| --- |
| license: cc-by-nc-4.0 |
| tags: |
| - digital-twin |
| - usd |
| - isaac-sim |
| - physics |
| - lighting |
| pretty_name: Intelligent Home Care Living Lab (Digital Twin) |
| --- |
| |
| # Intelligent Home Care Living Lab — Digital Twin |
|
|
| A USD digital twin of the **Intelligent Home Care Living Lab** (alias: *NYCU Room 305*), built by the |
| **Human-centered Intelligent System Lab (hcislab)** — [GitHub @HCIS-Lab](https://github.com/HCIS-Lab). |
| Authored for **NVIDIA Isaac Sim 5.1**. |
|
|
| This is a **foundation twin**: it is the room only — **no furniture, no robot, no task props**. Every |
| project *references* it and layers its own content on top (a robot, furniture, graspables, sensors) |
| **without editing the twin**. That keeps one canonical, physics-ready room shared across projects. |
|
|
| **Lab links:** [GitHub @HCIS-Lab](https://github.com/HCIS-Lab) · [HF @hcislab](https://huggingface.co/hcislab) |
|
|
| ## What's new (2026-07-04) |
|
|
| - **Physical properties are now set.** Every room surface is a static collider (exact triangle-mesh, |
| `physics:approximation = "none"`) and the scene carries a `PhysicsScene` + a ground physics material |
| (friction, no bounce). Robots and props now rest on / collide with the room instead of falling through. |
| - **Structured into layers.** The monolithic file is split into a visual layer, a collider layer, and a |
| thin top composition — so you can reference exactly what you need (visual only, or visual + physics). |
|
|
| ## Contents |
|
|
| ``` |
| room.usd # ← ENTRY POINT. Top composition: Z-up / meters / kg, |
| # references the visual layer + sublayers the collider layer, |
| # adds a PhysicsScene and the ceiling RectLight. |
| nycu_lights.usdz # VISUAL layer — geometry (443 meshes, ~188k pts) + 417 materials |
| # + bundled textures + DomeLight. No physics. Self-contained. |
| room_collider.usd # COLLIDER layer — an overlay that adds CollisionAPI (approx=none) |
| # to every room mesh + a ground physics material bound at /Room. |
| nycu_light_collider.usd # COMPAT SHIM — the historic entry point; now just references |
| # room.usd</Room>. Kept so existing pipelines don't break. |
| ``` |
|
|
| `room.usd` references `nycu_lights.usdz` and sub-layers `room_collider.usd` by **relative** paths, so all |
| files must stay side by side. `snapshot_download` keeps them together automatically. |
|
|
| Scene stats (Isaac Sim 5.1): 443 meshes (~188k points), 417 materials, a `DomeLight` + `RectLight`, |
| 443 static mesh colliders. Approx extent 12.1 × 7.0 × 3.4 m. |
|
|
| ## Usage |
|
|
| ```python |
| from huggingface_hub import snapshot_download |
| |
| path = snapshot_download(repo_id="hcislab/digital-twin", repo_type="dataset") |
| # open path/room.usd in Isaac Sim 5.1 (or the legacy nycu_light_collider.usd — same content) |
| ``` |
|
|
| In Isaac Sim (Python): |
|
|
| ```python |
| import omni.usd |
| omni.usd.get_context().open_stage(f"{path}/room.usd") |
| ``` |
|
|
| ### Build your project on top (don't edit the twin) |
|
|
| Reference the foundation onto your own prim and add your layers beside it: |
|
|
| ```python |
| from pxr import Usd, UsdGeom |
| stage = Usd.Stage.CreateNew("my_project_scene.usd") |
| UsdGeom.SetStageUpAxis(stage, UsdGeom.Tokens.z) |
| UsdGeom.SetStageMetersPerUnit(stage, 1.0) |
| room = UsdGeom.Xform.Define(stage, "/World/Room") |
| room.GetPrim().GetReferences().AddReference(f"{path}/room.usd") # foundation, untouched |
| # ... now add /World/Robot, /World/Furniture, /World/Props as your own prims ... |
| ``` |
|
|
| Reference `nycu_lights.usdz` instead if you want the room's **visuals without physics**. |
|
|
| ## Physics notes |
|
|
| - Colliders are **static** (no `RigidBodyAPI` on the room) with `physics:approximation = "none"` — the |
| exact triangle mesh is used for collision. Correct and cheap for an immovable environment. |
| - Ground physics material `/Room/PhysicsMaterials/Ground`: `staticFriction 0.9`, `dynamicFriction 0.8`, |
| `restitution 0`. Generic and project-neutral — bound at `/Room` (inherits to all room colliders). |
| - `PhysicsScene` gravity = −Z, 9.81 m/s². |
|
|
| ## Notes |
|
|
| - Textures are bundled inside `nycu_lights.usdz` and resolve via relative paths — verified self-contained |
| with `UsdUtils.ComputeAllDependencies` (no unresolved dependencies). |
| - Two references resolve **at runtime** in Isaac Sim / Omniverse and are intentionally not bundled: |
| - `OmniGlass.mdl` — Omniverse stock material library. |
| - A Cloudy dome-light HDR served from the Omniverse content CDN. |
| Materials and dome lighting need an Omniverse asset connection / cache to display fully; geometry, the |
| `RectLight`, and all physics load without it. |
| - Verified to open cleanly in Isaac Sim 5.1 from a fresh download, and to load (443 meshes + colliders) |
| when referenced by a downstream scene. |
|
|
| ## Citation |
|
|
| If you use this digital twin, please cite it: |
|
|
| ```bibtex |
| @misc{hcislab_ihcll_2026, |
| title = {Intelligent Home Care Living Lab Digital Twin}, |
| author = {{Human-centered Intelligent System Lab}}, |
| year = {2026}, |
| howpublished = {Hugging Face dataset}, |
| url = {https://huggingface.co/datasets/hcislab/digital-twin}, |
| note = {NVIDIA Isaac Sim 5.1 USD digital twin; alias NYCU Room 305} |
| } |
| ``` |
|
|
| A machine-readable `CITATION.cff` is included (Hugging Face renders a "Cite this" entry from it). |
|
|
| ## License |
|
|
| **CC BY-NC 4.0** ([Creative Commons Attribution-NonCommercial 4.0](https://creativecommons.org/licenses/by-nc/4.0/)). |
|
|
| - ✅ Share and adapt for **non-commercial** research/education, **with attribution** (cite as above). |
| - ❌ **No commercial use** without separate permission from the lab. For commercial licensing, contact **hcislab01@gmail.com**. |
|
|
| Note: the referenced `OmniGlass.mdl` and dome-light HDR are NVIDIA Omniverse assets governed by their own licenses; they are not redistributed here. |
|
|