Datasets:
Allsides SimReady Assets
SimReady assets of real-world objects, captured with high-quality 3D scanning by Allsides and converted to physics-ready OpenUSD props for NVIDIA Isaac Sim.
Every asset in this dataset is a SimReady package for the
NVIDIA SimReady Catalog. Each
package is validated against the SimReady Foundation profile Robotics-Prop and tested
in Isaac Sim. The validation and benchmark results travel with the package.
Contents
| Objects | 69 real-world objects, one package each |
| Profile | Robotics-Prop 4.0.0 (SimReady Foundation) |
| 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; plain UsdPhysics by default, PhysX-specific settings in an optional variant |
| Materials | UsdPreviewSurface PBR, with non-visual material classes for sensor simulation |
| Semantics | Wikidata Q-code labels for the object and its materials |
| License | CC-BY-4.0 |
Package layout
Each top-level folder is one package. The folder name is the object's category followed
by its Allsides item ID, for example mug_A07RDPW843/ or drone_0SDU0DKMY8/.
<name>/
ββ com.nvidia.simready.packaging.json package definition (package ID, version, license)
ββ .metadata/
β ββ com.nvidia.simready.packaging.bom.json bill of materials: every file with its SHA-256 hash
β ββ com.nvidia.simready.conformance.*.json packaging profile result
β ββ <name>_validation.json profile validation results
β ββ <name>_benchmark.json Isaac Sim benchmark results
ββ 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/
Inside the USD, the root prim is /Asset:
/Asset
ββ bodies/<object>/
ββ mesh_obj visual mesh (the selected LOD)
ββ colliders/ collider meshes (invisible, purpose "guide")
ββ grasp/ grasp vectors, if present (purpose "guide")
The root layer carries the provenance metadata (SimReady_Metadata): author, license,
category, Wikidata Q-code, extents, mass and rigid-body count.
Versions
Each package is uploaded at a fixed commit of this dataset. The package ID includes the
version: simready.hf.ALLSIDES.simready-scanned-objects.<name>.<version>. The SimReady Catalog refers
to each version by its commit-pinned URL:
https://huggingface.co/datasets/ALLSIDES/simready-scanned-objects/resolve/<commit>/<name>/com.nvidia.simready.packaging.json
The main branch always holds the newest version of each package. Earlier versions stay
available at their commits.
Download
from huggingface_hub import snapshot_download
path = snapshot_download(repo_id="ALLSIDES/simready-scanned-objects", repo_type="dataset")
To download one asset only, pass allow_patterns, for example allow_patterns="mug_A07RDPW843/*".
To download a fixed version, pass the commit as revision.
Using the assets in Isaac Sim
Drag <name>/simready_usd/<name>.usd into the viewport or the Stage window, or add it as a
reference from Python. The asset appears under a prim of your choice (for example
/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>/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. 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, a physics material 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 is accurate for non-convex shapes.convexHull: the CoACD convex decomposition. It is cheaper and works with more PhysX features, but it is less accurate for concave geometry.
Only the selected kind of collider is active. Mass and physics materials are the same in every mode.
Notes
- Colliders and grasp vectors use
purpose = "guide", so they do not show up in rendered images or synthetic data. - Do not edit the files of a package in place. The bill of materials records the hash of every file, so an edited package no longer matches it.
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