Reconstruction gives you pixels. Artha Labs gives you physics: segmented objects with articulated joints and calibrated mass and friction, built by an agentic generate → critique loop and exported as collision-correct USD / MJCF.
Phone clip, teleop POV, or a Marble/Cosmos export.
Splats → meshes, segment objects. commodity
Revolute / prismatic, limits. closing fast
Mass, friction: video priors + real probe. the hard part
USD / MJCF + collision meshes, versioned.
objects, depth
assets placed on support surfaces
same camera as source
checks → back to Layout
Every check is machine-verifiable: physics settle test, interpenetration count, mask IoU against the source segmentation, full joint sweep. A VLM critic flags semantic errors (wrong object, implausible placement), and low-confidence cases go to a human judge.
Generated assets (image-to-3D, e.g. TripoSG) get a watertight check, convex decomposition and physics priors before they enter the library.
Layout sampled from the library, then the same critique loop.
| Version | Source | Δ change | Real-probe validated | |
|---|---|---|---|---|
| v3 | iphone_clip_0612.mov | + drawer articulation inferred | yes · μ,m measured | simulate → |
| v2 | marble_export.glb | + mass/friction priors | sim-only | diff |
| v1 | 3 photos | geometry only | no | diff |
Mock only — illustrative data. Next: Robots →