AIAny
Icon for item

Genesis

GPU-native physics engine unifying rigid-body, fluid, cloth, and deformable solvers in one Python framework for robotics and embodied-AI research. Built by a 20+ lab collaboration, now backed by Genesis AI, with generative tools to author 4D scenes.

Introduction

Most robotics simulators force a tradeoff: pick one tool for contact-rich rigid bodies, a separate solver for cloth or fluids, and yet another renderer — then glue them together. The bet here is that a single GPU-native, differentiable engine can host rigid bodies, MPM, FEM, fluids, and particles in one shared scene, scripted from plain Python. That unification, more than any benchmark, is why a 20+ lab academic collaboration spent two years building it.

What Sets It Apart
  • Unified multi-physics: rigid, FEM, MPM, fluid, and particle solvers share one scene and state, so a robot can grasp a deformable object or pour a liquid without bolting on external libraries.
  • Portable backend: the same code compiles to CUDA, AMD ROCm, Apple Metal, and Vulkan, scaling from a laptop to a datacenter.
  • Differentiable and generative: gradients flow through the physics for optimization and RL, and a generative layer can author 4D scenes from text prompts.
  • The viral "43 million FPS / 430,000x real-time" figure is real but narrow — it was measured on a single Franka arm with self-collision only. Independent benchmarks found typical contact-rich scenes far slower, and the team has since published more representative numbers.
Who It's For

Great fit if you train embodied-AI or RL policies and want one Python-first stack spanning rigid and soft-body physics, with differentiability and a permissive Apache-2.0 license. Look elsewhere if you need a battle-tested, paper-grade baseline today — MuJoCo and Isaac Sim have deeper validation — or if your plans hinge on the headline speed numbers, which swing sharply with scene complexity.

Information

  • Websitegithub.com
  • OrganizationsCarnegie Mellon University, Massachusetts Institute of Technology, Stanford University, University of California, Berkeley, NVIDIA, Tsinghua University, Genesis AI
  • AuthorsGenesis Authors, Genesis-Embodied-AI
  • Published date2023/10/31

Categories

More Items

Provides a real-scale 3D Hong Kong sandbox to evaluate whether multimodal LLM agents can turn local street-view perception into sustained spatial action, supporting closed-loop first-person interaction, an interactive map, and controlled tests of grounding, long-range navigation, and robustness.

Generates enterable omnimodal world-model rollouts that follow continuous 6-DoF camera control while jointly producing 720p video, environmental sound, music and speech. Uses dataset-level motion calibration, a specialized data engine, progressive training and autoregressive post-training to support long-horizon first- and third-person interaction.

Hugging Face

Provides 90,000 hours of head-mounted egocentric video paired with synchronized 3D hand pose and an optional 3D full‑body pose add-on, with event-level semantic labels available as a complimentary layer — designed for embodied AI and robotics training at scale.