# Local object crop collision network for efficient simulation of non-convex objects in GPU-based simulators

arXiv: https://arxiv.org/abs/2304.09439 · HTML: https://mlsanity.com/paper/2304.09439/

## Key facts

- Cited by 5 papers in the map (data through 14 Oct 2026).
- Builds on 15 of its 24 references that are in the map.
- First posted on arXiv 19 Apr 2023.

## Builds on (most cited first, 15 of 15)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [U-Net: Convolutional Networks for Biomedical Image Segmentation](https://mlsanity.com/paper/1505.04597/) (2015)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [DeepSDF: Learning Continuous Signed Distance Functions for Shape Representation](https://mlsanity.com/paper/1901.05103/) (2019)
- [Isaac Gym: High Performance GPU-Based Physics Simulation For Robot Learning](https://mlsanity.com/paper/2108.10470/) (2021)
- [Google Scanned Objects: A High-Quality Dataset of 3D Scanned Household Items](https://mlsanity.com/paper/2204.11918/) (2022)
- [Neural Geometric Level of Detail: Real-time Rendering with Implicit 3D Shapes](https://mlsanity.com/paper/2101.10994/) (2021)
- [Brax -- A Differentiable Physics Engine for Large Scale Rigid Body Simulation](https://mlsanity.com/paper/2106.13281/) (2021)
- [Local Implicit Grid Representations for 3D Scenes](https://mlsanity.com/paper/2003.08981/) (2020)
- [Deep Local Shapes: Learning Local SDF Priors for Detailed 3D Reconstruction](https://mlsanity.com/paper/2003.10983/) (2020)
- [EGAD! an Evolved Grasping Analysis Dataset for diversity and reproducibility in robotic manipulation](https://mlsanity.com/paper/2003.01314/) (2020)
- [An End-to-End Differentiable Framework for Contact-Aware Robot Design](https://mlsanity.com/paper/2107.07501/) (2021)
- [Object Rearrangement Using Learned Implicit Collision Functions](https://mlsanity.com/paper/2011.10726/) (2020)
- [Learning Models as Functionals of Signed-Distance Fields for Manipulation Planning](https://mlsanity.com/paper/2110.00792/) (2021)
- [Learning-Based Proxy Collision Detection for Robot Motion Planning Applications](https://mlsanity.com/paper/1902.08164/) (2019)

## Built on by (most cited first, 5 of 5)

- [Language-Conditioned Path Planning](https://mlsanity.com/paper/2308.16893/) (2023)
- [CORN: Contact-based Object Representation for Nonprehensile Manipulation of General Unseen Objects](https://mlsanity.com/paper/2403.10760/) (2024)
- [Neural Robot Dynamics](https://mlsanity.com/paper/2508.15755/) (2025)
- [Prime the search: Using large language models for guiding geometric task and motion planning by warm-starting tree search](https://mlsanity.com/paper/2506.07062/) (2025)
- [NeuralSVCD for Efficient Swept Volume Collision Detection](https://mlsanity.com/paper/2509.00499/) (2025)

## Abstract (arXiv)

Our goal is to develop an efficient contact detection algorithm for large-scale GPU-based simulation of non-convex objects. Current GPU-based simulators such as IsaacGym and Brax must trade-off speed with fidelity, generality, or both when simulating non-convex objects. Their main issue lies in contact detection (CD): existing CD algorithms, such as Gilbert-Johnson-Keerthi (GJK), must trade off their computational speed with accuracy which becomes expensive as the number of collisions among non-convex objects increases. We propose a data-driven approach for CD, whose accuracy depends only on the quality and quantity of offline dataset rather than online computation time. Unlike GJK, our method inherently has a uniform computational flow, which facilitates efficient GPU usage based on advanced compilers such as XLA (Accelerated Linear Algebra). Further, we offer a data-efficient solution by learning the patterns of colliding local crop object shapes, rather than global object shapes which are harder to learn. We demonstrate our approach improves the efficiency of existing CD methods by a factor of 5-10 for non-convex objects with comparable accuracy. Using the previous work on contact resolution for a neural-network-based contact detector, we integrate our CD algorithm into the open-source GPU-based simulator, Brax, and show that we can improve the efficiency over IsaacGym and generality over standard Brax. We highly recommend the videos of our simulator included in the supplementary materials.
