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EmbodiedSplat: Personalized Real-to-Sim-to-Real Navigation with Gaussian Splats from a Mobile Device (2509.17430v1)

Published 22 Sep 2025 in cs.CV and cs.RO

Abstract: The field of Embodied AI predominantly relies on simulation for training and evaluation, often using either fully synthetic environments that lack photorealism or high-fidelity real-world reconstructions captured with expensive hardware. As a result, sim-to-real transfer remains a major challenge. In this paper, we introduce EmbodiedSplat, a novel approach that personalizes policy training by efficiently capturing the deployment environment and fine-tuning policies within the reconstructed scenes. Our method leverages 3D Gaussian Splatting (GS) and the Habitat-Sim simulator to bridge the gap between realistic scene capture and effective training environments. Using iPhone-captured deployment scenes, we reconstruct meshes via GS, enabling training in settings that closely approximate real-world conditions. We conduct a comprehensive analysis of training strategies, pre-training datasets, and mesh reconstruction techniques, evaluating their impact on sim-to-real predictivity in real-world scenarios. Experimental results demonstrate that agents fine-tuned with EmbodiedSplat outperform both zero-shot baselines pre-trained on large-scale real-world datasets (HM3D) and synthetically generated datasets (HSSD), achieving absolute success rate improvements of 20\% and 40\% on real-world Image Navigation task. Moreover, our approach yields a high sim-vs-real correlation (0.87--0.97) for the reconstructed meshes, underscoring its effectiveness in adapting policies to diverse environments with minimal effort. Project page: https://gchhablani.github.io/embodied-splat

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