Speed comparison with popular CPU and GPU-based robotics simulator.
Genesis is a comprehensive physics simulation platform designed for general purpose Robotics, Embodied AI, & Physical AI applications. It is simultaneously multiple things:
Powered by a universal physics engine re-designed and re-built from the ground up, Genesis integrates various physics solvers and their coupling into a unified framework. This core physics engine is further enhanced by a generative agent framework that operates at an upper level, aiming towards fully automated data generation for robotics and beyond. Our generative framework aims to automate generating data including the following modalities:
Currently, we are open-sourcing the underlying physics engine and the simulation platform. Access to the generative framework will be rolled out gradually in the near future.
This webpage serves as a gallery showcasing different capabilities of the Genesis platform. Please refer to our
documentation site to for detailed installation steps, tutorials and API references.
Genesis is a highly-optimized physics engine that leverages GPU-accelerated parallel computation, with features like optimized collision checking, auto-hibernation, contact island, etc. Genesis delivers an unprecedented simulation speed in various scenes.
When simulating a manipulation scene (with a single plane and a Franka arm), Genesis runs at 43 millision FPS, which is 430,000 times faster than in real time.
In large-scale simulation, Genesis utilizied auto-hibernation to speed up simulation of entities that are in converged and static states. (This feature is under testing and will be release in version 0.1.1).
Speed comparison with popular CPU and GPU-based robotics simulator.
Genesis's physics engine is empowered by a VLM-based generated agent that uses the APIs provided by the simulation infrastructure as tools to create 4D dynamic worlds, which can then be used as a foundational data source for extracting various modalities of data. Together with modules for generating camera and object motion, we are able to generate physically-accurate and view-consistent videos and other modalities of data.
"A miniature Wukong holding a stick in his hand sprints across a table surface for 3 seconds, then jumps into the air, and swings his right arm downward during landing. The camera begins with a close-up of his face, then steadily follows the character while gradually zooming out. When the monkey leaps into the air, at the highest point of the jump, the motion pauses for a few seconds. The camera circles around the character for 360 degrees, and slowly ascends, before the action resumes."
"A Japanese samurai performs boxing."
"A Chinese soldier performs the Gangnam Style dance."
"A Roman soldier walks forward like a zombie."
"A mobile franka arm heats the corn with the bowl and the microwave."
"A mobile franka arm throws all the objects on the floor into the basket."
"A mobile franka arm re-organizes the books on the table by pushing the brown and the white books to align with the red one."
"A fleet of 24 drones (arranged in 4x6) take off together from the ground and perform a flip together."
"A Unitree Go2 Quadraped runs under the rain." (Sim)
"A Unitree H1 humanoid performs single-foot hopping." (Sim, because our robot is broken :( )
"A Unitree H1-2 humanoid walks forward." (Sim2Real)
"A robotic leap hand walks forward like a quadrapad using its all four fingers." (Sim)
"A robotic shadow hand walks forward like a human using only its index and middle fingers." (Sim)
Quadraped locomotion with various gaits (Sim2Real)
Quadraped 2-feet hopping (Sim2Real)
"Quadraped performs handstand with its 2 front legs." (Sim2Real)
Quadraped locomotion with various base heights (Sim2Real)
Loco-manipulation of large & underactuated objects
Quadraped single-backflip
Quadraped double-backflip
"A home interior scene with a living room (including a dinning space), a restroom, a study and a bedroom."
"A restaurant interior."
We generate articulated of open-set mesh assets, extending beyond categories contained in human-annotated articulated object asset. For more details, see our upcoming paper (under submission now).
Genesis can simulate generated soft or hybrid (soft skin and rigid skeleton) robot. To get started, check tutorial.
Worm (MPM muscle).
"A walking teapot." (hybrid))
"A gripper that can rotate a box.", attached to a UR5. (MPM + rigid)
A soft gripper navigates a box and picks up a pen cap. (MPM + rigid)
"Facial animation and speech of the text [Genesis is a physical platform designed for general purpose Robotics/Embodied AI/Physical AI applications]. Emotion transitions from neutral to angry, then to happy".
Generalize across different facial characters and emotions
@software{Genesis,
author = {Genesis Authors},
title = {Genesis: A Universal and Generative Physics Engine for Robotics and Beyond},
month = {December},
year = {2024},
url = {https://github.com/Genesis-Embodied-AI/Genesis}
}