Physical AI


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3D for everyone, everywhere: today, we’re proud to introduce OnTheFly.

https://onthefly3d.com

Born from the GraphDeco research group at Inria, OnTheFly is building the next generation of 3D media tools by putting high-quality 3D capture directly in the palm of your hand. Our ambition is to make capturing, navigating, and editing 3D content accessible to anyone, with no specialized hardware, no expert workflow, and no post-processing delay.

Photography was not always effortless. It once required technical expertise, careful preparation, and long processing times. Today, anyone can take a photo on a smartphone and see the result instantly. 3D is still in its film era.
Professional 3D capture often still requires dedicated hardware, skilled operators, long processing times, and a leap of faith: you only know whether the capture worked once the reconstruction is complete.

OnTheFly makes high-quality 3D capture intuitive, immediate, and accessible on any smartphone.

As you move through a space, the 3D reconstruction appears directly on your screen. You can see what has been captured, identify what is missing, and know immediately that you have the result you need. No blind capture. No post-processing stage. What you capture is what you see on the screen.

Founded by Anthony Schoofs, Andréas Meuleman, Camille Montemagni, and George Drettakis, OnTheFly builds on years of research in 3D reconstruction and novel-view synthesis. Our goal is to bring advanced 3D technology out of the lab and into real-world workflows across construction, manufacturing, marketing, and entertainment.

Our latest research will be presented at #SIGGRAPH2026, marking an important step toward immediate, robust, and scalable 3D reconstruction. We’ll also be exhibiting at the Cap Digital Pavillon France.

Come meet us and see what the future of accessible 3D looks like.

Source: https://www.linkedin.com/posts/siggraph2026-ugcPost-7483319158542155776-smnq


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Source: https://www.linkedin.com/posts/siggraph2026-ugcPost-7483319158542155776-smnq




Meet the first Unreal Engine plugin built for billion-scale Gaussian Splats — LCC plugin for UE, now available from XGRIDS.

Import, edit, relight, and render large-scale 3DGS scenes directly in UE, and bring real locations straight into your virtual production pipeline.

Getting your assets in is just as easy: compatible with LCC2, LCC,PLY, SOG, and SPZ Gaussian formats, so your existing 3D assets import into UE and you're ready to create. Whether you work in film and virtual production, digital twins, simulation, games, or XR, it slots right into your workflow.

Five core capabilities:
• Relighting, now closer to reality than ever
• Cinematic depth of field
• Seamless 3DGS + mesh integration
• Built for virtual production workflows
• Stable high frame rates, smooth VR experience.

Capture the real world. Build the world model.
Download👉: https://bit.ly/4yF4nVZ

Join our Discord Community here!
https://lnkd.in/g9JAeexK

🎥 Video Credit to Active Retech & Lukasz Mirocha, PhD 🔜 SIGGRAPH LA

#UnrealEngine #3DGS #GaussianSplatting #VirtualProduction #RealityCapture #SpatialIntelligence #XGRIDS #UE5

Source: https://www.linkedin.com/posts/unrealengine-3dgs-gaussiansplatting-ugcPost-7483068297115144192-481A




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📸 Your robot can now see in depth ! 📏

LeRobot v0.6.0 adds real end-to-end depth support. Plug in an Intel RealSense, set use_depth: true, and depth maps join your RGB observations automatically: captured in millimeters, compressed into compact 12-bit depth video alongside your normal camera streams, and decoded back to physical units at training time.

Depth renders live while you record and in the dataset viewer, and it works across SO-100/101, Koch, OpenArm, reBot, Unitree G1 and more. You also get full control over how everything gets encoded, RGB or depth, codec, quality, presets, all of it.

More on how it works: https://lnkd.in/dekAXHpc

Source: https://www.linkedin.com/posts/carolinepascal_your-robot-can-now-see-in-depth-ugcPost-7482802666079784960-g4oD


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KAT PRO has introduced a universal platform for humanoid robot teleoperation and data collection, compatible with leading humanoid robots.

KAT PRO has introduced a universal platform for humanoid robot teleoperation and data collection, compatible with leading humanoid robots.

Using a VR omnidirectional treadmill and ultra-low-latency first-person control, operators can walk naturally while remotely controlling robots in real time. The system is designed to improve data collection, robot training, and teleoperation across different humanoid platforms.

As robotics continue to evolve, technologies like this could make remote operation more intuitive for industrial, research, and hazardous environments.


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We are finally able to unveil the ALLSIDES "3D Digital Twin Factory" - the largest 3D Digital Twin production in the world today. 👏

Built to power Physical AI developments at large AI Labs and robotics startups, in desperate need of lots of high-quality, reality-grade and SimReady 3D Digital Twin data.

✅ Starting off with a production of 2,500 Digital Twins per week (10,000/month) and scaling rapidly.
✅ Aiming for 3,000,000 Digital Twins in the next 24 months.
✅ All 3D Digital Twins are measured and physically accurate (Geometry, mass, color, exact dimensions, measured PBR textures)

Reach out to me if you want to start licensing access to our 3D Data Platform and leverage massive amounts of 3D Digital Twins in your AI trainings from today.

Massive respect for the whole ALLSIDES team: from R&D, to Operations, to HR and beyond. 👏 👏

Source: https://www.linkedin.com/posts/franz-tschimben_we-are-finally-able-to-unveil-the-allsides-ugcPost-7482804306774089728-sEFm


Exciting news: Reinforcement Learning (RL) coming soon to the Telekinesis Agentic OS!

Here's a first look at a robust locomotion and stair-climbing policy trained with PPO.

The Telekinesis Agentic OS aims to bring together the key technologies of Physical AI into a single ecosystem.

Our next focus is to release the RL training stack with:
1. Key on-policy algorithms such as PPO
2. Distributed training across multiple parallel environment
3. Native support for NVIDIA Omniverse and MuJoCo
4. A growing suite of humanoid training environments

Our long-term goal is simple: give robotics developers a single OS that brings together the core building blocks of Physical AI, from vision and motion control to reinforcement learning, VLA models, World Models, and beyond.

Explore the Agentic OS docs: https://docs.telekinesis.ai/
Join our Discord of robotics and computer vision engineers: https://discord.gg/syc5TqfsSK

#robotics #physicalai #ai

Source: https://www.linkedin.com/posts/suman7495_robotics-physicalai-ai-ugcPost-7482696382894542850-szPB




The NVIDIA Isaac GR00T Development Platform provides an open, modular, and fully integrated end-to-end workflow for developing, training, evaluating, and deploying humanoid robotics policies, spanning from simulation environment setup and teleoperation-based data collection to post-training and real-world deployment using the NVIDIA software stack.

GR00T 1.7 introduces a vision-language-action model pretrained on approximately 32,000 hours of real human demonstration and 8,000 hours of simulation, incorporating a Cosmos-Reason2-2B backbone (Qwen3-VL), robust ONNX/TensorRT export, and enhanced task decomposition for improved generalization, long-horizon reasoning, and cross-embodiment deployment.

Major robotics companies, research institutions, and XR device manufacturers have adopted components of the GR00T platform (Isaac Teleop, Lab, Sim, and ROS), leveraging its unified workflow to reduce integration complexity, accelerate skill development, and enable scalable AI-enabled humanoid deployments.

https://developer.nvidia.com/blog/develop-humanoid-robot-policies-end-to-end-with-nvidia-isaac-gr00t?ncid=so-nvsh-499222-vt48&es_id=0a01af6ec0


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Open-source robotics just leveled up. 🦾

Hugging Face's LeRobot 0.6 now includes NVIDIA Isaac GR00T 1.7 and Isaac Teleop, bringing the latest Isaac models and frameworks to the open robotics community.

This step-by-step guide walks you through installation, data collection, training, and deployment.

Get started 🤗 https://nvda.ws/4vT0Gdk

#MACHINA2026

Source: https://www.linkedin.com/posts/machina2026-ugcPost-7480156208407085056-CmTU


A useful way to think about robot training data.

Many teams building VLA models talk about data volume, but fewer explicitly decompose robot data into layers to discuss what each layer is actually useful for.

I spent three years scaling teleoperated data collection at Yango Robotics, from about 15,000 episodes a month to 400,000. Along the way, I learned that raw episodes / hours count can be often a misleading metric.
From my experience, data and labeling quality matter far more than people expect. A massive dataset only helps if it carries enough diversity, the right signal, and precise labels for the training stage you're targeting.
The real question devs should be asking is where your data sits on a crucial tradeoff: scale vs. contact fidelity.

Check out the video below for examples of the different data types, including the ones we make at Toloka.

Here is what that data spectrum looks like in practice:
Egocentric Video - great for scale, diversity, task context, and high-level planning. The limitation? It lacks ground-truth hand pose and a strong contact signal. You can estimate hand pose after the fact, but the quality rarely holds up for contact-rich manipulation on its own.

UMI-Style Data - costs more to collect, but gives you real 6DoF end-effector pose and a camera angle that actually sees contact. It sits right in the middle of the spectrum, some variants lean closer to egocentric collection, others closer to real teleop.

Real Robot Teleop - the most expensive and least scalable. It is also the only data that removes the sim-to-real and human-to-robot embodiment gaps entirely.

TLDR: If you want to teach a specific robot a specific task, the most direct path is usually to collect teleop data as close to that exact task, robot, environment, and action space as possible.
But if your goal is a generalist robot model, you probably need a layered approach: scalable egocentric data for breadth, higher-fidelity gripper data for contact, and real robot teleop for grounding.

Curious if you are thinking about this differently. Let's discuss in the comments.

https://www.linkedin.com/posts/v-toropov_a-useful-way-to-think-about-robot-training-ugcPost-7482415453257134080-rMB3/?utm_source=social_share_send&utm_medium=member_desktop_web&rcm=ACoAAAYuSGUB01rbMyTFNW4SkTf50dynCH7Luuw


https://github.com/kabilankb/so101-bench-groot-n1.7

Fine-tune and evaluate GR00T-N1.7 on SO-101 Bench in an Isaac Lab digital twin — no robot required.

This is the GR00T-N1.7 variant of 5hadytru/so101_bench: a simulated twin of a language-conditioned SO-101 tabletop manipulation benchmark (bin / next-to / between / move tasks over 56 household objects), retargeted from GR00T-N1.6 to N1.7 (Cosmos-Reason2 / Qwen3-VL backbone). See the upstream repo for the benchmark design and the paper's real-robot findings.






Can Cosmos 3 Simulate Robot Behavior? One Starbucks Scene, a Dozen Robot Behaviors

We set out to answer one question: can you use NVIDIA Cosmos 3 to simulate a whole range of robot behaviors from a single image — not one demo, but a repertoire? So we treated it as an exploration, built from one Starbucks scene, and chased every interesting thread it opened. Here is the full story: the use cases we tried, the prompt strategy that changed everything, the model annotating its own output, the loop we closed, and what it all says about where world models actually fit in physical AI.

https://www.linkedin.com/pulse/can-cosmos-3-simulate-robot-behavior-one-starbucks-scene-mohammadi-k2rkc/


The only way to scale robotics is to scale simulation. And simulation is bottlenecked by one thing: high quality, physically accurate assets.

Today we're releasing Palatial V1.0, the first automated pipeline to generate sim-ready assets at scale.

The pipeline is guided by the Palatial agent: it reads your context and configures the right settings automatically. We accept multimodal inputs: text, images, CAD, or datasheets, just upload and let us do the rest.

Palatial V1.0 is also the first automated asset generator for Newton Physics Engine, the new open-source physics simulator from Nvidia. We now generate soft body assets (supporting cables and clothing), on top of rigid and articulated. Every asset runs out of the box in NVIDIA Isaac Sim, MuJoCo, and Newton, and is Nvidia-approved via the SimReady Foundation validation suite. NVIDIA Robotics

Alongside it we're releasing a Palatial integration layer for Newton that wraps solver and asset parameters into clean API schemas across rigid body, cloth, and cable, so Palatial assets drop straight into a Newton simulation with far less setup.

Over the last couple of months we've generated 10,000 assets across homes, warehouses, factories, and construction sites. This has helped us harden the pipeline and prove it out at scale.

We're on a mission to simulate every class of object robotic manipulation can touch, and make it accessible in any simulator. Over the following weeks we'll be sharing demos, examples, and tutorials.

Start generating at dashboard.palatial.cloud


https://www.nvidia.com/en-us/glossary/simready/


SimReady (simulation-ready) is an OpenUSD-based framework that defines the physical properties, semantic labels, material attributes, and 3D asset metadata needed for physical AI simulation workflows.



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