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Releases: Genesis-Embodied-AI/genesis-world

v1.2.3

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@duburcqa duburcqa released this 18 Jul 13:15
6d2d19e

This release introduces elliptic friction cone with high-impedance option to accurately model static function. In addition, the convergence of the constraint solver under fp32 accuracy has been improved.

elliptic friction

New Features

  • Add high-fidelity static friction model via elliptic friction cone with high-impedance option. (@duburcqa) (#3028, #3035, #3042)
  • Add support of heterogeneous entities in batch renderer. (@Kashu7100) (#2960)
  • Add distances-only mode to raycasting-based sensors. (@Kashu7100) (#2908)
  • Add option to ignore MJCF ground plane. (@coyaSONG) (#3050)

Bug Fixes

Miscellaneous

v1.2.2

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@duburcqa duburcqa released this 11 Jul 07:41
72bdd98

This release introduces a rich family of realistic yet high-throughput tactile sensors that are suitable for training dexterous policy via RL. Besides, non-convex collision detection is now more robust than ever, with comparable performance (speed and accuracy) to convex decomposition. Notably, spurious deep contacts and thin-shell tunneling has been fixed. Finally, enabling 'noslip' post-processing step should now incur less than 20% slowdown for all backends.

many objects non-convex collision

New Features

  • Add noise options for tactile sensors: hysteresis, dead taxels, probe gain (@Milotrince) (#2813)

Breaking changes

Miscellaneous

v1.2.1

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@duburcqa duburcqa released this 03 Jul 07:51
0053ddc

This release dramatically improves scaling to large scenes on CPU by better leveraging sparsity and incremental Hessian update. Scenes with 100 entities / 1000 geometries now run in real-time at 120FPS.

convexify_stress_visual convexify_stress_collision

Breaking changes

  • [BUG FIX] Fix center of mass not properly aligned for composite links. (@duburcqa) (#2993)

New Features

Bug Fixes

  • Fix textures when loading GLB meshes with multiple materials. (@duburcqa) (#2984)
  • More robust watertighten algorithm use for non-convex meshes and inertia estimation. (@duburcqa) (#2994)
  • Fix stale deformable meshes on first rendered frame and wake-up crash during build. (@duburcqa) (#3006)

Miscellaneous

v1.1.1

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@duburcqa duburcqa released this 03 Jul 07:31
v1.1.1
8de7e45

This minor release mainly improves the robustness of rigid collision detection for both convex and non-convex geometries. It is no longer considered experimental to disable convex decomposition when higher fidelity is necessary.

authored_convex_stacking_tower.mov
nonconvex_bolt_nut.mov
nonconvex_bowls.mov

Bug Fixes

  • Deduplicate textures across GLB submeshes sharing a material. (@duburcqa) (#2896)
  • Skip grayscale conversion for colorized segmentation maps. (@ACMLCZH) (#2901)
  • Fix non-deterministic simulation on GPU. (@duburcqa) (#2898, #2907, #2909)
  • Fix non-convex collision detection for concave geometries. (@duburcqa) (#2903)
  • More robust perturbation-based multi-contact convex-convex collision detection. (@duburcqa) (#2917, #2921)

Miscellaneous

v1.2.0

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@duburcqa duburcqa released this 23 Jun 09:54
59a4306

This release dramatically improves scaling to large scenes using islands partitioning, which a now first-class and enabled by default. Besides, the simulation speed is also scaling much better with the number of degrees of freedom per entity.

examples.rigid.hibernation.py.mp4

Breaking changes

  • Parse kinematic trees depth-first instead of breadth-first. (@duburcqa) (#2972)

New Features

Bug Fixes

Miscellaneous

  • Add 'loop_config' kernel names for profiling. (@hughperkins) (#2950)
  • Fix typos and redundant placeholder/value in bug report template. (@yeezhouyi) (#2840)
  • Improve readability of entity and morph repr. (@duburcqa) (#2956)
  • Raise on ambiguous morph access for heterogeneous entities. (@kunni918) (#2798)
  • Speedup rigid body mass matrix cholesky decomposition for large dof count. (@Kashu7100) (#2915)
  • Partition mass matrix per kinematic tree to allow factoring them separately. (@duburcqa) (#2976)
  • Cache mesh processing to speed up adding many identical entities. (@duburcqa) (#2978)
  • Scale hibernation ang vel threshold by DOF swept radius. (@duburcqa) (#2979)

v1.1.2

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@duburcqa duburcqa released this 13 Jun 06:53
616b583

This minor release introduces morph pose offset to finally provide a viable solution to the long-lasting inconstency of spatial accessors related to non-standard mesh axes conventions (0.3.13) and inertia alignment (0.4.4). Besides, fixed-size buffers are now sized more tightly to significantly reduce the default memory footprint.

Breaking changes

  • Add morph pose offset and relative-frame pose accessors for rigid bodies. (@duburcqa) (#2934)

New Features

  • Add pruning-aware sizing of contact constraint buffers using 'max_contacts' option. (@duburcqa) (#2928)

Bug Fixes

  • Fix island support in rigid body solver. (@duburcqa) (#2930)
  • Fix serialized batched simulation on CPU scaling sub-linearly. (@duburcqa) (#2929)

Miscellaneous

  • Allocate rigid entity Jacobian and IK fields lazily on first use. (@duburcqa) (#2933)

v1.1.0

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@duburcqa duburcqa released this 04 Jun 08:13
9035f28

This release focuses on performance improvement and numerical stability of rigid solver. Genesis speed should drop less aggressively as the complexity of the scene increases, notably the number of decomposed convex geoms, floating-base entities, and dofs.

Bug Fixes

Miscellaneous

v1.0.0

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@duburcqa duburcqa released this 27 May 15:37
8f340bd

This release adds full support of non-convex multi-contact collision detection. Besides, many components of the simulation have been sped up, incl the rigid solver that should now be up to 35% for contact-reach scenes with about 64 dofs.

New Features

Bug Fixes

Miscellaneous

v0.4.7

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@duburcqa duburcqa released this 16 May 21:18
f680711

This release introduces a new type of tactile sensors while improving the existing raycasting-based and tactile sensors. Besides, a new opt-in experimental viewer plugin to interact with the simulation is now available.

Breaking changes

  • [MISC] Default constraint solver tolerance based on precision. (@duburcqa) (#2713)

New Features

Bug Fixes

Miscellaneous

v0.4.6

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@duburcqa duburcqa released this 11 Apr 19:36
8916436

This release brings recent performance uplifts that were CUDA-only to all GPU backends while relaxing CUDA Toolkit requirement. Besides, all reported CUDA crashes have been fixed.

New Features

  • Add public API to Scene for drawing cameras frustum and trajectories. (@Mehak261124) (#2593)

Bug Fixes

  • Fix EGL context not properly destroy during scene destruction. (@duburcqa) (#2673)
  • Fix loading of GLB meshes missing normals or tex_coord. (@iory) (#2668)
  • Fix sparse solve bug when building hessian. (@erizmr) (#2670)
  • Fix contact overflow causing unbounded memory access. (@duburcqa) (#2688)

Miscellaneous