HierSceneDataset / README.md
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---
license: mit
---
Scene construction with hierarchical layout (outdoor and indoor).
The scene is stored in `Rivermark/island02_demo.usd`, which can be loaded using IsaacSim Simulation.
**Update 1:** We added some scenes in `Scene_in_out_v2.zip`, including `scene1_mit.usd`, `scene2_mit.usd` and `scene4_mit.usd`. Corresponding metadata files in JSON format are also provided for these scenes.
Here is the format of each JSON file:
```
# list of buildings
{
'props':[
'name': id
'world_transform: a world tranforms matrix with shape 4x4
'translation': a 1x3 vector which can be shown in Property tab in Isaacsim
'scale': a 1x3 vector which can be shown in Property tab in Isaacsim
'indoor_layout':[ #list of objects in that building
{
'name': id
'world_transform: a world tranforms matrix with shape 4x4
'translation': a 1x3 vector which can be shown in Property tab in Isaacsim
'scale': a 1x3 vector which can be shown in Property tab in Isaacsim
}
....
]
...
],
'drivable_surface': {
'world_transform: a world tranforms matrix with shape 4x4
'translation': a 1x3 vector which can be shown in Property tab in Isaacsim
'scale': a 1x3 vector which can be shown in Property tab in Isaacsim
}
}
```
**Update 2:** We upload the full scene (`rivermark.usd`), along with metadata (`rivermark.json`) for drone navigation.
After extracting `Scene_in_out_v2.zip`, move the file `rivermark.usd` to folder `Rivermark` to enabel all assets.
**Update 3:** We upload the scene (`rivermarkDoor.usd`) with doors that can be interacted, along with metadata (`rivermarkDoor.json`) in `Scene_in_out_v3.zip`
After extracting `Scene_in_out_v3.zip`, keep the file `rivermarkDoor.usd` in folder `Rivermark` to enabel all assets.
The format of `rivermarkDoor.json` is described below:
```
{
# buildings that contain interactable objects (mostly doors)
"props": [
{
"prim_name": <prim_name>
"prim_path": <prim_path>,
"interactable_objects":
[
{
"sub_prim_name":<sub_prim_name>,
"sub_prim_path":<sub_prim_path>
}...
]
}...
]
}
```