Datasets:
Update dataset card for the v03 asset layout (PhysX variant, LODs, thumbnails)
Browse files
README.md
CHANGED
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@@ -28,13 +28,13 @@ in Isaac Sim. The validation and benchmark results travel with the package.
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| Objects |
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| Profile | `Robotics-Prop`
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| Up axis / units | Z-up, meters (`metersPerUnit = 1`), kilograms |
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| Visual LODs | `
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| Colliders |
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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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├─ 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/
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├─ payloads/ geometry, LOD and physics layers
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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
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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`**: `
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- **`
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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("
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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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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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###
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Only the selected kind is active. Mass and physics materials are the same in
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## Notes
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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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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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