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I like this idea. It would be similar to GenSim and other works. My concern would be that this includes too many dependency so it would be good to have that in a separate project. |
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I will take a deeper look at how it works and see maybe it can be in two stages first we do the splat and then we add the 3d. |
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Combining ZiYang-xie/WorldGen and markusgrotz/mujoco-scene-editor allows you to bridge the gap between "Generative 3D Environments" and "Physics-based Robotics Simulation." While WorldGen can procedurally create a complex 3D world (like a forest, laboratory, or street) from a text prompt, mujoco-scene-editor provides the interactive toolset to turn that visual mesh into a functional MuJoCo simulation environment with robots and physics. The Integration WorkflowThe most effective way to combine them is to use WorldGen as your Environment Asset Generator and mujoco-scene-editor as your Simulation Composer. 1. Generate the Environment (WorldGen)Use WorldGen to create the high-level geometry. Since MuJoCo works best with meshes, you should use WorldGen's Python
2. Convert to MuJoCo-Compatible FormatMuJoCo 3.x prefers Python 3. Assemble and Edit (mujoco-scene-editor)Now, use the mujoco-scene-editor to import this massive generated mesh and start adding interactive elements.
Comparison of Strengths
Advanced Idea: Automated "Prompt-to-Sim"You could write a wrapper script that automates this entire pipeline:
This allows you to procedurally generate hundreds of unique training environments for Reinforcement Learning (RL) and then use the mujoco-scene-editor to manually verify or "gold-standard" the layouts. @markusgrotz I am going to try it! |
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This looks interesting to integrate: https://github.com/ZiYang-xie/WorldGen
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