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

ACCEPTED AT RSS 2026
10000FPS
@ 640×480
2048
PARALLEL SCENES
Sim2Real
SMALLER SIM–REAL GAP ACROSS TASKS
ZERO-SHOT ON REAL HARDWARE
<5min
FROM ONE RGB IMAGE
TO SIM-READY ASSET

project overview

GS-Playground Overview Video

A recorded walkthrough of GS-Playground, covering the system design, core capabilities, and representative results.

GS-PLAYGROUND · OVERVIEW VIDEO
■ RECORDED

// Use controls to unmute audio · Click ⛶ for fullscreen with sound

key contributions

Three Core Breakthroughs

GS-Playground addresses three fundamental bottlenecks that have prevented vision-centric robot learning from scaling.

simulator comparison

Simulators Physics Engine Batch Physics VRAM Usage Integrated Batch IK Batch Renderer Batch Render Fidelity 3DGS Env. Num. Dynamic 3DGS Scene 3DGS Render FPS Startup Speed Physics Cross Platform
MuJoCo/MJX Brax/MJX CPU/GPU 💰💰 Madrona
IsaacLab PhysX5 GPU 💰💰💰💰 omni.RTX
ManiSkill PhysX5 GPU 💰💰💰 Vulkan SBR
Genesis Taichi GPU 💰💰 Madrona
DISCOVERSE MuJoCo 1 ~ 4 ~650
GSWorld PhysX5 1
GaussGym PhysX4 GPU 💰 GSplat Up To 2048
GS-Playground Self-Dev. CPU/GPU BatchSplat Up To 2048 ~10k

// Note: (1) Batch Physics indicates supported hardware. (2) VRAM Usage uses more 💰 for higher VRAM (headless: physics only). (3) Batch Render Fidelity uses more eye icons for higher fidelity. (4) 3DGS Render FPS tested at 640×480 on RTX 4090 + i9-14900K. (5) Startup Speed uses more lightning icons for faster startup. (6) Physics Cross Platform: W/L/M.

Contribution 01

General-Purpose Parallel Physics Engine

Full-scene native support — all robots, all tasks, all platforms.

A ground-up, cross-platform (Windows, Linux, macOS) parallel physics engine supporting both GPU and CPU backends. Uses a velocity-impulse formulation with Constraint Island parallelization for linear performance scaling. Provides high-fidelity physical dynamics and comprehensive sensor integration—RGB cameras, LiDAR, force/contact sensors—across diverse robot embodiments: quadrupeds, humanoids, manipulators.

// N=50 humanoids · single environment · AMD 9950X + RTX 5090

GS-Playground 1,015 FPS
MuJoCo 32 FPS
MjWarp 1.71 FPS ↯ collapse
32×
vs MuJoCo
~600×
vs MjWarp
3+
platforms
CPU/GPU Win/Linux/macOS MJCF LiDAR+Force

stability benchmark — mujoco vs gs-playground

MUJOCO
GSP

Grasp stability

MUJOCO
GSP

Interaction stability

MUJOCO
GSP

Large-compensation motion stability

complex-scene stability benchmark

Complex multi-body scene
Complex Multi-Body Scene — Stable Equilibrium
Store stability benchmark chart
Humanoid complexity benchmark chart

rendering fidelity comparison

real2sim2real simulator — sim vs real

SIM
REAL
SIM
REAL
SIM
REAL
Contribution 02

Memory-Efficient Batch 3DGS Renderer

10,000 FPS — photorealistic rendering at unprecedented scale.

A specialized point-pruning strategy (inspired by PUP 3DGS and SpeedySplat) reduces Gaussians by over 90% while keeping the PSNR drop below 0.05—imperceptible to visuomotor policies. Rigid-Link Gaussian Kinematics (RLGK) binds Gaussian clusters to rigid bodies for zero-overhead, artifact-free dynamic rendering. The result: 2,048 scenes simultaneously at 10,000 FPS on a single RTX 4090.

10K
FPS @ 640×480
2048
Parallel scenes
90%
Gaussian pruned
RLGK — Rigid-Link Gaussian Kinematics

Binds 3D Gaussian clusters to physics rigid bodies. Visual state updates incur zero additional overhead—enabling perfect physics-render synchronization at any speed.

Batch-3DGS RLGK Zero-Overhead Sync SpeedySplat Pruning PSNR drop <0.05

render speed vs. isaac sim

Render speed vs Isaac Sim chart
Contribution 03

Automated "Sim-Ready" Real2Sim Pipeline

Photo → simulation in <5 minutes. Zero manual modeling.

Users input a single RGB image and receive a complete, simulation-ready digital twin— including 3DGS scene representation, object meshes, and sub-millimeter pose estimates— in under five minutes. The pipeline handles object detection, segmentation, background inpainting, 3DGS reconstruction, and scale-consistent pose alignment automatically.

INPUT
Single RGB image
01
Object detection — Grounding DINO
02
Segmentation + Background inpainting — SAM2 + LaMa ~25s
03
3DGS + Mesh reconstruction — SAM-3D + AnySplat ~18s
04
Sub-millimeter pose alignment + 3DGS pruning
OUTPUT
3DGS + Mesh + 6D Pose — Sim-ready in <5 minutes
Grounding DINO SAM-3D AnySplat LaMa Inpainting
Real2Sim pipeline overview

policy experiments

Seamless Sim2Real Transfer

Rigid-Link Gaussian Kinematics (RLGK) synchronizes the visual and physical states with zero overhead— closing perceptual and physical reality gaps simultaneously. Train in simulation. Deploy directly. No fine-tuning required.

10min
Quadruped (Go2)
locomotion convergence
1,024 parallel envs
6hr
Humanoid (G1)
walking policy training
2,048 parallel envs
Zero
Visual navigation
zero-shot deployment
Go2 → real cone search
90%
Arm grasping
zero-shot success rate
Airbot Play · no special setup
Experiment 01

Locomotion

Unitree Go2 quadruped (10 min, 1024 envs) and Unitree G1 humanoid (6 hr, 2048 envs). State-based policies trained in simulation and deployed directly on hardware.

Direct sim-to-real deployment
Experiment 02

Manipulation

Block-grasping with Airbot Play arm. RGB + proprioception → 6-DOF joint actions. 3DGS digital twin trained with domain randomization.

90% zero-shot success rate
Experiment 03

Navigation

Visual navigation with Unitree Go2—hierarchical RL with egocentric RGB input. Policy trained in GS-Playground deployed zero-shot on real robot.

Zero-shot real-world navigation

Acknowledgments

Joint Contributors

Tsinghua University Institute for AI Industry Research, Tsinghua University Motphys Dexmal DISCOVER Robotics D-Robotics The Hong Kong University of Science and Technology (Guangzhou) Beijing Institute of Technology National University of Singapore Harbin Institute of Technology, Shenzhen Xi'an Jiaotong University Nanjing University Shanghai Jiao Tong University

Yufei Jia*, Heng Zhang*, Ziheng Zhang*, Junzhe Wu*, Mingrui Yu*
Zifan Wang, Dixuan Jiang, Zheng Li, Chenyu Cao, Zhuoyuan Yu, Xun Yang, Haizhou Ge
Yuchi Zhang, Jiayuan Zhang, Zhenbiao Huang, Tianle Liu, Shenyu Chen, Jiacheng Wang, Bin Xie
Xuran Yao, Xiwa Deng, Guangyu Wang, Jinzhi Zhang, Lei Hao, Zhixing Chen, Yuxiang Chen
Anqi Wang, Hongyun Tian, Yiyi Yan, Zhanxiang Cao, Yizhou Jiang, Hanyang Shao, Yue Li, Lu Shi
Bokui Chen, Wei Sui, Hanqing Cui, Yusen Qin, Ruqi Huang
Lei Han, Tiancai Wang, Guyue Zhou

* Equal contribution · † Advising

open ecosystem

Full-Stack Open-Source Release

Physics engine, Batch-3DGS renderer, and Real2Sim pipeline will be publicly released. Accompanied by Bridge-GS and InteriorGS datasets.