WeaveRL: Weaving Reconstruction into Scene-Aware Fabrics for Perceptive Reinforcement Learning

📅 2026-09-16
📈 Citations: 0
Influential: 0
📄 PDF
🤖 AI Summary
本文提出WeaveRL,通过GPU加速的场景重建方法,在复杂几何操作中实现感知强化学习,提高机器人处理未知障碍的能力。
📝 Abstract
Reinforcement learning allows robots to acquire complex skills, but producing policies for geometrically complex manipulation remains difficult. A promising approach is to learn on top of collision-avoidant controllers, such as geometric fabrics. However, these approaches have relied on static, hand-specified representations of the scene. Integrating active, online 3D perception into massively parallel RL training has so far been inaccessible. We introduce a GPU-accelerated method that reconstructs the scene as a collection of surfels across thousands of parallel simulation instances during active rollouts. This lets policies operate over sensor-derived, rather than hand-specified, geometry. On a suite of collision-dense manipulation tasks, our surfel fabrics enable policies to tackle geometrically complex scenes where primitive-based baselines fail, while maintaining sim-to-real transfer. Furthermore, policies learned with a scene-aware fabric are more robust to the introduction of novel geometry at test time, improving collision-free task completion under unseen obstacles from 35% to 61%. We release our reconstruction system, training code and test dataset to spur research in this direction.
Problem

Research questions and friction points this paper is trying to address.

Reinforcement Learning
Geometric Manipulation
Scene Perception
Parallel Training
Collision Avoidance
Innovation

Methods, ideas, or system contributions that make the work stand out.

GPU-accelerated method
scene reconstruction
surfels
perceptive reinforcement learning
sim-to-real transfer
🔎 Similar Papers
No similar papers found.
R
Remo Steiner
NVIDIA Corporation. Zurich, Seattle and Santa Clara.
V
Vikram Ramasamy
NVIDIA Corporation. Zurich, Seattle and Santa Clara.
D
David Tingdahl
NVIDIA Corporation. Zurich, Seattle and Santa Clara.
S
Sam Mady
NVIDIA Corporation. Zurich, Seattle and Santa Clara.
Karl Van Wyk
Karl Van Wyk
NVIDIA Research
nonlinear controlmanipulationgraspingmachine learningrobotic hands
Nathan Ratliff
Nathan Ratliff
NVIDIA
RoboticsMachine LearningOptimizationArtificial IntelligenceDifferential Geometry
D
David Recasens Lafuente
NVIDIA Corporation. Zurich, Seattle and Santa Clara.
S
Soha Pouya
NVIDIA Corporation. Zurich, Seattle and Santa Clara.
T
Tuur Stuyck
NVIDIA Corporation. Zurich, Seattle and Santa Clara.
A
Alex Millane
NVIDIA Corporation. Zurich, Seattle and Santa Clara.