Junzhe Wu

RO
3papers
2citations
Novelty43%
AI Score49

3 Papers

ROMay 28Code
A Heterogeneous Architecture for Robot RL Beyond GPU-Dominant Paradigms

Yufei Jia, Zhanxiang Cao, Mingrui Yu et al.

Simulation-based RL for contemporary robot control is increasingly organized around GPU-resident simulation: physics, rollout collection, and learning are placed on a single GPU-centric execution path. This paradigm has greatly improved training speed, but it has also encouraged a default assumption that efficient training requires physics to reside on the GPU. We revisit this assumption. Our view is that, in simulation-dominated robot control, the essential question is not which processor runs physics, but whether simulation throughput, policy learning, and runtime synchronization form an efficient end-to-end loop. We present UniLab, a heterogeneous CPU-simulation / GPU-learning architecture that decouples CPU-parallel simulation from GPU policy updates through a unified runtime for data movement, buffering, and synchronization. UniLab is implemented as a complete and extensible training system using MuJoCoUni and MotrixSim CPU-batched physics backends, supporting PPO, SAC, FlashSAC, TD3, and APPO. On representative simulation-based robot control tasks, UniLab improves end-to-end training efficiency by 3--10$\times$ under the same hardware configuration, while reducing dependence on the NVIDIA CUDA-based software stack and supporting cross-platform execution on the Apple macOS platform and the AMD ROCm and Intel XPU accelerator backends. These results show that GPU simulation is an effective path to efficient training, but not a necessary one, broadening the practical system choices available for robot RL training. Project page: https://github.com/unilabsim/UniLab.

ROMay 24Code
MuJoCoUni:Persistent Batched Runtime Primitives for MuJoCo

Yufei Jia, Junzhe Wu

We present MuJoCoUni, a downstream MuJoCo distribution for online robot learning and batched physics evaluation. Alongside the open-loop batched trajectory generation already provided by upstream mujoco.rollout, MuJoCoUni supplies runtime primitives for stateful environment execution. The target workloads need high-throughput parallel execution while retaining upstream CPU MuJoCo semantics for models, sensors, contact, and constraints. Its core object, BatchEnvPool, is a C++/pybind11 executor that owns per-environment mjModel copies, per-thread mjData workers, and an internal thread pool. It provides final-state-only short stepping, sparse reset, reset-lifecycle domain randomization, batched sensor forward evaluation without advancing dynamics, and batched Jacobian and height-field queries. The implementation is confined to the Python binding layer; MuJoCo's solver, contact model, integrator, and core source tree retain upstream semantics. This report describes the BatchEnvPool API, implementation boundary, relationship to rollout, and the validation and benchmark scripts shipped with the open-source mujoco-uni package, which is installed with \texttt{pip install mujoco-uni}.

ROApr 28
GS-Playground: A High-Throughput Photorealistic Simulator for Vision-Informed Robot Learning

Yufei Jia, Heng Zhang, Ziheng Zhang et al.

Embodied AI research is undergoing a shift toward vision-centric perceptual paradigms. While massively parallel simulators have catalyzed breakthroughs in proprioception-based locomotion, their potential remains largely untapped for vision-informed tasks due to the prohibitive computational overhead of large-scale photorealistic rendering. Furthermore, the creation of simulation-ready 3D assets heavily relies on labor-intensive manual modeling, while the significant sim-to-real physical gap hinders the transfer of contact-rich manipulation policies. To address these bottlenecks, we propose GS-Playground, a multi-modal simulation framework designed to accelerate end-to-end perceptual learning. We develop a novel high-performance parallel physics engine, specifically designed to integrate with a batch 3D Gaussian Splatting (3DGS) rendering pipeline to ensure high-fidelity synchronization. Our system achieves a breakthrough throughput of 10^4 FPS at 640x480 resolution, significantly lowering the barrier for large-scale visual RL. Additionally, we introduce an automated Real2Sim workflow that reconstructs photorealistic, physically consistent, and memory-efficient environments, streamlining the generation of complex simulation-ready scenes. Extensive experiments on locomotion, navigation, and manipulation demonstrate that GS-Playground effectively bridges the perceptual and physical gaps across diverse embodied tasks. Project homepage: https://gsplayground.github.io.