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Update dataset card for the v03 asset layout (PhysX variant, LODs, thumbnails)

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  1. README.md +32 -20
README.md CHANGED
@@ -28,13 +28,13 @@ in Isaac Sim. The validation and benchmark results travel with the package.
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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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@@ -49,12 +49,17 @@ start with a digit.
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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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@@ -99,15 +104,16 @@ To download a fixed version, pass the commit as `revision`.
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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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@@ -118,7 +124,8 @@ 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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@@ -127,21 +134,26 @@ 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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  | | |
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  |---|---|
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+ | Objects | 100 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 | `0` = full-resolution scan mesh (**default**, 0.8–2.6 M triangles), `1` = reduced mesh (about 600k triangles) |
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+ | Colliders | convex decomposition (CoACD) by **default**; with the `PhysX` variant enabled, an SDF collider (default there) or the convex decomposition |
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+ | Physics | rigid body with the mass of the weighed object, friction and restitution from the material class; plain UsdPhysics by default, PhysX-specific settings in an optional variant |
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+ | Materials | UsdPreviewSurface PBR, with non-visual material classes for sensor simulation |
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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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  ├─ 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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+ │ ├─ com.nvidia.simready.conformance.*.json packaging profile result
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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/
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+ │ ├─ <ID>.usd.png thumbnail, dark background
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+ │ ├─ <ID>.usd_light.png thumbnail, light background
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+ │ └─ <ID>.usd_transparent.png thumbnail, transparent background
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  ├─ payloads/ geometry, LOD and physics layers
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+ ├─ runnables/physics/physx.usda PhysX-specific settings, loaded by the PhysX variant
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  └─ textures/
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  ```
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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 its variant sets are available on that prim.
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  ### In the UI
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111
  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`**: `0` (full resolution, default) or `1` (reduced);
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+ - **`PhysX`**: `Disabled` (default) or `Enabled`;
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+ - **`collision_mode`**, shown once `PhysX` is `Enabled`: `sdf` (default) or `convexHull`.
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  ### From Python
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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("1") # reduced mesh
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+ prim.GetVariantSet("PhysX").SetVariantSelection("Enabled") # load the PhysX settings
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  prim.GetVariantSet("collision_mode").SetVariantSelection("convexHull")
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  ```
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  ### Level of detail (`lod`)
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+ - **`0`** (default) is the original scan-resolution mesh, 0.8–2.6 million triangles.
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+ - **`1`** is a reduced mesh of about 600,000 triangles, for simulation and synthetic data.
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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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+ ### Physics (`PhysX` and `collision_mode`)
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+ - **`PhysX` = `Disabled`** (default): the asset uses plain UsdPhysics only: a rigid body,
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+ its mass, a physics material and a convex decomposition of the object, made with CoACD.
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+ Any UsdPhysics-based simulator can use it.
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+ - **`PhysX` = `Enabled`**: adds the PhysX-specific settings from
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+ `runnables/physics/physx.usda`, and with them the `collision_mode` variant set:
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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`**: the CoACD convex decomposition. It is cheaper and works with more
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+ PhysX features, but it is less accurate for concave geometry.
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+ Only the selected kind of collider is active. Mass and physics materials are the same in
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+ every mode.
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  ## Notes
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