Real-world data collection for embodied agents remains costly and unsafe, calling for scalable, realistic, and simulator-ready 3D environments. However, existing scene-generation systems often rely on rule-based or task-specific pipelines, yielding artifacts and physically invalid scenes. We present SAGE, an agentic framework that, given a user-specified embodied task (e.g., “pick up a bowl and place it on the table”), understands the intent and automatically generates simulation-ready environments at scale. The agent couples multiple generators for layout and object composition with critics that evaluate semantic plausibility, visual realism, and physical stability. Through iterative reasoning and adaptive tool selection, it self-refines the scenes until meeting user intent and physical validity. The resulting environments are realistic, diverse, and directly deployable in modern simulators for policy training. Policies trained purely on this data exhibit clear scaling trends and generalize to unseen objects and layouts, demonstrating the promise of simulation-driven scaling for Embodied AI. We will release both 3D scene and action generation code to foster further research.
Interleaved multimodal generation enables capabilities beyond unimodal generation models, such as step-by-step instructional guides, visual planning, and generating visual drafts for reasoning. However, the quality of existing interleaved generation models under general instructions remains limited by insufficient training data and base model capacity. We present DuoGen, a general-purpose interleaved generation framework that systematically addresses data curation, architecture design, and evaluation. On the data side, we build a large-scale, high-quality instruction-tuning dataset by combining multimodal conversations rewritten from curated raw websites, and diverse synthetic examples covering everyday scenarios. Architecturally, DuoGen leverages the strong visual understanding of a pretrained multimodal LLM and the visual generation capabilities of a diffusion transformer (DiT) pretrained on video generation, avoiding costly unimodal pretraining and enabling flexible base model selection. A two-stage decoupled strategy first instruction-tunes the MLLM, then aligns DiT with it using curated interleaved image-text sequences. Across public and newly proposed benchmarks, DuoGen outperforms prior open-source models in text quality, image fidelity, and image-context alignment, and also achieves state-of-the-art performance on text-to-image and image editing among unified generation models. Data and code will be released at https://research.nvidia.com/labs/dir/duetgen/.
Unified multimodal generation aims to jointly model image-to-text and text-to-image tasks within a single architecture. However, current approaches struggle to produce coherent, interleaved sequences of text and images. This limitation hinders applications that rely on tightly integrated multimodal outputs—such as step-by-step instructional guides, visual planning tools, and interactive content editing—where textual explanations and visual elements must be generated in a coordinated manner. We introduce DuetGen, a general-purpose interleaved multimodal generation model and investigate data curation, architecture design, and evaluation. In terms of data, we construct a large-scale high-quality instruction-tuning corpus combining curated web content, rewritten multimodal conversations, and diverse synthetic examples covering everyday scenarios. Architecturally, DuetGen builds upon a pretrained MLLM and diffusion transformer (DiT) pretrained on video generation, avoiding costly unimodal pretraining while remaining scalable. A two-stage decoupled training strategy first instruct-tunes the MLLM and then aligns it with the DiT using large-scale curated interleaved image–text sequences. Experiments on public and newly constructed benchmarks show that DuetGen substantially outperforms prior open-source systems across text quality, image fidelity, and image–context alignment, achieving substantial gains on text-to-image and image-editing benchmarks. Code and data will be released.
Generating interactive 3D scenes from text requires not only synthesizing assets but arranging them with spatial intelligence—support, affordances, and plausibility. However, training data for interactive scenes is dominated by a few indoor datasets, so learning-based methods overfit to in-distribution layouts and struggle to compose diverse arrangements (e.g., outdoor settings and small-on-large relations). Meanwhile, LLM-based layout planners can propose diverse arrangements, but the lack of visual grounding often yields implausible placements that violate commonsense physics. We propose Scenethesis, a training-free, agentic framework that couples LLM-based scene planning with vision-guided layout refinement. Given a text prompt, Scenethesis first drafts a coarse layout with an LLM; a vision module refines the layout and extracts scene structure to capture inter-object relations. A novel optimization stage enforces pose alignment and physical plausibility, and a final judge verifies spatial coherence and triggers targeted repair when needed. Across indoor and outdoor prompts, Scenethesis produces realistic, relation-rich, and physically plausible 3D interactive scenes, reducing collisions and stability failures compared to SOTA methods, making it practical for virtual content creation, simulation, and embodied AI.
Physical AI needs to be trained digitally first. It needs a digital twin of itself, the policy model, and a digital twin of the world, the world model. In this paper, we present the Cosmos World Foundation Model Platform to help developers build customized world models for their Physical AI setups. We position a world foundation model as a general-purpose world model that can be fine-tuned into customized world models for downstream applications. Our platform covers a video curation pipeline, pre-trained world foundation models, examples of post-training of pre-trained world foundation models, and video tokenizers. To help Physical AI builders solve the most critical problems of our society, we make Cosmos open-source and our models open-weight with permissive licenses available via https://github.com/nvidia-cosmos/cosmos-predict1.
Diffusion models, praised for their success in generative tasks, are increasingly being applied to robotics, demonstrating exceptional performance in behavior cloning. However, their slow generation process stemming from iterative denoising steps poses a challenge for real-time applications in resource-constrained robotics setups and dynamically changing environments. In this paper, we introduce the One-Step Diffusion Policy (OneDP), a novel approach that distills knowledge from pre-trained diffusion policies into a single-step action generator, significantly accelerating response times for robotic control tasks. We ensure the distilled generator closely aligns with the original policy distribution by minimizing the Kullback-Leibler (KL) divergence along the diffusion chain, requiring only 2%-10% additional pre-training cost for convergence. We evaluated OneDP on 6 challenging simulation tasks as well as 4 self-designed real-world tasks using the Franka robot. The results demonstrate that OneDP not only achieves state-of-the-art success rates but also delivers an order-of-magnitude improvement in inference speed, boosting action prediction frequency from 1.5 Hz to 62 Hz, establishing its potential for dynamic and computationally constrained robotic applications. A video demo is provided here, and the code will be publicly available soon.
The 2025 BEHAVIOR Challenge is designed to rigorously track progress toward solving long-horizon tasks by physical agents in simulated environments. BEHAVIOR-1K focuses on everyday household tasks that people most want robots to assist with and these tasks introduce long-horizon mobile manipulation challenges in realistic settings, bridging the gap between current research and real-world, human-centric applications. This report presents our solution to the 2025 BEHAVIOR Challenge in a very close 2nd place and substantially outperforms the rest of the submissions. Building on π_0.5, we focus on systematically building our solution by studying the effects of training techniques and data. Through careful ablations, we show the scaling power in pre-training and post-training phases for competitive performance. We summarize our practical lessons and design recommendations that we hope will provide actionable insights for the broader embodied AI community when adapting powerful foundation models to complex embodied scenarios.
Recent progress in 3D object generation has greatly improved both the quality and efficiency. However, most existing methods generate a single mesh with all parts fused together, which limits the ability to edit or manipulate individual parts. A key challenge is that different objects may have a varying number of parts. To address this, we propose a new end-to-end framework for part-level 3D object generation. Given a single input image, our method generates high-quality 3D objects with an arbitrary number of complete and semantically meaningful parts. We introduce a dual volume packing strategy that organizes all parts into two complementary volumes, allowing for the creation of complete and interleaved parts that assemble into the final object. Experiments show that our model achieves better quality, diversity, and generalization than previous image-based part-level generation methods.
Synthesizing interactive 3D scenes from text is essential for gaming, virtual reality, and embodied AI. However, existing methods face several challenges. Learning-based approaches depend on small-scale indoor datasets, limiting the scene diversity and layout complexity. While large language models (LLMs) can leverage diverse text-domain knowledge, they struggle with spatial realism, often producing unnatural object placements that fail to respect common sense. Our key insight is that vision perception can bridge this gap by providing realistic spatial guidance that LLMs lack. To this end, we introduce Scenethesis, a training-free agentic framework that integrates LLM-based scene planning with vision-guided layout refinement. Given a text prompt, Scenethesis first employs an LLM to draft a coarse layout. A vision module then refines it by generating an image guidance and extracting scene structure to capture inter-object relations. Next, an optimization module iteratively enforces accurate pose alignment and physical plausibility, preventing artifacts like object penetration and instability. Finally, a judge module verifies spatial coherence. Comprehensive experiments show that Scenethesis generates diverse, realistic, and physically plausible 3D interactive scenes, making it valuable for virtual content creation, simulation environments, and embodied AI research.
We introduce [Cosmos-Predict2.5], the latest generation of the Cosmos World Foundation Models for Physical AI. Built on a flow-based architecture, [Cosmos-Predict2.5] unifies Text2World, Image2World, and Video2World generation in a single model and leverages [Cosmos-Reason1], a Physical AI vision-language model, to provide richer text grounding and finer control of world simulation. Trained on 200M curated video clips and refined with reinforcement learning-based post-training, [Cosmos-Predict2.5] achieves substantial improvements over [Cosmos-Predict1] in video quality and instruction alignment, with models released at 2B and 14B scales. These capabilities enable more reliable synthetic data generation, policy evaluation, and closed-loop simulation for robotics and autonomous systems. We further extend the family with [Cosmos-Transfer2.5], a control-net style framework for Sim2Real and Real2Real world translation. Despite being 3.5$\times$ smaller than [Cosmos-Transfer1], it delivers higher fidelity and robust long-horizon video generation. Together, these advances establish [Cosmos-Predict2.5] and [Cosmos-Transfer2.5] as versatile tools for scaling embodied intelligence. To accelerate research and deployment in Physical AI, we release source code, pretrained checkpoints, and curated benchmarks under the NVIDIA Open Model License at https://github.com/nvidia-cosmos/cosmos-predict2.5 and https://github.com/nvidia-cosmos/cosmos-transfer2.5. We hope these open resources lower the barrier to adoption and foster innovation in building the next generation of embodied intelligence.
Designing 3D scenes is traditionally a challenging and laborious task that demands both artistic expertise and proficiency with complex software. Recent advances in text-to-3D generation have greatly simplified this process by letting users create scenes based on simple text descriptions. However, as these methods generally require extra training or in-context learning, their performance is often hindered by the limited availability of high-quality 3D data. In contrast, modern text-to-image models learned from web-scale images can generate scenes with diverse, reliable spatial layouts and consistent, visually appealing styles. Our key insight is that instead of learning directly from 3D scenes, we can leverage generated 2D images as an intermediary to guide 3D synthesis. In light of this, we introduce ArtiScene, a training-free automated pipeline for scene design that integrates the flexibility of free-form text-to-image generation with the diversity and reliability of 2D intermediary layouts. First, we generate 2D images from a scene description, then extract the shape and appearance of objects to create 3D models. These models are assembled into the final scene using geometry, position, and pose information derived from the same intermediary image. Being generalizable to a wide range of scenes and styles, ArtiScene outperforms state-of-the-art benchmarks by a large margin in layout and aesthetic quality by quantitative metrics. It also averages a 74.89 % winning rate in extensive user studies and 95.07 % in GPT-4o evaluation.
Current auto-regressive mesh generation methods suffer from issues such as incompleteness, insufficient detail, and poor generalization. In this paper, we propose an Auto-regressive Auto-encoder (ArAE) model capable of generating high-quality 3D meshes with up to 4,000 faces at a spatial resolution of 512^3. We introduce a novel mesh tokenization algorithm that efficiently compresses triangular meshes into 1D token sequences, significantly enhancing training efficiency. Furthermore, our model compresses variable-length triangular meshes into a fixed-length latent space, enabling training latent diffusion models for better generalization. Extensive experiments demonstrate the superior quality, diversity, and generalization capabilities of our model in both point cloud and image-conditioned mesh generation tasks.
Vision-language-action models (VLAs) have shown potential in leveraging pretrained vision-language models and diverse robot demonstrations for learning generalizable sensorimotor control. While this paradigm effectively utilizes largescale data from both robotic and non-robotic sources, current VLAs primarily focus on direct input-output mappings, lacking the intermediate reasoning steps crucial for complex manipulation tasks. As a result, existing VLAs lack temporal planning or reasoning capabilities. In this paper, we introduce a method that incorporates explicit visual chain-of-thought (CoT) reasoning into vision-language-action models (VLAs) by predicting future image frames autoregressively as visual goals before generating a short action sequence to achieve these goals. We introduce CoT-VLA, a state-of-the-art 7B VLA that can understand and generate visual and action tokens. Our experimental results demonstrate that CoT-VLA achieves strong performance, outperforming the state-of-the-art VLA model by 17% in real-world manipulation tasks and 6% in simulation benchmarks. Videos are available at: https://cot-vla.github.io/.
Physical AI systems need to perceive, understand, and perform complex actions in the physical world. In this paper, we present the Cosmos-Reason1 models that can understand the physical world and generate appropriate embodied decisions (e.g., next step action) in natural language through long chain-of-thought reasoning processes. We begin by defining key capabilities for Physical AI reasoning, with a focus on physical common sense and embodied reasoning. To represent physical common sense, we use a hierarchical ontology that captures fundamental knowledge about space, time, and physics. For embodied reasoning, we rely on a two-dimensional ontology that generalizes across different physical embodiments. Building on these capabilities, we develop two multimodal large language models, Cosmos-Reason1-7B and Cosmos-Reason1-56B. We curate data and train our models in two stages: Physical AI supervised fine-tuning (SFT) and Physical AI reinforcement learning (RL). To evaluate our models, we build comprehensive benchmarks for physical common sense and embodied reasoning according to our ontologies. Evaluation results show that Physical AI SFT and RL bring significant improvements. To facilitate the development of Physical AI, we make our code and pre-trained models available under the NVIDIA Open Model License at https://github.com/nvidia-cosmos/cosmos-reason1.
Soft tissue tracking is crucial for computer-assisted interventions. Existing approaches mainly rely on extracting discriminative features from the template and videos to recover corresponding matches. However, it is difficult to adopt these techniques in surgical scenes, where tissues are changing in shape and appearance throughout the surgery. To address this problem, we exploit optical flow to naturally capture the pixel-wise tissue deformations and adaptively correct the tracked template. Specifically, we first implement an inter-frame matching mechanism to extract a coarse region of interest based on optical flow from consecutive frames. To accommodate appearance change and alleviate drift, we then propose an adaptive-template matching method, which updates the tracked template based on the reliability of the estimates. Our approach, Ada-Tracker, enjoys both short-term dynamics modeling by capturing local deformations and long-term dynamics modeling by introducing global temporal compensation. We evaluate our approach on the public SurgT benchmark, which is generated from Hamlyn, SCARED, and Kidney boundary datasets. The experimental results show that Ada-Tracker achieves superior accuracy and performs more robustly against prior works. Code is available at https://github.com/wrld/Ada-Tracker.
We introduce GenUSD, an end-to-end text-to-scene generation framework that transforms natural language queries into realistic 3D scenes, including 3D objects and layouts. The process involves two main steps: 1) A Large Language Model (LLM) generates a scene layout hierarchically. It first proposes a high-level plan to decompose the scene into multiple functionally and spatially distinct subscenes. Then, for each subscene, the LLM proposes objects with detailed positions, poses, sizes, and descriptions. To manage complex object relationships and intricate scenes, we introduce object layout design meta functions as tools for the LLM. 2) A novel text-to-3D model generates each 3D object with surface meshes and high-resolution texture maps based on the LLM’s descriptions. The assembled 3D assets form the final 3D scene, represented as a Universal Scene Description (USD) format. GenUSD ensures physical plausibility by incorporating functions to prevent collisions.
We introduce Edify 3D, an advanced solution designed for high-quality 3D asset generation. Our method first synthesizes RGB and surface normal images of the described object at multiple viewpoints using a diffusion model. The multi-view observations are then used to reconstruct the shape, texture, and PBR materials of the object. Our method can generate high-quality 3D assets with detailed geometry, clean shape topologies, high-resolution textures, and materials within 2 minutes of runtime.
Purpose Vision-based robot tool segmentation plays a fundamental role in surgical robots perception and downstream tasks. CaRTS, based on a complementary causal model, has shown promising performance in unseen counterfactual surgical environments in the presence of smoke, blood, etc. However, CaRTS requires over 30 iterations of optimization to converge for a single image due to limited observability. Method To address the above limitations, we take temporal relation into consideration and propose a temporal causal model for robot tool segmentation on video sequences. We design an architecture named Temporally Constrained CaRTS (TC-CaRTS). TC-CaRTS has three novel modules to complement CaRTS—temporal optimization pipeline, kinematics correction network, and spatial-temporal regularization. Results Experiment results show that TC-CaRTS requires fewer iterations to achieve the same or better performance as CaRTS on different domains. All three modules are proven to be effective. Conclusion We propose TC-CaRTS, which takes advantage of temporal constraints as additional observability. We show that TC-CaRTS outperforms prior work in the robot tool segmentation task with improved convergence speed on test datasets from different domains.
Neural surface reconstruction has been shown to be powerful for recovering dense 3D surfaces via image-based neural rendering. However, current methods struggle to recover detailed structures of real-world scenes. To address the issue, we present Neuralangelo, which combines the representation power of multi-resolution 3D hash grids with neural surface rendering. Two key ingredients enable our approach: (1) numerical gradients for computing higher-order derivatives as a smoothing operation and (2) coarse-to-fine optimization on the hash grids controlling different levels of details. Even without auxiliary inputs such as depth, Neuralangelo can effectively recover dense 3D surface structures from multi-view images with fidelity significantly surpassing previous methods, enabling detailed large-scale scene reconstruction from RGB video captures.
Purpose: Tracking the 3D motion of the surgical tool and the patient anatomy is a fundamental requirement for computer-assisted skull-base surgery. The estimated motion can be used both for intra-operative guidance and for downstream skill analysis. Recovering such motion solely from surgical videos is desirable, as it is compliant with current clinical workflows and instrumentation. Methods: We present Tracker of Anatomy and Tool (TAToo). TAToo jointly tracks the rigid 3D motion of patient skull and surgical drill from stereo microscopic videos. TAToo estimates motion via an iterative optimization process in an end-to-end differentiable form. For robust tracking performance, TAToo adopts a probabilistic formulation and enforces geometric constraints on the object level. Results: We validate TAToo on both simulation data, where ground truth motion is available, as well as on anthropomorphic phantom data, where optical tracking provides a strong baseline. We report sub-millimeter and millimeter inter-frame tracking accuracy for skull and drill, respectively, with rotation errors below 1{\deg}. We further illustrate how TAToo may be used in a surgical navigation setting. Conclusion: We present TAToo, which simultaneously tracks the surgical tool and the patient anatomy in skull-base surgery. TAToo directly predicts the motion from surgical videos, without the need of any markers. Our results show that the performance of TAToo compares favorably to competing approaches. Future work will include fine-tuning of our depth network to reach a 1 mm clinical accuracy goal desired for surgical applications in the skull base.