--- 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. 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.