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Yashwanth Nakka

Publications and source records attributed to Yashwanth Nakka.

3 recordsLinked to original sources

GM-Loco: Terrain-Adaptive Humanoid Locomotion on Granular Media

Humanoid locomotion on granular terrain remains a significant challenge due to its complex foot-terrain interaction dynamics that are difficult to model. Existing approaches either ignore granular contact dynamics or incorporate simplified normal force models with heuristic tangential components. In this work, we present a physics-grounded granular contact model based on three-dimensional resistive force theory (3D RFT) and efficiently simulate granular terrain for reinforcement learning (RL) training. Unlike traditional rigid contact models and simplified granular contact models with ad-hoc heuristics, our contact solver produces physically accurate granular intrusion dynamics without resorting to heuristics. It captures realistic penetration and tangential drag during training, enabling the policy to learn behaviors that transfer reliably to real-world granular terrain where rigid contact models fail. To adapt to varying terrain conditions, we train a terrain-adaptive locomotion controller via teacher-student RL, using a variational autoencoder to encode terrain information into a compact latent representation. Simulation studies using material point method (MPM) with NVIDIA Newton demonstrate that our method generalizes to unseen granular terrains, achieves a significantly higher success rate than baselines, and demonstrates zero-shot terrain identification and adaptation. We further validate our approach through extensive hardware experiments across diverse real-world granular terrains including basalt, dry sand, and beach sand. To the best of our knowledge, this is the first demonstration of agile humanoid locomotion on real-world granular terrain. Project page: https://humanoid-gm-locomotion.github.io/HUMANOID-GM/

cs.RO

Perception-Integrated Safety Critical Control via Analytic Collision Cone Barrier Functions on 3D Gaussian Splatting

We present a perception-driven safety filter that converts each 3D Gaussian Splat (3DGS) into a closed-form forward collision cone, which in turn yields a first-order control barrier function (CBF) embedded within a quadratic program (QP). By exploiting the analytic geometry of splats, our formulation provides a continuous, closed-form representation of collision constraints that is both simple and computationally efficient. Unlike distance-based CBFs, which tend to activate reactively only when an obstacle is already close, our collision-cone CBF activates proactively, allowing the robot to adjust earlier and thereby produce smoother and safer avoidance maneuvers at lower computational cost. We validate the method on a large synthetic scene with approximately 170k splats, where our filter reduces planning time by a factor of 3 and significantly decreased trajectory jerk compared to a state-of-the-art 3DGS planner, while maintaining the same level of safety. The approach is entirely analytic, requires no high-order CBF extensions (HOCBFs), and generalizes naturally to robots with physical extent through a principled Minkowski-sum inflation of the splats. These properties make the method broadly applicable to real-time navigation in cluttered, perception-derived extreme environments, including space robotics and satellite systems.

cs.RO

Rubric Is All You Need: Enhancing LLM-based Code Evaluation With Question-Specific Rubrics

Since the emergence of Large Language Models (LLMs) popularized by the release of GPT-3 and ChatGPT, LLMs have shown remarkable promise in programming-related tasks. While code generation using LLMs has become a popular field of research, code evaluation using LLMs remains under-explored. In this paper, we focus on LLM-based code evaluation and attempt to fill in the existing gaps. We propose multi-agentic novel approaches using \emph{question-specific rubrics} tailored to the problem statement, arguing that these perform better for logical assessment than the existing approaches that use \emph{question-agnostic rubrics}. To address the lack of suitable evaluation datasets, we introduce two datasets: a Data Structures and Algorithms dataset containing 150 student submissions from a popular Data Structures and Algorithms practice website, and an Object Oriented Programming dataset comprising 80 student submissions from undergraduate computer science courses. In addition to using standard metrics (Spearman Correlation, Cohen's Kappa), we additionally propose a new metric called as Leniency, which quantifies evaluation strictness relative to expert assessment. Our comprehensive analysis demonstrates that \emph{question-specific rubrics} significantly enhance logical assessment of code in educational settings, providing better feedback aligned with instructional goals beyond mere syntactic correctness.

cs.SE