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README.md
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---
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license: cc-by-4.0
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tags:
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- usd
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- openusd
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- isaac-sim
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- simready
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- 3d
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- 3d-scan
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- robotics
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- physics
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pretty_name: Allsides SimReady Assets
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size_categories:
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- n<1K
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---
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# Allsides SimReady Assets
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SimReady assets of real-world objects, captured with high-quality 3D scanning by
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Allsides and converted to physics-ready OpenUSD props for NVIDIA Isaac Sim.
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Every asset in this dataset is a SimReady package for the
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[NVIDIA SimReady Catalog](https://github.com/NVIDIA-Omniverse/simready-central). Each
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package is validated against the SimReady Foundation profile `Robotics-Prop` and tested
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in Isaac Sim. The validation and benchmark results travel with the package.
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## Contents
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| | |
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|---|---|
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| Objects | [N] real-world objects, one package each |
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| Profile | `Robotics-Prop` [4.0.0] (SimReady Foundation) |
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| Up axis / units | Z-up, meters (`metersPerUnit = 1`), kilograms |
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| Visual LODs | `1` = 300k-triangle mesh (**default**), `0` = native scan mesh |
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| Colliders | `sdf` (**default**) and convex decomposition (CoACD) |
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| Physics | rigid body with the mass of the weighed object, friction and restitution from the material class |
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| Materials | UsdPreviewSurface PBR |
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| Semantics | Wikidata Q-code labels for the object and its materials |
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| License | CC-BY-4.0 |
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## Package layout
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Each top-level folder is one package. The folder name is the object's item ID. IDs that
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start with a digit have a leading underscore (`_0SDU0DKMY8/`), because USD names cannot
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start with a digit.
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```
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<ID>/
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├─ com.nvidia.simready.packaging.json package definition (package ID, version, license)
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├─ .metadata/
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│ ├─ com.nvidia.simready.packaging.bom.json bill of materials: every file with its SHA-256 hash
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│ ├─ <ID>_validation.json profile validation results
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│ └─ <ID>_benchmark.json Isaac Sim benchmark results
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└─ simready_usd/
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├─ <ID>.usd entry file: open or reference this one
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├─ .thumbs/256x256/<ID>.usd.png thumbnail
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├─ payloads/ geometry, LOD and physics layers
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└─ textures/
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```
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Inside the USD, the root prim is `/Asset`:
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```
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/Asset
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└─ bodies/<object>/
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├─ mesh_obj visual mesh (the selected LOD)
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├─ colliders/ collider meshes (invisible, purpose "guide")
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└─ grasp/ grasp vectors, if present (purpose "guide")
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```
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The root layer carries the provenance metadata (`SimReady_Metadata`): author, license,
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category, Wikidata Q-code, extents, mass and rigid-body count.
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## Versions
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Each package is uploaded at a fixed commit of this dataset. The package ID includes the
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version: `simready.hf.ALLSIDES.simready-scanned-objects.<ID>.<version>`. The SimReady Catalog refers
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to each version by its commit-pinned URL:
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```
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https://huggingface.co/datasets/ALLSIDES/simready-scanned-objects/resolve/<commit>/<ID>/com.nvidia.simready.packaging.json
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```
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The `main` branch always holds the newest version of each package. Earlier versions stay
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available at their commits.
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## Download
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```python
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from huggingface_hub import snapshot_download
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path = snapshot_download(repo_id="ALLSIDES/simready-scanned-objects", repo_type="dataset")
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```
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To download one asset only, pass `allow_patterns`, for example `allow_patterns="A07RDPW843/*"`.
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To download a fixed version, pass the commit as `revision`.
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## Using the assets in Isaac Sim
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Drag `<ID>/simready_usd/<ID>.usd` into the viewport or the Stage window, or add it as a
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reference from Python. The asset appears under a prim of your choice (for example
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`/World/Object`), and both variant sets are available on that prim.
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### In the UI
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Select the asset's top prim in the Stage window. In the **Property** panel, under
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**Variants**, set:
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- **`lod`**: `1` (300k triangles, default) or `0` (native, full resolution);
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- **`collision_mode`**: `sdf` (default) or `convexHull` (convex decomposition).
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### From Python
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```python
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import omni.usd
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stage = omni.usd.get_context().get_stage()
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prim = stage.DefinePrim("/World/Object", "Xform")
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prim.GetReferences().AddReference("/path/to/<ID>/simready_usd/<ID>.usd")
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prim.GetVariantSet("lod").SetVariantSelection("0") # native mesh
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prim.GetVariantSet("collision_mode").SetVariantSelection("convexHull")
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```
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The selections are stored on your stage, not in the asset. The asset itself stays
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unchanged.
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### Level of detail (`lod`)
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- **`1`** (default) is the 300k-triangle version, for simulation and synthetic data.
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- **`0`** is the original scan-resolution mesh.
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Each level is stored in its own file inside the package. Only the selected level is
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composed into the scene.
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### Colliders (`collision_mode`)
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- **`sdf`** (default): signed-distance-field mesh collision on a precise collider mesh.
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It is accurate for non-convex shapes.
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- **`convexHull`**: a convex decomposition of the object, made with CoACD. It is
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cheaper and works with more PhysX features, but it is less accurate for concave
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geometry.
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Only the selected kind is active. Mass and physics materials are the same in both modes.
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## Notes
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- Colliders and grasp vectors use `purpose = "guide"`, so they do not show up in
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rendered images or synthetic data.
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- Do not edit the files of a package in place. The bill of materials records the hash of
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every file, so an edited package no longer matches it.
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