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SimReady GLB
Web-ready glTF binary (.glb) copies of the 3D models in
nvidia/simready-assets. Each file loads directly in
three.js, Babylon.js, model-viewer or any glTF 2.0 viewer.
Models by NVIDIA SimReady, licensed CC BY 4.0. This dataset converts and compresses them. It does not change what they show. If you use these files, credit NVIDIA as the original author and link the source dataset.
What is in it
glb/<asset>.glb: one file per SimReady asset folder, named like the folder in the source dataset.manifest.jsonl: one line per asset. It records size, triangles, draw calls and textures before and after optimization.
| Blender export | This dataset | |
|---|---|---|
| Total size | 224.9 GB | 3.8 GB |
| Triangles | 777M | 564M |
| Largest texture edge | 4096 px | 1024 px |
Example: the V8 engine (engineAssembly_v8_engine_a01) is an 888 MB glb out of Blender and 9.3 MB here. Its first
frame in Chrome took 9.4 s before and 0.57 s after.
How the files were made
- Download
simready_usd/from each asset folder.source_assets/is skipped because it holds a second copy of the textures for MDL shaders. - Check that
.metadata/LICENSE.txtis CC BY 4.0. - Import the USD in Blender 5.2 and remove the collision, proxy and grasp helper prims. Export a glb with the original textures.
- Optimize with glTF Transform 4.5. Remove duplicate mesh instances, then dedup, prune and weld.
- Resize textures to 1024 px as WebP. Compress geometry with meshopt (
EXT_meshopt_compression).
No mesh simplification is applied. The triangle drop comes from removed duplicate instances and helper geometry.
Loading in three.js
The geometry uses EXT_meshopt_compression and the textures use EXT_texture_webp, so set the meshopt decoder:
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { MeshoptDecoder } from 'three/addons/libs/meshopt_decoder.module.js';
const loader = new GLTFLoader();
loader.setMeshoptDecoder(MeshoptDecoder);
loader.load('engineAssembly_v8_engine_a01.glb', (gltf) => scene.add(gltf.scene));
Known gaps
Physics, articulation and simulation metadata from the USD files are not carried over. Materials are converted to glTF PBR, so MDL-only shader effects are lost.
The conversion scripts are in codepawl/3d-builds.
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