Datasets:
SimReady Dataset Sample with Real Objects
100 SimReady assets of real, 3D-scanned objects for NVIDIA Isaac Sim. The same 100 objects
come in three formats, one folder each (see below). Each USD asset is a SimReady package,
validated against the SimReady Foundation profile Robotics-Prop, with a physics setup and
two visual levels of detail. The level of detail, the physics runtime and the collider type
are USD variant sets, so you can switch them in Isaac Sim without re-exporting.
Formats
| Folder | Format | Per object | Use it for |
|---|---|---|---|
usdz/ |
USDZ package | usdz/<name>.usdz, one self-contained file |
Isaac Sim: drag in or reference, nothing to unpack |
usda/ |
USD layer tree | usda/<name>/simready_usd/<name>.usd + payloads/ + runnables/ + textures/ + .thumbs/ |
Isaac Sim / USD tools, when you want to inspect or edit the layers |
glb/ |
glTF binary | glb/<name>.glb |
other engines and DCC tools; textured mesh only, no physics |
usdz/ and usda/ hold the same USD asset: the .usdz is the usda/ tree zipped into one
file. glb/ holds the same objects as plain textured scan meshes, without colliders, mass or
grasp vectors.
<name> is the object's category followed by its Allsides item ID, for example
balance_board_BJ2USD8NG9 or drone_0SDU0DKMY8. It's the same in all three folders.
Each usda/<name>/simready_usd/ folder is laid out like this:
simready_usd/
ββ <name>.usd entry file: open or reference this one
ββ .thumbs/256x256/
β ββ <name>.usd.png thumbnail, dark background
β ββ <name>.usd_light.png thumbnail, light background
β ββ <name>.usd_transparent.png thumbnail, transparent background
ββ payloads/ geometry, LOD and physics layers
ββ runnables/physics/physx.usda PhysX-specific settings, loaded by the PhysX variant
ββ textures/
Contents
| Objects | 100, each as .usdz, as a USD layer tree (usda/) and as .glb |
| Up axis / units | Z-up, meters (metersPerUnit = 1), kilograms |
| Visual LODs | 0 = full-resolution scan mesh (default, 0.8β2.6 M triangles), 1 = reduced mesh (about 600k triangles) |
| Colliders | convex decomposition (CoACD) by default; with the PhysX variant enabled, an SDF collider (default there) or the convex decomposition |
| Physics | rigid body with the mass of the weighed object, friction and restitution from the material class; objects made of clearly different materials (a steel head on a wooden handle, a rubber sole under a textile upper) carry one physics material per material region, with the centre of mass and inertia that follow from it |
| Grasps | grasp vectors for a parallel-jaw gripper, reviewed per object |
| Semantics | Wikidata Q-code labels for the object and its materials |
| Profile | Robotics-Prop 4.0.0 (SimReady Foundation) |
| License | CC-BY-4.0 |
Inside each USD asset (.usdz or usda/), the root prim is /Asset:
/Asset
ββ bodies/<object>/
ββ mesh_obj visual mesh (the selected LOD)
ββ colliders/ collider meshes (purpose "guide": not rendered)
ββ grasp/ grasp vectors, if present (purpose "guide")
The root layer carries the provenance metadata (SimReady_Metadata): description, category,
Wikidata Q-code, author, license, extents, mass and rigid-body count.
Download
from huggingface_hub import snapshot_download
path = snapshot_download(repo_id="ALLSIDES/ALLSIDES-Dataset-Sample", repo_type="dataset")
To download one format only, pass allow_patterns, e.g. allow_patterns="usdz/*",
"usda/*" or "glb/*".
Using the assets in Isaac Sim
Drag a .usdz (or the <name>.usd entry file of a usda/ folder) into the viewport or
the Stage window, or add it as a reference from Python. Either way, the asset appears under
a prim of your choice (e.g. /World/Object), and its variant sets are available on that
prim.
In the UI
Select the asset's top prim in the Stage window. In the Property panel, under Variants, set:
lod:0(full resolution, default) or1(reduced);PhysX:Disabled(default) orEnabled;collision_mode, shown oncePhysXisEnabled:sdf(default) orconvexHull.
From Python
import omni.usd
stage = omni.usd.get_context().get_stage()
prim = stage.DefinePrim("/World/Object", "Xform")
prim.GetReferences().AddReference("/path/to/<name>.usdz") # or ".../usda/<name>/simready_usd/<name>.usd"
prim.GetVariantSet("lod").SetVariantSelection("1") # reduced mesh
prim.GetVariantSet("PhysX").SetVariantSelection("Enabled") # load the PhysX settings
prim.GetVariantSet("collision_mode").SetVariantSelection("convexHull")
The selections are stored on your stage, not in the asset. The asset itself stays unchanged.
Level of detail (lod)
0(default) is the original scan-resolution mesh, 0.8β2.6 million triangles.1is a reduced mesh of about 600,000 triangles, for simulation and synthetic data.
Each level is stored in its own file inside the package, and only the selected level is composed into the scene.
Physics (PhysX and collision_mode)
PhysX=Disabled(default): the asset uses plain UsdPhysics only: a rigid body, its mass, its physics materials and a convex decomposition of the object, made with CoACD. Any UsdPhysics-based simulator can use it.PhysX=Enabled: adds the PhysX-specific settings fromrunnables/physics/physx.usda, and with them thecollision_modevariant set:sdf(default): signed-distance-field mesh collision on a precise collider mesh. It's accurate for non-convex shapes.convexHull: the CoACD convex decomposition. It's cheaper and works with more PhysX features, but less accurate for concave geometry.
Only the selected kind of collider is active. Mass and physics materials are the same in every mode.
Grasp vectors
Each grasp under grasp/ is a line for a parallel-jaw gripper: its two end points are where
the jaws start, just outside the surface, and the jaws close along the line until they touch
the object. The first grasp is the main one, chosen at a part made for holding where the object
has one (a handle, a neck, a rim) and checked with NVIDIA's SimReady grasp-and-lift benchmark;
further grasps are alternatives.
Notes
- Colliders and grasp vectors use
purpose = "guide", so they don't show up in rendered images or synthetic data. - A few objects were turned into the pose they rest in when dropped (for example a curved
sausage lying on its side), so the USD assets can differ in orientation from the raw scans
in
glb/. - To modify an asset, edit its
usda/tree (or extract the.usdz, a zip archive of the same files).
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