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The first game engine for robotics

luckyrobots.com

1–10 of 23 posts

Re: The first game engine for robotics

#4
I was the Principal architect for ML-Agents at Unity for a while and this looks like it could be a more elegant version of what we were doing (cause it’s not a sidecar to an engine).

I’m going to try it to see if I can make my Go-1 edu do some work around the house finally

Re: The first game engine for robotics

#5
Wondering if it would be better to abstract Vulcan away by Unreal, get even better photo-real quality.

I guess the better question is how much does photo-realism quality matter for this kind of sim2real work? A lot I would wager.

Re: The first game engine for robotics

#6
post #5

Wondering if it would be better to abstract Vulcan away by Unreal, get even better photo-real quality. I guess the better question is how much does photo-realism quality matter for this kind of sim2real work? A lot I would wager.

Unreal will definitely get better results out of the box, but it's also possible to do photorealism with significantly less overhead (particularly UE shader compilation overhead) - useful for single purpose platforms. If you don't need to support lots of specific editor or game features, it may be a valuable investment.

UE is definitely used to obtain simulation data in other domains (this is coming from first hand experience in big tech), but usually through scripting UE handmade levels in python which also needed convoluted server systems at the time (hopefully this has gotten better now).

Re: The first game engine for robotics

#7
post #5

Wondering if it would be better to abstract Vulcan away by Unreal, get even better photo-real quality. I guess the better question is how much does photo-realism quality matter for this kind of sim2real work? A lot I would wager.

Vulkan is a rendering technology, Unreal is an engine, that can render using Vulkan under the hood. You can absolutely do this in Unreal. I implemented this at Cruise using UE4 for integration testing, and it worked great for inference (we weren't doing training on sim at that point, but I was pushing for it! There was a paper out in 2018 or so that showed mixing in a bit of simulated data had an outside positive impact on the outputted model). There are companies out there right now doing this with even more modern renderers. I can't comment on how much the rendering realism gap matters here. I think there's some people out there using a variant of lower quality rendering + some kind of diffusion to get "better" images without having to do detailed modeling/lighting for their sims (fuzzy memory, I don't have a source on this).

Re: The first game engine for robotics

#8
post #7
post #5

Wondering if it would be better to abstract Vulcan away by Unreal, get even better photo-real quality. I guess the better question is how much does photo-realism quality matter for this kind of sim2real work? A lot I would wager.

Vulkan is a rendering technology, Unreal is an engine, that can render using Vulkan under the hood. You can absolutely do this in Unreal. I implemented this at Cruise using UE4 for integration testing, and it worked great for inference (we weren't doing training on sim at that point, but I was pushing for it! There was a paper out in 2018 or so that showed mixing in a bit of simulated data had an outside positive imp…

Is there a good Unreal + Physics simulator OOB now that people can try?

I guess Isaac Sim is king?

Re: The first game engine for robotics

#10
Haven’t Unreal engine and Unity been used for robotics for over a decade?

Hasn’t the Bullet physics engine been used for robotics for over a decade?

I don’t understand this “first game engine for robotics” messaging.

As an aside, this website crashes for me on safari on iOS.

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