Papers
Topics
Authors
Recent
Detailed Answer
Quick Answer
Concise responses based on abstracts
Detailed Answer
Thorough responses based on abstracts and some paper content
Custom Instructions Pro
Preferences or requirements that you'd like Emergent Mind to consider when generating responses
Gemini 2.5 Flash
Gemini 2.5 Flash
102 tokens/sec
GPT-4o
73 tokens/sec
Gemini 2.5 Pro Pro
63 tokens/sec
o3 Pro
25 tokens/sec
GPT-4.1 Pro
71 tokens/sec
DeepSeek R1 via Azure Pro
22 tokens/sec
2000 character limit reached

Unified Robotics Description Format (URDF) in EmbodiedGen

Last updated: June 15, 2025

Significance and Background

The Unified Robotics Description Format (URDF °) is a widely adopted XML ° standard for representing the structure and physical properties of robots—including their kinematics ° (links and joints), inertia, geometric meshes, and actuation properties. URDF is supported across major simulation platforms, including OpenAI ° Gym, MuJoCo °, Isaac Lab °, and SAPIEN, enabling seamless modeling, simulation, and physical control of robots and interactive 3D assets ° (Xinjie et al., 12 Jun 2025 ° ).

EmbodiedGen is a generative toolkit that leverages URDF as the output layer of a multi-stage process, enabling the scalable, automated production of diverse and physically annotated 3D assets and scenes for embodied intelligence ° research. EmbodiedGen addresses the bottlenecks and scaling challenges associated with manual creation and annotation of 3D assets and scenes, making them accessible for downstream use in simulation and embodied agent evaluation [(Xinjie et al., 12 Jun 2025 ° ), Section 1].

URDF as a Foundation for 3D Asset Generation

URDF models, as created in EmbodiedGen, comprise:

  • Links: Rigid bodies defined by meshes (OBJ, STL, etc.), mass, and inertia.
  • Joints: Articulations (revolute, prismatic, etc.) with defined axes, limits, and transforms relating links.
  • Visual and Collision Geometry: Assignment of appearance and collision boundaries to support both rendering and physical simulation °.
  • Physical Properties: Including mass, friction, and real-world scale for accurate simulation behavior [(Xinjie et al., 12 Jun 2025 ° ), Section 3.1].

A key technical function within EmbodiedGen is the alignment of generatively produced meshes to real-world scale and augmentation with physical parameters. Generative models often output meshes at arbitrary scales. EmbodiedGen employs a physics restoration process: a LLM agent ° (e.g., GPT-4o or Qwen) estimates real-world height from the rendered view, and the mesh is scaled to match this estimate:

vi=Svi,S=hrealhmesh\mathbf{v}_i' = S \cdot \mathbf{v}_i, \quad S = \frac{h_{real}}{h_{mesh}}

where hrealh_{real} is the agent-inferred height, and hmeshh_{mesh} is the axis-aligned bounding box ° height of the original mesh [(Xinjie et al., 12 Jun 2025 ° ), Section 3.1].

Physical attributes such as mass and friction coefficients ° are also estimated by the same agent based on object category and visual cues and written as URDF <inertial> and material tags °, respectively.

EmbodiedGen Pipeline: URDF in Modular Generative Workflows

EmbodiedGen is structured with six modules, each responsible for stages of 3D asset and scene generation °, culminating in URDF asset creation [(Xinjie et al., 12 Jun 2025 ° ), Section 3.1–3.7]:

Image-to-3D and Text-to-3D

  • Image-to-3D °: Generates meshes or 3D Gaussian ° Splatting (3DGS) assets from single images. Meshes are inspected and rescaled to real-world units, annotated with estimated mass, friction, and semantic information, then exported as URDF assets.
  • Text-to-3D: Generates images from text prompts ° (using a model like Kolors), then produces 3D meshes ° (Trellis, DIPO), and annotates them in the same manner for URDF export [(Xinjie et al., 12 Jun 2025 ° ), Section 3.2; Figure 9].

URDF generation after these steps ensures that each asset is ready for physics-based simulation ° and manipulation.

Texture Generation

EmbodiedGen uses GeoLifter, a geometry-guided diffusion model, to generate high-resolution, spatially consistent UV textures ° for each mesh [(Xinjie et al., 12 Jun 2025 ° ), Section 3.4]. In the exported URDF, these textures are referenced in <visual> and <material> tags:

1
2
3
4
5
6
7
8
<visual>
  <geometry>
    <mesh filename="object.obj" scale="1 1 1"/>
  </geometry>
  <material name="tex">
    <texture filename="object_tex.png"/>
  </material>
</visual>

Articulated Object Generation

The platform predicts segmentation and kinematic structure ° for articulated assets from dual-state images or text prompts, creating URDF <joint> entries to represent real articulations:

1
2
3
4
5
6
7
<joint name="drawer_joint" type="prismatic">
  <parent link="cabinet_base"/>
  <child link="drawer"/>
  <origin xyz="..." rpy="..."/>
  <axis xyz="1 0 0"/>
  <limit effort="1.0" lower="0" upper="0.3" velocity="0.2"/>
</joint>
[(Xinjie et al., 12 Jun 2025 ° ), Section 3.5; Figure 10]

Scene and Layout Generation

Scene synthesis ° relies on panoramic imaging ° (Diffusion360, Pano2Room) and LLM °-driven layout reasoning to compose complex scenes. All objects and static scene elements are encoded as URDF links; articulated or movable sub-objects are linked via joints in the URDF [(Xinjie et al., 12 Jun 2025 ° ), Sections 3.6–3.7]. This “master URDF” can represent an entire world model, with structured kinematic or positional relations between constituent assets.

Module-to-URDF Mapping: Summary Table

Module URDF Contribution Example Use Case
Image-to-3D Realistic, scaled object links Digital twin for sim-to-real transfer °
Text-to-3D Prompt-driven, category-tagged links Large-scale object synthesis
Texture Generation ° Mesh ↔ URDF visual/material tags Stylized asset libraries
Articulated Object Gen. Joint structure and transforms Interactive furniture/robot assets
Scene Generation Scene-level layout as URDF links Simulation environments ° (household/office scenes)
Layout Generation ° LLM-directed tree assembly Task-specific, autogen. simulation scene layouts °

Current Applications

EmbodiedGen has demonstrated the use of URDF-generated assets in:

All pipelines, annotations, and assets are open-sourced for community evaluation and extension project page.

Limitations and Considerations

URDF supports a broad suite of physical and kinematic attributes, but reported limitations persist. Notably, URDF cannot natively describe cyclic kinematic topologies (closed loops) or non-rigid/soft bodies without significant extension, restricting its expressiveness for some classes of robots and objects [(Xinjie et al., 12 Jun 2025 ° ), Section 5]. For articulated structures requiring such topologies, ongoing developments in extended URDF standards may be required.

Automated recovery of real-world scale and physical attributes, while effective for batch generation, relies on AI-generated ° estimation and may require user validation or manual correction for use cases with high physical accuracy requirements [(Xinjie et al., 12 Jun 2025 ° ), Section 3.3].

Emerging Trends and Directions

Key trends in the deployment of URDF within generative pipelines ° such as EmbodiedGen include:

Speculative Note

Future schema evolution for URDF could include standardized support for higher-order materials, deformable bodies, or dynamic semantic attributes °. As generative pipelines continue to mesh with robotics and simulation standards, deeper convergence between AI-driven asset creation and physics-based digital twin infrastructures is likely [citation needed].


All claims and technical details are sourced from EmbodiedGen (Xinjie et al., 12 Jun 2025 ° ) and its publicly available documentation. For implementation details and demonstrations, refer to the EmbodiedGen codebase and documentation.