AIAug 21, 2024Code
SimBench: A Framework for Evaluating and Diagnosing LLM-Based Digital-Twin Generation for Multi-Physics SimulationJingquan Wang, Andrew Negrut, Hongyu Wang et al.
We introduce SimBench, a benchmark designed to evaluate the proficiency of simulator-oriented LLMs (S-LLMs) in generating digital twins (DTs) that can be used in simulators for virtual testing. Given a collection of S-LLMs, this benchmark ranks them according to their ability to produce high-quality DTs. We demonstrate this by comparing over 33 open- and closed-source S-LLMs. Using multi-turn interactions, SimBench employs an LLM-as-a-judge (J-LLM) that leverages both predefined rules and human-in-the-loop guidance to assign scores for the DTs generated by the S-LLM, thus providing a consistent and expert-inspired evaluation protocol. The J-LLM is specific to a simulator, and herein the proposed benchmarking approach is demonstrated in conjunction with the open-sourceChrono multi-physics simulator. Chrono provided the backdrop used to assess an S-LLM in relation to the latter's ability to create digital twins for multibody dynamics, finite element analysis, vehicle dynamics, robotic dynamics, and sensor simulations. The proposed benchmarking principle is broadly applicable and enables the assessment of an S-LLM's ability to generate digital twins for other simulation packages, e.g., ANSYS, ABAQUS, OpenFOAM, StarCCM+, IsaacSim, and pyBullet.
11.4CEApr 19
A Total Lagrangian Finite Element Framework for Multibody Dynamics: Part II -- GPU Implementation and Numerical ExperimentsZhenhao Zhou, Ruochun Zhang, Ganesh Arivoli et al.
We present the numerical methods and GPU-accelerated implementation underlying a Total Lagrangian finite element framework for finite-deformation flexible multibody dynamics, introduced in the companion paper [1]. The framework supports 10-node quadratic tetrahedral (T10) elements and ANCF beam and shell elements, with quadrature-based hyperelastic response (St. Venant-Kirchhoff and Mooney-Rivlin) and an optional Kelvin-Voigt viscous stress contribution. Time stepping employs a velocity-based implicit backward-Euler scheme, yielding a nonlinear residual in velocity that couples inertia, internal and external forces, and bilateral constraints. Constraints are enforced via an augmented Lagrangian method (ALM), structured as an outer loop alternating an inner velocity solve with a dual-ascent multiplier update. We introduce a two-stage GPU parallelization strategy for internal force and tangent stiffness evaluation, and provide two inner solvers: a first-order AdamW optimizer and a second-order Newton solver that assembles and factorizes a sparse global Hessian on the GPU using cuDSS. A fixed-sparsity matrix strategy eliminates repeated symbolic analysis and enables efficient numerical refactorization across Newton iterations. For collision detection, we present a GPU-native two-thread asynchronous algorithm operating on triangle soups, avoiding bounding-volume hierarchies entirely. Systematic scaling benchmarks across all three supported element types and six mesh resolutions show that the Newton solver achieves approximately one order of magnitude reduction in real-time factor relative to CPU baselines at the largest resolutions tested. The frictional contact model is validated against closed-form rigid-body predictions through quasi-static and dynamic impact unit tests.
24.0CEMay 13Code
Chrono::Ray: A Distributed Framework for High-Throughput Simulation-Based Analysis of Multibody SystemsKhailanii Slaton, Dan Negrut
Large-scale simulation studies can provide invaluable insights across computational engineering efforts, but they are often computationally demanding, requiring the use of distributed computing, which is itself not a simple task. Chrono::Ray addresses this challenge by integrating the high-fidelity multibody dynamics simulation engine Chrono with the open-source distributed computing platform Ray. The result is a modular workflow framework providing user-friendly abstractions for large-scale engineering simulation studies, supporting scalable orchestration of large ensembles of simulation trials without requiring users to directly manage distributed infrastructure. The current capabilities of the framework are demonstrated through two representative examples: parameter recovery for a multibody lunar lander model, and design of experiments for parameters of a continuum terramechanics model. Chrono::Ray is a part of the larger Project Chrono ecosystem and is released as an open-source software package, with source code available at https://github.com/uwsbel/chrono-ray.git.
AIDec 21, 2025
ChronoDreamer: Action-Conditioned World Model as an Online Simulator for Robotic PlanningZhenhao Zhou, Dan Negrut
We present ChronoDreamer, an action-conditioned world model for contact-rich robotic manipulation. Given a history of egocentric RGB frames, contact maps, actions, and joint states, ChronoDreamer predicts future video frames, contact distributions, and joint angles via a spatial-temporal transformer trained with MaskGIT-style masked prediction. Contact is encoded as depth-weighted Gaussian splat images that render 3D forces into a camera-aligned format suitable for vision backbones. At inference, predicted rollouts are evaluated by a vision-language model that reasons about collision likelihood, enabling rejection sampling of unsafe actions before execution. We train and evaluate on DreamerBench, a simulation dataset generated with Project Chrono that provides synchronized RGB, contact splat, proprioception, and physics annotations across rigid and deformable object scenarios. Qualitative results demonstrate that the model preserves spatial coherence during non-contact motion and generates plausible contact predictions, while the LLM-based judge distinguishes collision from non-collision trajectories.
ROSep 21, 2023
POLAR-Sim: Augmenting NASA's POLAR Dataset for Data-Driven Lunar Perception and Rover SimulationBo-Hsun Chen, Peter Negrut, Thomas Liang et al.
NASA's POLAR dataset contains approximately 2,600 pairs of high dynamic range stereo photos captured across 13 varied terrain scenarios, including areas with sparse or dense rock distributions, craters, and rocks of different sizes. The purpose of these photos is to spur development in robotics, AI-based perception, and autonomous navigation. Acknowledging a scarcity of lunar images from around the lunar poles, NASA Ames produced on Earth but in controlled conditions images that resemble rover operating conditions from these regions of the Moon. We report on the outcomes of an effort aimed at accomplishing two tasks. In Task 1, we provided bounding boxes and semantic segmentation information for all the images in NASA's POLAR dataset. This effort resulted in 23,000 labels and semantic segmentation annotations pertaining to rocks, shadows, and craters. In Task 2, we generated the digital twins of the 13 scenarios that have been used to produce all the photos in the POLAR dataset. Specifically, for each of these scenarios, we produced individual meshes, texture information, and material properties associated with the ground and the rocks in each scenario. This allows anyone with a camera model to synthesize images associated with any of the 13 scenarios of the POLAR dataset. Effectively, one can generate as many semantically labeled synthetic images as desired -- with different locations and exposure values in the scene, for different positions of the sun, with or without the presence of active illumination, etc. The benefit of this work is twofold. Using outcomes of Task 1, one can train and/or test perception algorithms that deal with Moon images. For Task 2, one can produce as much data as desired to train and test AI algorithms that are anticipated to work in lunar conditions. All the outcomes of this work are available in a public repository for unfettered use and distribution.
60.0MAMay 7
Active Learning for Communication Structure Optimization in LLM-Based Multi-Agent SystemsHuchen Yang, Xinghao Dong, Dan Negrut et al.
Optimizing the communication structure of large language model based multi-agent systems (LLM-MAS) has been shown to improve downstream performance and reduce token usage. Existing methods typically rely on randomly sampled training tasks. However, tasks may differ substantially in difficulty and domain, and thus they are not equally informative for updating communication structure, making optimization under limited training budgets often unstable and highly sensitive to the particular training set. To actively identify the most valuable tasks for communication-structure optimization, we propose an ensemble-based information-theoretic task selection framework. The proposed method estimates task informativeness by how much a candidate task changes the distribution over graph parameters, using ensemble Kalman inversion as an efficient and derivative-free approximation of the corresponding Bayesian update. The resulting estimator is especially suitable for black-box and noisy multi-agent systems. To enhance scalability, we construct a compact candidate pool through embedding-based representative selection and combine the informative selection with surrogate modeling and batch Thompson sampling. We validate our method in both benign settings and settings with agent attacks, demonstrating its effectiveness for communication-structure optimization under constrained computational budgets.
79.6AIMay 14
Coding Agent Is Good As World SimulatorHongyu Wang, Jingquan Wang, Bocheng Zou et al.
World models have emerged as a powerful paradigm for building interactive simulation environments, with recent video-based approaches demonstrating impressive progress in generating visually plausible dynamics. However, because these models typically infer dynamics from video and represent them in latent states, they do not explicitly enforce physical constraints. As a result, the generated video rollouts are not physically plausible, exhibiting unstable contacts, distorted shapes, or inconsistent motion. In this paper, we present an agentic framework constructing physics-based world models through executable simulation code. The framework coordinates planning, code generation, visual review, and physics analysis agents. The planning agent converts the natural language prompt into a structured scene plan, the code agent implements it as executable simulation code, and the visual review agent provide visual feedback while the physics analysis agent checks physical consistency. The code is iteratively revised based on the feedback until the simulation matches the prompt reqirements and physical constraints. Experimental results show that our framework outperforms advanced video-based models in physical accuracy, instruction fidelity and visual quality, which could be applied to various scenarios including driving simulation and embodied robot tasks.
35.3ROMay 14
Chrono-Gymnasium: An Open-Source, Gymnasium-Compatible Distributed Simulation FrameworkBocheng Zou, Harry Zhang, Khailanii Slaton et al.
High-fidelity physics simulation is essential for closing the sim-to-real gap in robotics and complex mechanical systems. However, the computational overhead of high-fidelity engines often limits their use in data-intensive tasks like Reinforcement Learning (RL) and global optimization. We introduce Chrono-Gymnasium, a distributed computing framework that scales the high-fidelity multi-body dynamics of Project Chrono across large-scale computing clusters. Built upon the Ray framework, Chrono-Gymnasium provides a standardized Gymnasium interface, enabling seamless integration with modern machine learning libraries while providing built-in synchronization and messaging primitives for distributed execution. We demonstrate the framework's capabilities through two distinct case studies: (1) the training of an RL agent for autonomous robotic navigation in complex terrains, and (2) the Bayesian Optimization of a planetary lander's design parameters to ensure landing stability. Our results show that Chrono-Gymnasium reduces wall-clock time for high-fidelity simulations without sacrificing physical accuracy, offering a scalable path for the design and control of complex robotic systems.
AIAug 19, 2025Code
ChronoLLM: Customizing Language Models for Physics-Based Simulation Code GenerationJingquan Wang, Andrew Negrut, Harry Zhang et al.
This contribution is concerned with the following issue: can pretrained large language models (LLMs) be refined and customized to the point where they become virtual assistants helping experts with the effective use of a simulation tool? In this case study, the ``simulation tool'' considered is PyChrono, an open source multi-physics dynamics engine for multibody systems. We present a framework for refining and customizing both open- and closed-source LLMs to harness the power of AI in generating scripts that perform PyChrono virtual experiments. We refine and customize several classes of LLMs through a process that leads to a quantifiable improvement in the quality of the generated PyChrono simulation scripts. These scripts can range from simple single-pendulum simulations to complex virtual experiments involving full vehicles on deformable terrain. While the generated scripts are rarely perfect, they often serve as strong starting points for the user to modify and improve on. Additionally, the LLM can answer specific API questions about the simulator, or recommend modeling approaches. The framework discussed is general and can be applied to lower the entry barrier for simulation tools associated with other application domains.
SEJan 7, 2025Code
ChronoLLM: A Framework for Customizing Large Language Model for Digital Twins generalization based on PyChronoJingquan Wang, Harry Zhang, Khailanii Slaton et al.
Recently, the integration of advanced simulation technologies with artificial intelligence (AI) is revolutionizing science and engineering research. ChronoLlama introduces a novel framework that customizes the open-source LLMs, specifically for code generation, paired with PyChrono for multi-physics simulations. This integration aims to automate and improve the creation of simulation scripts, thus enhancing model accuracy and efficiency. This combination harnesses the speed of AI-driven code generation with the reliability of physics-based simulations, providing a powerful tool for researchers and engineers. Empirical results indicate substantial enhancements in simulation setup speed, accuracy of the generated codes, and overall computational efficiency. ChronoLlama not only expedites the development and testing of multibody systems but also spearheads a scalable, AI-enhanced approach to managing intricate mechanical simulations. This pioneering integration of cutting-edge AI with traditional simulation platforms represents a significant leap forward in automating and optimizing design processes in engineering applications.
CRJan 9, 2021Code
CryptoEmu: An Instruction Set Emulator for Computation Over CiphersXiaoyang Gong, Dan Negrut
Fully homomorphic encryption (FHE) allows computations over encrypted data. This technique makes privacy-preserving cloud computing a reality. Users can send their encrypted sensitive data to a cloud server, get encrypted results returned and decrypt them, without worrying about data breaches. This project report presents a homomorphic instruction set emulator, CryptoEmu, that enables fully homomorphic computation over encrypted data. The software-based instruction set emulator is built upon an open-source, state-of-the-art homomorphic encryption library that supports gate-level homomorphic evaluation. The instruction set architecture supports multiple instructions that belong to the subset of ARMv8 instruction set architecture. The instruction set emulator utilizes parallel computing techniques to emulate every functional unit for minimum latency. This project report includes details on design considerations, instruction set emulator architecture, and datapath and control unit implementation. We evaluated and demonstrated the instruction set emulator's performance and scalability on a 48-core workstation. CryptoEmu has shown a significant speedup in homomorphic computation performance when compared with HELib, a state-of-the-art homomorphic encryption library.
DCSep 25, 2015Code
Analysis of A Splitting Approach for the Parallel Solution of Linear Systems on GPU CardsAng Li, Radu Serban, Dan Negrut
We discuss an approach for solving sparse or dense banded linear systems ${\bf A} {\bf x} = {\bf b}$ on a Graphics Processing Unit (GPU) card. The matrix ${\bf A} \in {\mathbb{R}}^{N \times N}$ is possibly nonsymmetric and moderately large; i.e., $10000 \leq N \leq 500000$. The ${\it split\ and\ parallelize}$ (${\tt SaP}$) approach seeks to partition the matrix ${\bf A}$ into diagonal sub-blocks ${\bf A}_i$, $i=1,\ldots,P$, which are independently factored in parallel. The solution may choose to consider or to ignore the matrices that couple the diagonal sub-blocks ${\bf A}_i$. This approach, along with the Krylov subspace-based iterative method that it preconditions, are implemented in a solver called ${\tt SaP::GPU}$, which is compared in terms of efficiency with three commonly used sparse direct solvers: ${\tt PARDISO}$, ${\tt SuperLU}$, and ${\tt MUMPS}$. ${\tt SaP::GPU}$, which runs entirely on the GPU except several stages involved in preliminary row-column permutations, is robust and compares well in terms of efficiency with the aforementioned direct solvers. In a comparison against Intel's ${\tt MKL}$, ${\tt SaP::GPU}$ also fares well when used to solve dense banded systems that are close to being diagonally dominant. ${\tt SaP::GPU}$ is publicly available and distributed as open source under a permissive BSD3 license.
71.0CEApr 19
A Total Lagrangian Finite Element Framework for Multibody Dynamics: Part I -- FormulationZhenhao Zhou, Ganesh Arivoli, Dan Negrut
We present a Total Lagrangian finite element framework for finite-deformation multibody dynamics. The framework combines a compact kinematic representation, a deformation-gradient-based formulation, an element-agnostic constitutive interface, and a systematic constraint-construction machinery for coupling deformable bodies through engineering joints. Within this setting, we derive the equations of motion for collections of deformable bodies and formulate their response in the presence of external loads, frictional contact forces, and constraint reaction forces. The framework accommodates field forces applied pointwise, over surfaces, or throughout volumes, and supports material models of practical interest, including Mooney-Rivlin, Neo-Hookean, and Kelvin-Voigt. A companion paper discusses the GPU-accelerated implementation of the framework outlined herein and reports on numerical experiments and benchmark results.
LGAug 29, 2025
FNODE: Flow-Matching for data-driven simulation of constrained multibody systemsHongyu Wang, Jingquan Wang, Dan Negrut
Data-driven modeling of constrained multibody systems faces two persistent challenges: high computational cost and limited long-term prediction accuracy. To address these issues, we introduce the Flow-Matching Neural Ordinary Differential Equation (FNODE), a framework that learns acceleration vector fields directly from trajectory data. By reformulating the training objective to supervise accelerations rather than integrated states, FNODE eliminates the need for backpropagation through an ODE solver, which represents a bottleneck in traditional Neural ODEs. Acceleration targets are computed efficiently using numerical differentiation techniques, including a hybrid Fast Fourier Transform (FFT) and Finite Difference (FD) scheme. We evaluate FNODE on a diverse set of benchmarks, including the single and triple mass-spring-damper systems, double pendulum, slider-crank, and cart-pole. Across all cases, FNODE consistently outperforms existing approaches such as Multi-Body Dynamic Neural ODE (MBD-NODE), Long Short-Term Memory (LSTM) networks, and Fully Connected Neural Networks (FCNN), demonstrating good accuracy, generalization, and computational efficiency.
GRAug 12, 2025
DiffPhysCam: Differentiable Physics-Based Camera Simulation for Inverse Rendering and Embodied AIBo-Hsun Chen, Nevindu M. Batagoda, Dan Negrut
We introduce DiffPhysCam, a differentiable camera simulator designed to support robotics and embodied AI applications by enabling gradient-based optimization in visual perception pipelines. Generating synthetic images that closely mimic those from real cameras is essential for training visual models and enabling end-to-end visuomotor learning. Moreover, differentiable rendering allows inverse reconstruction of real-world scenes as digital twins, facilitating simulation-based robotics training. However, existing virtual cameras offer limited control over intrinsic settings, poorly capture optical artifacts, and lack tunable calibration parameters -- hindering sim-to-real transfer. DiffPhysCam addresses these limitations through a multi-stage pipeline that provides fine-grained control over camera settings, models key optical effects such as defocus blur, and supports calibration with real-world data. It enables both forward rendering for image synthesis and inverse rendering for 3D scene reconstruction, including mesh and material texture optimization. We show that DiffPhysCam enhances robotic perception performance in synthetic image tasks. As an illustrative example, we create a digital twin of a real-world scene using inverse rendering, simulate it in a multi-physics environment, and demonstrate navigation of an autonomous ground vehicle using images generated by DiffPhysCam.
CLASS-PHDec 1, 2017
The dynamics of scattering in undulatory active collisionsJennifer M. Rieser, Perrin E. Schiebel, Arman Pazouki et al.
Natural and artificial self-propelled systems must manage environmental interactions during movement. Such interactions, which we refer to as active collisions, are fundamentally different from momentum-conserving interactions studied in classical physics, largely because the internal driving of the locomotor can lead to persistent contact with heterogeneities. Here, we experimentally and numerically study the effects of active collisions on a laterally-undulating sensory-deprived robophysical model, whose dynamics are applicable to self-propelled systems across length scales and environments. The robot moves via spatial undulation of body segments, with a nearly-linear center-of-geometry trajectory. Interactions with a single rigid post scatter the robot, and these deflections are proportional to the head-post contact duration. The distribution of scattering angles is smooth and strongly-peaked directly behind the post. Interactions with a single row of evenly-spaced posts (with inter-post spacing $d$) produce distributions reminiscent of far-field diffraction patterns: as $d$ decreases, distinct secondary peaks emerge as large deflections become more likely. Surprisingly, we find that the presence of multiple posts does not change the nature of individual collisions; instead, multi-modal scattering patterns arise from multiple posts altering the likelihood of individual collisions to occur. As $d$ decreases, collisions near the leading edges of the posts become more probable, and we find that these interactions are associated with larger deflections. Our results, which highlight the surprising dynamics that can occur during active collisions of self-propelled systems, can inform control principles for locomotors in complex terrain and facilitate design of task-capable active matter.