EmbodiedGen V2: An Agentic, Simulation-Ready 3D World Engine for Embodied AI

Published
Source
arXiv
Paper number
584
Field
Robotics
arXiv ID
2607.07459

Key points

  • It proposes a unified sim-ready representation that combines metric geometry, collision geometry, physical parameters, and affordance annotations in a single asset.
  • Its model-agnostic asset pipeline connects TRELLIS, SAM3D, and Hunyuan3D as plugins and automates mesh repair, convex decomposition, and texture baking.
  • The task-driven scene graph decomposes a natural-language task into spatial constraints over the robot, background, objects to manipulate, and distractors, then generates physically stable 6-DoF placements.
  • Vibe Coding implements a stateful agent-skill harness that turns natural-language commands into physically validated bounded edits and then exports them to the simulator.
  • It supports cross-simulator export to MuJoCo, Isaac Sim, Genesis, SAPIEN, and Bullet in USD, MJCF, and URDF formats.
  • Online RL validation shows that training VLA policies on the generated environments raises simulation success from 9.7 percent to 79.8 percent and real-robot success from 21.7 percent to 75.0 percent.

Paper links

External research summaries. These are not HDATF publications or measured product results.

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