scale UAV dataset for dynamic target tracking across diverse environments including urban centers, highways, rural landscapes, forests, and coastal towns. In our current implementation on CARLA, CosFly provides a modular 7-step construction pipeline that converts complex 3D worlds into structured obstacle representations for planning, then projects the resulting trajectories back into multi-modal sensor data -- including RGB images, high-precision depth maps, and semantic segmentation masks -- paired with natural language navigation instructions. A key feature is the support for configurable fixed-FOV zoom levels (one FOV setting drawn per trajectory and held constant throughout), enabling simulation of various focal lengths through camera-intrinsic adjustments. The pipeline covers the complete workflow from 3D map export through grid simplification, pedestrian and drone trajectory planning, multi-modal rendering with 6-DOF pose annotations, quality inspection, and teacher-student caption generation. We analyze two trajectory-planning paradigms for aerial target tracking: a conventional two-stage pipeline with front-end candidate generation and backend refinement, and a direct gradient-based formulation that optimizes multiple tracking constraints in a single objective. The public CosFly-Track release contains 250 validated trajectories and approximately 100,000 rendered images with complete 6-DOF drone pose annotations (position x, y, z and orientation yaw, pitch, roll). Together, the pipeline and dataset establish a scalable foundation for aerial-ground collaborative research, supporting dynamic target tracking, UAV navigation, and multi-modal perception across diverse environments.
May 18, 2026cs.RO

Guiding Neuro-Symbolic Scenario Generation with Spatio-Temporal Logic

The rapid advancement of autonomous driving (AD) technologies has outpaced the development of robust safety evaluation methods. Conventional testing relies on exposing AD systems to vast numbers of real-world traffic scenes -- a brute-force approach that is prohibitively expensive and statistically ineffective at capturing the rare, safety-critical edge cases essential for validating real-world robustness. To address this fundamental limitation, we introduce STRELGen, a scalable framework for the targeted generation of safety-critical driving scenarios. STRELGen synergistically combines a multi-agent trajectory-generation diffusion model (DM) with Spatio-Temporal Logic (STREL) specifications that encode complex safety and realism properties through a highly interpretable formalism. Crucially, monitoring satisfaction levels of these specifications is differentiable, enabling gradient-based search. At inference time, we optimize directly over the DM latent space to maximize STREL formula satisfaction. The result is efficient generation of highly plausible yet safety-critical multi-agent scenarios that lie within the learned data distribution. STRELGen thus provides a flexible, interpretable, and powerful tool for stress-testing autonomous driving systems, moving beyond the limitations of brute-force data collection.
May 18, 2026cs.RO

CosFly-Track: A Large-Scale Multi-Modal Dataset for UAV Visual Tracking via Multi-Constraint Trajectory Optimization

Recent aerial vision-language navigation (VLN) datasets have grown rapidly, but they primarily address goal-oriented navigation to static destinations, leaving UAV visual tracking -- continuously following a moving target while maintaining visibility -- largely without dedicated training data. We introduce CosFlyTrack, a large-scale multi-modal dataset and scalable generation pipeline for UAV visual tracking in urban environments. The dataset provides approximately 12,000 expert and perturbed UAV trajectories generated from 6,000 pedestrian paths, comprising 2.4 million timesteps (approximately 334 hours) with seven aligned data channels: RGB, metric depth, semantic segmentation, six-degree-of-freedom drone pose, target state with visibility flag, bilingual (Chinese-English) instructions, and trajectory-pair metadata. To generate high-quality expert trajectories, we develop MuCO, a multi-constraint optimizer that plans directly in continuous three-dimensional space with BVH-accelerated collision and visibility queries, jointly enforcing target visibility, viewpoint quality, collision avoidance, smoothness, and kinematic feasibility, avoiding the discretization artifacts and post-hoc smoothing of grid-based planners. Fine-tuning experiments on seven vision-language models show that CosFlyTrack improves tracking performance to 78.3 to 95.6 percent SR@1 meter, a 53 to 69 percentage point gain over zero-shot baselines, supporting the dataset as a training resource for dynamic target-following agents. The dataset is publicly available at https://huggingface.co/datasets/AutelRobotics/CosFly; evaluation scripts and pre-trained checkpoints are hosted at https://huggingface.co/AutelRobotics/CosFly-Track.
May 17, 2026cs.RO

Generating Realistic Safety-Critical Scenarios for Vehicle-Pedestrian Interactions

Automated driving system deployment requires rigorous validation across safety-critical vehicle-pedestrian interactions, yet real-world datasets rarely capture high-risk scenarios while simulation platforms lack realistic behavior. In response, this study proposes a three-stage framework that combines real-world grounding with adaptive simulation to generate behaviorally realistic safety-critical scenarios at scale. Stage 1 pre-trains multi-agent state-space Transformer-enhanced DDPG (MA-SST-DDPG) agents on real-world safety-critical data to learn human-like interactive evasive behaviors through data-driven learning. Stage 2 deploys pre-trained multi-agents in CARLA for online reinforcement learning to generalize across diverse scenarios, integrating real-world knowledge with simulation experience to produce a refined MA-SST-DDPG model. Stage 3 uses CARLA with the refined model to generate over 198,000 high-resolution interaction episodes from eight intersection scenarios, culminating in the Vehicle-Pedestrian Safety-Critical Interaction (VPSCI) dataset. The Refined MA-SST-DDPG model outperformed baseline methods in reproducing realistic evasive behaviors, achieving the lowest trajectory errors (ADE = 0.072 m, FDE = 0.142 m). Statistical comparison confirmed distributional equivalence between the generated and real-world data in both conflict severity and behavioral response. A Turing test confirmed that the three-stage framework generated evasive behaviors were indistinguishable from real-world interactions. These results demonstrate the framework's effectiveness in producing high-fidelity safety-critical data, offering valuable sources for the development of ADS and simulation-based safety evaluations.