github Genesis-Embodied-AI/genesis-world v1.4.3

3 hours ago

This minor release focuses on improving the simulation speed on GPU for non-batched to moderate batch sizes (~4000) while reduce memory usage across the board. Besides, compilation should be up to x3 faster on Windows OS.

Bug Fixes

Miscellaneous

  • Speed up raycasting, tactile sensing and SAP contact queries. (@duburcqa) (#3390)
  • Speed up the center of mass computation on GPU for long kinematic chains. (@duburcqa) (#3405)
  • Speed up multi-contact detection on GPU for scenes with small batch size. (@duburcqa) (#3404)
  • Speed up rigid body simulation on GPU for branched kinematic trees. (@duburcqa) (#3397)
  • Speed up rigid body simulation on GPU when the host launch overhead dominates. (@duburcqa) (#3388, #3394, #3433)
  • Speed up non-batched rigid simulation on GPU. (@duburcqa) (#3438)
  • Reduce the GPU memory footprint of rigid simulation. (@duburcqa) (#3403)
  • Reduce memory usage when using heightfield terrain. (@Kashu7100) (#3378)
  • Stop enforcing torch's global default device and dtype. (@Kashu7100) (#3431)
  • Speed up scene build by caching the description. (@Milotrince) (#3451)
  • Replace the dumb theme with a raw theme that prints plain, compact log lines. (@duburcqa) (#3452)
  • Upgrade to Quadrants 1.3.3. (@hughperkins) (#3407)

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