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RigidFormer: Learning Rigid Dynamics using Transformers

RigidFormer is a transformer that learns mesh-free rigid-body dynamics via object-level anchors and differentiable Kabsch projection, outperforming mesh-based baselines with faster inference and scalability to 200+ objects.

Zhiyang Dou, Minghao Guo, Haixu Wu, Doug Roble, Tuur Stuyck, Wojciech Matusik

Published 2026Atlanta Poster Session 3 · Thu, Dec 10, 10:00 AM–1:00 PM local time · Hall C1▲ 13 on Hugging FaceCode ★ 93arXiv ↗OpenReview ↗

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Abstract

Learning-based simulation of multi-object rigid-body dynamics remains difficult because contact is discontinuous and errors compound over long horizons. Most existing methods remain tied to mesh connectivity and vertex-level message passing, which limits their applicability to mesh-free inputs such as point clouds and leads to high computational cost. Efficiently modeling high-fidelity rigid-body dynamics from mesh-free representations, therefore, remains challenging. We introduce RigidFormer, an object-centric Transformer-based model that learns mesh-free rigid-body dynamics with controllable integration step sizes. RigidFormer reasons at the object level and advances each object through compact anchors; Anchor-Vertex Pooling enriches these anchors with local vertex features, retaining contact-relevant geometry without dense vertex-level interaction. We propose Anchor-based RoPE to inject anchor geometry into attention while respecting the unordered nature of objects and anchors: object-token processing is permutation-equivariant, and the mean-pooled anchor descriptor is invariant to anchor reindexing while preserving shape extent. RigidFormer further enforces rigidity by projecting updates onto the rigid-body manifold using differentiable Kabsch alignment. On standard benchmarks, RigidFormer outperforms or matches mesh-based baselines using point inputs, runs faster, generalizes to unseen point resolutions and across datasets, and scales to 200+ objects; we also show a preliminary extension to command-conditioned articulated bodies by treating body parts as interacting object-level components.