github Genesis-Embodied-AI/genesis-world v1.4.5

4 hours ago

The release significantly speeds up rigid body simulation for scenes with fine convex decomposition or non-convex geometries. Besides, the overhead of trajectory recording has been dramatically reduced (<20% in most cases). Finally, caching has been improved across the board, avoiding recompilation more reliably and reloading assets much faster.

Breaking

  • [BUG FIX] Support plain torch tensors and closed-loop policies in differentiable simulation. (@Kashu7100) (#3586)
  • [MISC] Get rid of custom Genesis tensor used for differentiable simulation. (@duburcqa) (#3592)

New Features

  • Add analytical screw constraints between links at runtime. (@Milotrince) (#3511)

Bug Fixes

  • Fix the incremental Hessian update of the rigid constraint solver on AMDGPU. (@yugeng-tju) (#3537)
  • Fix scene build and shared memory occupancy model on AMD GPUs. (@LuoShaoyinn) (#3545)
  • Fix random crash on CUDA when rebuilding a scene with the viewer open. (@duburcqa) (#3553)
  • Fix rendered views depending on the precision of the simulation. (@duburcqa) (#3571)
  • Fix flickering of the ground plane texture. (@duburcqa) (#3576)
  • Fix rigid simulation crashing or hanging on AMD RDNA4 GPUs. (@duburcqa) (#3580)
  • Fix wrong armature handling for hibernated links. Speed up the rigid simulation on GPU. (@duburcqa) (#3582)
  • Fix setters paced at simulation rate when the interactive viewer is open. (@duburcqa) (#3591)
  • Fall back from MPR to GJK only when MPR fails. (@duburcqa) (#3541)
  • Push MPR contacts along the minimum separation more reliably. (@duburcqa) (#3539)
  • Scale primitive geometry correctly by legacy URDF parser. (@Milotrince) (#3465)
  • Drop torch compile that is causing side-effects without performance benefits. (@duburcqa) (#3527)

Miscellaneous

  • Speed up collision detection on scenes with many collision geometries. (@duburcqa) (#3579)
  • Speed up collision detection of non-convex meshes. (@duburcqa) (#3583, #3584, #3587, #3588)
  • Speed up compilation of rigid collision detection. (@duburcqa) (#3555, #3556)
  • Speed up trajectory recording on CPU and GPU. (@duburcqa) (#3538)
  • Speed up rebuilding a scene from the same assets. (@Milotrince) (#3392)
  • Speed up rebuilding an interactive scene. (@Milotrince) (#3501)
  • Improve contact accuracy and reduce collision overhead. (@duburcqa) (#3546, #3554)
  • Reduce memory footprint of scenes loading the same asset multiple times. (@duburcqa) (#3568)
  • Persistent compiled kernels across sessions. (@duburcqa) (#3551)
  • Record trajectories without stalling the simulation, with the timings of every step. (@duburcqa) (#3528)
  • Support exporting python scalar in checkpoints and trajectories. (@duburcqa) (#3531)
  • Add new fast trajectory recording mode for batched GPU simulation. (@duburcqa) (#3534)
  • Compute the signed distance field of rigid geoms 8x faster and once per geometry. (@duburcqa) (#3569)
  • Keep the cached data of a scene across an interactive rebuild. (@duburcqa) (#3575)
  • Fix spurious warning on scene reset with threaded recorders. (@Nas01010101) (#3574)
  • Show warning instead of error for build-time checks. (@Milotrince) (#3578)

Don't miss a new genesis-world release

NewReleases is sending notifications on new releases.