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Habitat-GS advances embodied AI simulation by integrating 3D Gaussian Splatting to achieve photorealistic rendering and dynamic human modeling without sacrificing compatibility with existing Habitat ecosystems. This approach directly addresses the scalability and generalization bottlenecks of traditional mesh-based simulators, enabling agents to learn robust navigation behaviors in complex, human-populated environments. The system's ability to treat avatars as both visual entities and navigable obstacles represents a significant step toward realistic training for autonomous agents.
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Habitat-GS: A High-Fidelity Navigation Simulator with Dynamic Gaussian Splatting

arXiv2 min read

arXiv:2604.12626v2 Announce Type: replace Abstract: Training embodied AI agents depends critically on the visual fidelity of simulation environments and the ability to model dynamic humans. Current simulators predominantly rely on mesh-based rasterization, for which photorealistic assets are costly to author at scale, and their support for dynamic human avatars is largely constrained to mesh representations, hindering agent generalization to human-populated real-world scenarios. We present Habitat-GS, a navigation-centric embodied AI simulator extended from Habitat-Sim that integrates 3D Gaussian Splatting scene rendering and drivable gaussian avatars while maintaining full compatibility with the Habitat ecosystem. Our system implements a 3DGS renderer for real-time photorealistic rendering and supports scalable 3DGS asset import from diverse sources. For dynamic human modeling, we introduce a gaussian avatar module that enables each avatar to simultaneously serve as a photorealistic visual entity and an effective navigation obstacle, allowing agents to learn human-aware behaviors in realistic settings. Experiments on point-goal navigation demonstrate that agents trained on 3DGS scenes achieve stronger cross-domain generalization. Evaluations on avatar-aware navigation further confirm that gaussian avatars enable effective human-aware navigation, while performance benchmarks validate the system's scalability. Code is available at https://github.com/zju3dv/habitat-gs.

Abstract:Training embodied AI agents depends critically on the visual fidelity of simulation environments and the ability to model dynamic humans. Current simulators predominantly rely on mesh-based rasterization, for which photorealistic assets are costly to author at scale, and their support for dynamic human avatars is largely constrained to mesh representations, hindering agent generalization to human-populated real-world scenarios. We present Habitat-GS, a navigation-centric embodied AI simulator extended from Habitat-Sim that integrates 3D Gaussian Splatting scene rendering and drivable gaussian avatars while maintaining full compatibility with the Habitat ecosystem. Our system implements a 3DGS renderer for real-time photorealistic rendering and supports scalable 3DGS asset import from diverse sources. For dynamic human modeling, we introduce a gaussian avatar module that enables each avatar to simultaneously serve as a photorealistic visual entity and an effective navigation obstacle, allowing agents to learn human-aware behaviors in realistic settings. Experiments on point-goal navigation demonstrate that agents trained on 3DGS scenes achieve stronger cross-domain generalization. Evaluations on avatar-aware navigation further confirm that gaussian avatars enable effective human-aware navigation, while performance benchmarks validate the system's scalability. Code is available at this https URL.

Accepted to ECCV 2026. Project page: this https URL

Robotics (cs.RO); Computer Vision and Pattern Recognition (cs.CV)

arXiv:2604.12626 [cs.RO]

(or arXiv:2604.12626v2 [cs.RO] for this version)

https://doi.org/10.48550/arXiv.2604.12626 Focus to learn more arXiv-issued DOI via DataCite

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Full text under the publisher's open licence · 290 words

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