Cookware
Pots, pans, saucepans, baking trays. Mass varies with contents; handle geometry matters for grip.
Cookware, utensils, dishware, fresh produce, and small appliances — calibrated for the variable mass, wet surfaces, and deformable contact a cooking robot actually has to deal with.
Updated 2026-06-06
Cooking robotics is the hardest manipulation domain in service robotics: every object's mass changes as you pour from it, surfaces get wet and oily, half the targets are deformable, and contact with food is destructive. Generic 3D libraries skip the whole category. Rigyd generates physics-enabled OpenUSD and MJCF from 3D models, reference images, or text descriptions, with calibration tuned for the variable-mass and slippery-surface physics that cooking robots actually have to deal with.
Pots, pans, saucepans, baking trays. Mass varies with contents; handle geometry matters for grip.
Chef's knives, spatulas, whisks, ladles, tongs. Long-lever physics, edge geometry, slip risk.
Plates, bowls, cups, mugs. Glazed ceramic surfaces, fragile, stackable for storage tasks.
Fruits, vegetables, herbs. Variable density, sometimes deformable, irregular shapes for grasp planning.
Jars, bottles, cans, sealed bags. Rigid containers with variable fill levels driving mass changes.
Blenders, kettles, toasters, food processors. Mixed-material surfaces, articulated lids.
Sponges (deformable), brushes, cloths, dish soap bottles. Mostly soft-body but rigid-body approximations work.
Wood, plastic, composite. Friction varies materially; common manipulation working surface.
Tupperware, glass jars, metal tins. Stackable, often closed (no fluid simulation needed).
Meat, fish, poultry. Slippery, soft, hard to grasp — common edge case for grippers.
A pot full of water has 10× the mass of an empty pot. Rigyd generates assets with the empty mass baked in; for content-aware tasks, scripts can scale inertial mass at runtime based on a fill-level parameter. Domain randomisation over fill state is the standard training pattern for cooking robots.
Friction in a working kitchen drops to 0.05–0.15 on wet steel, 0.02–0.08 on oily ceramic. Rigyd keys per-material friction to surface classification, and the MJCF output supports per-geom friction tuning so wet/dry/oily variants of the same asset can be generated as DR samples.
Most kitchen tasks involve at least one deformable target (bread, vegetables, dough, sponges). Rigyd outputs rigid-body approximations that work for grasp planning and contact detection; full soft-body simulation lives in the downstream simulator (MuJoCo flex, Genesis soft-body, PhysX FleX) using Rigyd's geometry as the rest-state mesh.
Chopping, stirring, pouring, plating. Tasks need correct cookware mass and handle geometry, plus realistic produce/proteins for slip-aware grasping.
Picking dishware off a table, loading a dishwasher, scrubbing surfaces. Wet-surface friction and fragile-collision behaviour drive whether the policy transfers to the real kitchen.
Restocking shelves, retrieving items, recognising fill levels. Rigid-body physics is enough — but the asset library has to cover the long tail of packaged goods most generic libraries skip.
Rigyd bakes the empty-asset mass into the output and exposes inertial parameters as settable runtime properties in the MJCF and OpenUSD output. Most cooking-robot training pipelines wrap a fill-level parameter into domain randomisation, scaling inertial mass and centre-of-mass position per episode. The asset stays the same; the physics state varies. This is the same pattern used for fuel-level randomisation in autonomous-vehicle simulation.
Rigyd outputs rigid-body approximations sufficient for grasp planning, contact detection, and tactile-feedback training. Full soft-body simulation — dough kneading, vegetable cutting, sponge compression — happens in the downstream simulator using soft-body extensions (MuJoCo flex, Genesis soft-body, PhysX FleX). Rigyd-emitted geometry serves as the rest-state mesh those extensions wrap around. For most cooking-robot policies, rigid-body is sufficient; soft-body is reserved for narrow validation tasks.
MJCF output supports per-geom friction parameters, so you can emit two friction variants of the same asset (dry: μ=0.45, wet: μ=0.10) and switch at training time. OpenUSD assets carry a default friction value with material classification metadata; the downstream simulator picks the appropriate friction per scenario. Domain randomisation over the wet-dry-oily axis is standard for any policy expected to operate in a working kitchen.
Rigyd does not generate brand-specific replicas of consumer products (a "Cuisinart blender" or "Le Creuset pot"). The pipeline produces generic but physically plausible appliances and cookware from images, text descriptions, or your own CAD. If you need brand-specific assets, bring the CAD exports the manufacturer publishes for VR / AR / training purposes and Rigyd adds the physics layer on top. The text-to-asset and image-to-asset paths are calibrated for "a coffee machine" not "a specific Breville coffee machine".
OpenUSD output drops into NVIDIA Isaac Sim, Isaac Lab, Omniverse, Unreal Engine, and Unity directly, plus Gazebo Sim via USD imports. MJCF output drops into MuJoCo, MJX, and Genesis. The same source asset works across all of these without re-authoring. For training pipelines that combine Isaac Lab (GPU-parallel rollout) with MuJoCo (precise contact-rich tasks), this means one asset library covers both stages.
Drop in 3D models, images, or text descriptions and get SimReady assets in minutes per object.
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