{"ID":2867533,"CreatedAt":"2026-06-01T04:54:23.091178241Z","UpdatedAt":"2026-06-01T04:54:23.091178241Z","DeletedAt":null,"paper_url":"https://arxiv.org/abs/2509.17430","arxiv_id":"2509.17430","title":"EmbodiedSplat: Personalized Real-to-Sim-to-Real Navigation with Gaussian Splats from a Mobile Device","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.","short_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 int...","url_abs":"https://arxiv.org/abs/2509.17430","url_pdf":"https://arxiv.org/pdf/2509.17430v2","authors":"[\"Gunjan Chhablani\",\"Xiaomeng Ye\",\"Muhammad Zubair Irshad\",\"Zsolt Kira\"]","published":"2025-09-22T07:22:31Z","proceeding":"cs.CV","tasks":"[\"cs.CV\",\"cs.RO\"]","methods":"[]","has_code":false}
