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Physics simulation and annotation tools for Blender

Project description

VibePhysics

VibePhysics Teaser

A lightweight framework for turning real-world videos and images into 3D maps, Blender scenes, and physical simulations — bridging feedforward reconstruction, sparse mapping, robotics, and physics in one CPU-friendly workflow.

Current release: v0.3.7 on PyPI


Changelog

  • v0.3.7 (2026-05-31) — PyPI; feedforward ground align (frame-0 camera up, 1D Hough multi-floor → bottom floor, bumpy-depth tilt); fixed-size Blender camera frustums/trajectory; point cloud icosphere instancing in blend export; SKILL.md ground-align docs.
  • v0.3.6 (2026-05-31) — PyPI; DVLT feedforward (--method dvlt); .vibephysics/feedforward/ weight caches; Plotly trajectory aligned with saved poses; feedforward SKILL.md for agents; GPU dependency fixes.
  • v0.3.5 (2026-05-31) — PyPI; feedforward stage timing/RSS; compact NPZ defaults (min_confidence, per-frame/global sampling); Plotly frame-balanced sampling; R3 Mac/MPS kill warning.
  • 2026-05-30R3 / R3-Long; unified run_feedforward.sh + feedforward.yaml; opt-in --blend / --html / --frames.
  • 2026-05-29Map-Anything, VGG-TTT.
  • 2026-05-28VGGT-Omega; LingBot-Map long video; Blender Z-up predictions.npz.
  • 2026-05-27 — GLOMAP/COLMAP mapping viz; Plotly HTML export.

⚙️ Installation (macOS)

Conda + pip install vibephysics (latest: 0.3.7); optional feedforward backends.

Installation steps
# 1. Create environment
conda create -n vibephysics python=3.11
conda activate vibephysics

# 2. Install core package (includes COLMAP/GLOMAP mapping & Blender simulation)
pip install "vibephysics>=0.3.7"

# 3. (Optional) Install feedforward backends from GitHub
# Or skip these — run_feedforward.sh auto-installs on first run
pip install git+https://github.com/robbyant/lingbot-map.git
pip install git+https://github.com/facebookresearch/vggt-omega.git
pip install "mapanything @ git+https://github.com/facebookresearch/map-anything.git"

🗺️ Sparse mapping

GLOMAP Demo

Sparse point clouds and camera poses in GSplat-ready sparse/0/ layout. Built on pycolmap 4.0+ (GLOMAP global mapper is integrated into COLMAP).

Usage

Python API (video, image folder, or single image):

from vibephysics import mapping

# GLOMAP — fast global mapper (default)
mapping.glomap_pipeline("test_home.mp4", output_path="mapping_output/test_home_glomap", matcher="sequential")

# COLMAP — incremental mapper
mapping.colmap_pipeline("path/to/images")

CLI (reads src/vibephysics/mapping/configs/sfm.yaml, saves animated visualize.blend by default):

./run_glomap.sh --input test_home.mp4 --output_path mapping_output/test_home_glomap
./run_glomap.sh --input test_home.mp4 --no-blend          # sparse only
./run_glomap.sh --input test_home.mp4 --no-animate        # static .blend

Press Spacebar in Blender to play the camera path animation (same style as feedforward .blend files).

Set engine: glomap or engine: colmap in the YAML. Use matcher: sequential for videos.

Visualize separately (if you used --no-blend):

bash run_glomap_visual.sh --sparse mapping_output/test_home_glomap/sparse/0 --output result.blend
mapping.load_colmap_reconstruction("mapping_output/test_home_glomap/sparse/0", point_size=0.03, rotation=(-90, 0, 0))

Output: sparse/0/ plus visualize.blend (unless --no-blend).


🧠 Feedforward reconstruction

Feedforward Comparison

Feedforward 3D reconstruction from video or images via LingBot-Map, VGGT-Omega, VGG-TTT, Map-Anything, R3/R3-Long, and DVLT. By default, predictions.npz stores a compact colored point cloud plus camera poses; dense depth/world-point tensors are opt-in.

Feedforward setup & usage

Install backends (Python 3.11 + bpy). Pre-install from GitHub (see Installation) or let run_feedforward.sh auto-install on first use. The default output is compact predictions.npz only; add --blend for scene.blend, --html for a Plotly viewer, and --frames to save preprocessed RGB frames.

pip install vibephysics bpy

# compact ~4k/frame + first N frames from video + preprocessed RGB folder
./run_feedforward.sh \
  --method lingbot_map \
  --input test_recording.MOV \
  --max_frames 12 \
  --max_frames_mode first \
  --random_points_per_frame 4000 \
  --frames

# light ~1k/frame + browser viewer
./run_feedforward.sh \
  --method lingbot_map \
  --input test_recording.MOV \
  --random_points_per_frame 1000 \
  --html

# non-compact: 0 = full depth/conf/world_points + stricter confidence
./run_feedforward.sh \
  --method lingbot_map \
  --input test_recording.MOV \
  --random_points_per_frame 0 \
  --min_confidence 1.5

# dense compact 20k/frame + Blender export
./run_feedforward.sh \
  --method lingbot_map \
  --input test_recording.MOV \
  --random_points_per_frame 20000 \
  --compact \
  --blend \
  --point_scale 0.02

# sample across long video + capped global points + html
./run_feedforward.sh \
  --method vggt_omega \
  --input path/to/images \
  --max_frames 30 \
  --max_frames_mode spread \
  --random_points_per_frame 5000 \
  --total_random_points 120000 \
  --html

# r3 on Mac/MPS: first 4 frames only, small cloud, save preprocessed frames
./run_feedforward.sh \
  --method r3 \
  --input test_recording.MOV \
  --max_frames 4 \
  --max_frames_mode first \
  --random_points_per_frame 2000 \
  --frames

./run_feedforward.sh \
  --method da3 \
  --input path/to/images \
  --random_points_per_frame 6000 \
  --blend

# r3_long: custom output dir, first 24 frames, blend + html
./run_feedforward.sh \
  --method r3_long \
  --input test_recording.MOV \
  --output_path output/r3_long_demo \
  --max_frames 24 \
  --max_frames_mode first \
  --random_points_per_frame 4000 \
  --total_random_points 200000 \
  --blend \
  --html

Configs: src/vibephysics/feedforward/configs/

feedforward.yaml is the single feedforward config. It includes sections for all engines; run_feedforward.sh --method ... selects the active engine and patches runtime output flags.

Config (feedforward.yaml): one file for all engines. run_feedforward.sh sets engine from --method and patches output.save_blend, output.save_html, output.save_frames, output.random_points_per_frame, output.total_random_points, and output.compact from CLI flags. For R3, --method r3 / r3_long also sets r3.model.

engine: lingbot_map       # lingbot_map | vggt_omega | vgg_ttt | map_anything | r3 | dvlt
image_path: path/to/images
output_path: null
verbose: true

video:
  fps: 2                   # extraction rate; cached in .vibephysics_extract_fps
  quality: 2
  max_frames: null         # null = all frames; N limits count
  max_frames_mode: first   # first | spread

output:
  save_blend: null         # scene.blend path, or set by --blend
  save_html: null          # e.g. visual.html, or set by --html
  save_frames: false       # true = save model-preprocessed RGB frames
  min_confidence: 2.0
  filter_edges: true
  point_scale: 0.001
  random_points_per_frame: 4000  # per-frame random sample after confidence filter; null/0 = dense
  total_random_points: null      # optional global random cap after per-frame sampling
  compact: false           # true = force compact points + poses only
  animate: true
  animation_fps: 24
  align_ground: true       # frame-0 camera up + Hough floor peaks → bottom floor (OpenCV, pre-save)

lingbot_map:
  model: lingbot-map
  checkpoint: null
  image_size: 518
  mode: auto               # auto | streaming | batch
  keyframe_interval: null
  max_streaming_keyframes: null
  window_size: 64
  overlap_size: 16
  overlap_keyframes: null
  use_sdpa: false
  mask_sky: false

vggt_omega:
  checkpoint: null
  checkpoint_name: vggt-omega-1b-512
  resolution: 512
  preprocess_mode: balanced
  enable_alignment: false
  conf_percentile: 50.0
  depth_edge_rtol: 0.03

vgg_ttt:
  model_id: nvidia/vgg-ttt
  preprocess_mode: crop
  image_size: 518
  conf_percentile: 50.0
  depth_edge_rtol: 0.03
  num_ttt_steps: 1
  memory_efficient_inference: false

map_anything:
  model: vggt              # model_factory key; see table below
  model_kwargs: null
  install_all: false
  resolution: 518
  norm_type: identity      # vggt/pi3/moge=identity; mapanything/da3=dinov2; dust3r=dust3r
  patch_size: 14
  resize_mode: fixed_mapping # fixed_mapping | longest_side | square | fixed_size
  size: null               # required for longest_side / square / fixed_size

r3:
  checkpoint: null         # null = auto-download KevinXu02/R3
  model: r3_long           # r3 | r3_long (--method r3_long sets this)
  config_name: r3-large
  mode: local              # test | local | long | strided
  image_size: 504
  kv_backend: dense        # dense | paged (paged needs flashinfer)
  rel_pose_method: greedy  # greedy | pgo
  metric_model_name: depth-anything/DA3METRIC-LARGE

Input: folder, single image, or video (.mov/.mp4). Videos extract frames at video.fps into output/<video_stem>/ and reuse cached frames on reruns.

run_feedforward.sh routes direct engines (lingbot_map, vggt_omega, vgg_ttt, r3, r3_long, dvlt) and Map-Anything factory model keys (da3, mapanything, vggt, mast3r, pi3, etc.) through one CLI. Unknown method names are treated as Map-Anything model keys so new factory methods can be tried without changing the script.

Saved output defaults: predictions.npz is compact by default because --random_points_per_frame defaults to 4000, with min_confidence: 2.0 filtering low-confidence points first. It stores points, colors, conf, frame_ids, camera extrinsic/intrinsic, trajectory, engine, and metadata. Filtering order is: first apply --min_confidence, then randomly keep up to --random_points_per_frame K points within each frame, then apply --total_random_points K globally if provided. Set --random_points_per_frame 0 to disable per-frame random sampling and save dense legacy arrays (depth, conf, world_points, etc.) unless --compact or --total_random_points is set. Pass --blend to additionally export scene.blend, --html to export visual.html, and --frames to save the model-preprocessed RGB frames folder.

Map-Anything model keys:

run_feedforward.sh --method <map-anything-key> uses the Map-Anything unified loader and converts outputs into the same FeedforwardPrediction format as LingBot-Map and VGGT-Omega.

Model key Default preprocessing Notes
mapanything resolution: 518, norm_type: dinov2, patch_size: 14 Official facebook/map-anything checkpoint via MapAnything.from_pretrained()
mapanything_apache 518, dinov2, 14 Apache-licensed facebook/map-anything-apache checkpoint
mapanything_ablations 518, dinov2, 14 Map-Anything ablation model key when available in the installed package
vggt 518, identity, 14 Default VibePhysics Map-Anything backend
moge 518, identity, 14 MoGe wrapper defaults to Ruicheng/moge-vitl
pi3 518, identity, 14 Pi3 wrapper
pi3x 518, identity, 14 Pi3x wrapper; auto-installs the pi3 extra when needed
dust3r 512, dust3r, 16 Downloads the official DUSt3R checkpoint if no ckpt_path is supplied
mast3r 512, dust3r, 16 Downloads the official MASt3R checkpoint if no ckpt_path is supplied
must3r 512, dust3r, 16 Downloads official MUSt3R checkpoints if paths are not supplied
modular_dust3r 512, dust3r, 16 Modular DUSt3R key when available in the installed package
pow3r 512, dust3r, 16 Requires model_kwargs.ckpt_path for the Pow3R checkpoint
pow3r_ba 512, dust3r, 16 Pow3R with bundle adjustment; requires model_kwargs.ckpt_path
anycalib 518, dinov2, 14 AnyCalib wrapper; auto-installs the anycalib extra when needed
da3 504, dinov2, 14 Depth Anything 3 wrapper; auto-installs depth-anything-3 extra when needed

For model-specific arguments, set map_anything.model_kwargs in YAML. The run script auto-installs the selected model extra with numpy<2 pinned for bpy compatibility; use --install-all to install all Map-Anything extras or --no-install / VIBEPHYSICS_NO_AUTO_INSTALL=1 if you manage dependencies manually.

See Time-sync comparison for side-by-side .blend export (e.g. GLOMAP vs LingBot-Map).

Python API:

from vibephysics import feedforward

output_dir = feedforward.reconstruct_from_config(
    "src/vibephysics/feedforward/configs/feedforward.yaml",
    image_path="test_recording.MOV",
)
pred = feedforward.load_prediction(output_dir / "predictions.npz")

map_output_dir = feedforward.reconstruct_from_config(
    "src/vibephysics/feedforward/configs/feedforward.yaml",
    image_path="test_recording.MOV",
    map_anything_model="vggt",
)
Engine Best for Frames
LingBot-Map Long video, streaming 100–25,000+
VGGT-Omega High-quality batches 10–100
VGG-TTT Test-time training experiments Small batches
Map-Anything Trying many feedforward models behind one interface Model-dependent
R3 / R3-Long Online/streaming relative-pose reconstruction Long videos; use small --max_frames on Mac/MPS

Output layout:

feedforward_output/{engine}_{timestamp}/
  predictions.npz          # compact points+poses by default; dense arrays if --random_points_per_frame 0
  reconstruct_config.json
  frames/                  # optional, only when --frames is passed
  visual.html              # optional, only when --html is passed
  scene.blend              # optional, only when --blend is passed

predictions.npz uses Blender Z-up (metadata.world_coordinates: blender_z_up). Ground align (align_ground: true, default) runs in OpenCV space before Z-up save: frame-0 camera pose sets rough up, 1D Hough voting along that axis finds multiple floor heights, and the lowest floor below the camera is leveled (works on bumpy depth, not a flat-plane assumption). Metadata may include ground_align_floor_count and ground_align_floor_heights. Blender import does not re-align or re-axis-convert. Post-process an existing .blend with run_postprocess_blend.sh --point_scale SIZE.

Compact predictions are best when you only need a colored 3D point cloud, trajectory, and camera poses; dense mode is best when you need full per-pixel depth/confidence/world-point maps.

Plotly HTML point cloud:

./run_feedforward.sh --method lingbot_map --input test_recording.MOV --html

python -m vibephysics.feedforward.export plotly \
  --predictions output/feedforward_output/lingbot_map_20260528_144552/predictions.npz \
  --output output/feedforward_output/lingbot_map_20260528_144552/pointcloud_plotly.html \
  --trajectory

The HTML viewer renders all valid points saved in predictions.npz; point count is normally controlled by random_points_per_frame and total_random_points during reconstruction. For manual ad-hoc export, you can still pass --max-points to downsample a large existing prediction. It draws the camera trajectory as red dots connected by a red line and includes Play/Pause buttons (1x to 16x) plus a frame slider. Install Plotly if needed:

pip install plotly

🔀 Time-sync comparison (GLOMAP vs feedforward)

GLOMAP vs LingBot-Map comparison

Side-by-side .blend with a shared timeline — scrub once, both reconstructions play in sync. Use the same input video and the same extraction fps (video.fps: 2 in both mapping and feedforward configs).

Compare workflow

1. Run both pipelines on the same input

./run_glomap.sh --input test_home.mp4 --output_path mapping_output/test_home_glomap
./run_feedforward.sh --method lingbot_map --input test_home.mp4 --output_path feedforward_output/lingbot_map_test_home

2. Combine into one compare .blend

./run_compare_blend.sh \
  --left  mapping_output/test_home_glomap/sparse/0 \
  --right feedforward_output/lingbot_map_test_home/predictions.npz \
  --output compare_output/glomap_vs_lingbot.blend

Each side can be:

  • predictions.npz (LingBot-Map, VGGT-Omega, VGG-TTT, Map-Anything, ...)
  • sparse/0/ folder from GLOMAP/COLMAP mapping

3. View in Blender

Open the compare .blend — split viewport (left vs right), shared timeline. Press Spacebar to play both animations together.

Feedforward vs feedforward works the same way:

./run_compare_blend.sh \
  --left  feedforward_output/vggt_omega_test/predictions.npz \
  --right feedforward_output/lingbot_map_test/predictions.npz \
  --output compare_output/vggt_vs_lingbot.blend

Python API:

python -m vibephysics.feedforward.export compare \
  --inputs mapping_output/test_home_glomap/sparse/0 \
           feedforward_output/lingbot_map_test_home/predictions.npz \
  --output compare_output/glomap_vs_lingbot.blend \
  --video_fps 2

Timing notes

  • Both sides use the same animation model: duration ≈ (num_frames - 1) / video_fps
  • For a fair comparison, use the same video and same video.fps when extracting frames
  • GLOMAP may register fewer cameras than extracted frames → its animation can be shorter than the source video

🎬 Simulation results

Result Demo

Robot walking with rigid body physics, uneven ground, puddles, and annotation overlay — sh run_robot.sh.

Run robot simulation
sh ./run_robot.sh
sh ./run_robot.sh mounted    # POV (default)
sh ./run_robot.sh center     # overview
sh ./run_robot.sh following  # third-person

📊 Annotation tools

Annotation Demo

Bounding boxes, motion trails, and point cloud tracking — sh run_basics.sh.

Annotation demos
sh ./run_basics.sh

🎯 Frustum culling

Frustum Demo

Per-point frustum culling; in-frustum points turn red in real time — sh run_basics.sh.

Frustum options
sh ./run_forest.sh --frustum-mode highlight
sh ./run_forest.sh --frustum-mode frustum_only

💧 Water simulation

Water Float Demo

Buoyancy, ripples, and point tracking — sh run_water.sh.

Water demo
sh ./run_water.sh

🐕 Go2 simulation

Go2 Demo

Unitree Go2 with water and debris — python examples/go2/go2_waypoint_walk.py.

Go2 commands
python examples/go2/go2_waypoint_walk.py
python examples/go2/go2_waypoint_walk.py --end-frame 150 --num-spheres 50

✨ Highlights

CPU-friendly physics, robots, water, annotations, sparse mapping, and dense feedforward in one package.

Feature list
  • 🚀 No GPU Required – Efficient on CPU-only machines; GPU optional for rendering.
  • 🤖 Robot Simulation – IK walking with Open Duck and Unitree Go2.
  • 💧 Water Physics – Puddles, ripples, buoyancy.
  • 📊 Annotation Tools – Bboxes, motion trails, point tracking.
  • 🗺️ Sparse Mapping – GLOMAP global and COLMAP incremental SfM via pycolmap 4.0+.
  • 🧠 Feedforward – LingBot-Map, VGGT-Omega, VGG-TTT, and Map-Anything.
  • 🔧 Developer Friendly – Pure Python, bpy as a module, no GUI required.

Requirements

Python 3.11 + bpy; Blender 5.0 optional for viewing .blend files.

Details & third-party assets

For running simulations

  • Python 3.11 (required for bpy; 3.12+ not supported)
  • bpy (Blender as a Python module)

For viewing results (optional)

⚠️ PyPI bpy 5.0 ships cp311 wheels only.

Third-party assets

Quick start

One-liner entry points for demos and simulations.

All quick-start commands
sh ./run_basics.sh
sh ./run_robot.sh
sh ./run_forest.sh
sh ./run_water.sh
python examples/go2/go2_waypoint_walk.py
./run_feedforward.sh --method lingbot_map --input test_recording.MOV
./run_feedforward.sh --method vggt --input test_recording.MOV
./run_glomap.sh --image_path path/to/images

Visualizing simulation results

Open output/*.blend in Blender 5.0 and press Spacebar to play.

Platform commands
open output/robot_waypoint.blend      # macOS
blender output/robot_waypoint.blend   # Linux
start output/robot_waypoint.blend    # Windows

Camera system

Center, mounted, and following camera rigs; switch active camera in the Outliner.

Camera API & shell options
Camera type Description Best for
Center Circle around scene center Overview
Mounted On object (e.g. robot head) POV
Following Tracks target Third-person
from vibephysics.camera import CameraManager

cam_manager = CameraManager()
cam_manager.add_center_pointing('center', num_cameras=4, radius=25, height=12).create(target_location=(0, 0, 0))
cam_manager.add_object_mounted('mounted', num_cameras=4, distance=0.15).create(parent_object=robot_head, lens=10)
cam_manager.add_following('following', height=12, look_angle=60).create(target=robot_armature)
cam_manager.activate_rig('mounted', camera_index=0)
sh run_robot.sh mounted | center | following

Use the green camera icon in the Outliner or Ctrl+Numpad 0 to switch cameras in Blender.

Setup module

Import/export assets and initialize simulation scenes.

Setup API & formats
from vibephysics import setup

setup.init_simulation(start_frame=1, end_frame=250)
setup.load_asset('robot.glb')
setup.save_blend('output/scene.blend')
Import Export
GLB/GLTF, FBX, PLY, OBJ, STL, DAE, USD, Blend Blend, GLB, FBX, OBJ, PLY, STL, USD

Gaussian Splatting (3DGS) — BETA

Viewer for 3D Gaussian splats (under development).

3DGS viewer
sh run_3dgs_viewer.sh

License

Licensed under the Apache License, Version 2.0.

License & citation

Copyright 2025 MIMI AI LTD

Licensed under the Apache License, Version 2.0. See LICENSE for the full text.

@misc{VibePhysics,
  author = {Tsun-Yi Yang},
  title = {VibePhysics: Physics and Robotics Simulation in Blender Without GPU Requirements},
  month = {December},
  year = {2025},
  url = {https://github.com/mimiaigen/vibephysics}
}

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