Datasets:
image imagewidth (px) 1.25k 1.25k |
|---|
PhysicalAI SimReady Assets
The constant half of a simulation-ready home. 764 SimReady object packages, 98 PBR surface packs and 13 environment maps — every asset needed to furnish, finish and light a synthetic interior, published once so scenes never have to carry their own copy.
A packaged SimReady home scene is typically 500 MB to 1.2 GB, and ~99% of that is these assets, embedded again in every single scene. Reference this dataset by URL instead and the same scene ships as a few megabytes — the geometry that is genuinely unique to it, plus links.
Measured on four apartment scenes, embedding versus linking the identical content:
| scene | assets embedded | assets by URL | |
|---|---|---|---|
| 1-bedroom | 502.0 MB | 3.42 MB | 147× |
| 2-bedroom | 664.7 MB | 3.84 MB | 173× |
| 3-bedroom | 700.4 MB | 3.13 MB | 224× |
| 4-bedroom | 1227.2 MB | 3.78 MB | 325× |
| total | 3,094.3 MB | 14.17 MB | 218× |
4-bedroom, assets embedded ████████████████████████████████████████ 1227.2 MB
4-bedroom, assets by URL ▏ 3.78 MB
Bigger scenes shrink more, because their extra size was almost entirely duplicated assets. The scenes are otherwise identical: same geometry, same poses, same physics — a remote build reproduces the embedded build's physics index exactly (117 referenced assets, 374 rigid bodies, 1,057 colliders).
Everything here is SimReady, not merely a mesh: each object carries collision geometry, mass and inertia, physics materials, semantic labels, and — where the object articulates — working joints. They are made to be simulated, not just rendered.
What's inside
| Path | Contents | Files | Size |
|---|---|---|---|
simready_assets/ |
SimReady object packages (USD + textures + MDL + physics) | 11,841 | 6,529 MB |
materials/ |
PBR surface packs (floor, wall, ceiling, cabinet, countertop, tile, rug, carpet) | 290 | 294 MB |
hdri/ |
Equirectangular environment maps (day / evening / night pools) | 13 | 83 MB |
assets/ |
In-repo part kits (balcony railings) | 42 | 4 MB |
12,187 files, 6.9 GB total.
Objects — simready_assets/
764 packages spanning 76 semantic classes; 489 carry validated real-world dimensions in the catalog index. Each is an NVIDIA SimReady–format package, extracted intact:
simready_assets/132/
├── oven.usd # root layer (USD crate)
├── OmniPBR.mdl # material
├── SubUSDs/
│ └── textures/oven_display_diffuse.jpg # …and siblings
├── gltf/pbr.mdl
├── .metadata/
│ ├── com.nvidia.simready.root_usds.json # which layer is the root
│ └── com.nvidia.simready.packaging.bom.json # vendor sha256 + blake3
└── com.nvidia.simready.packaging.json # owner + license
All 76 object classes
appliance.cooktop, appliance.dishwasher, appliance.fridge, appliance.hood, appliance.microwave, appliance.oven, appliance.range, balcony_door, bathtub, bed, cabinet_base, cabinet_tall, cabinet_wall, cabinet_wall_microwave, ceiling_light, chair, clutter.appliance, clutter.book, clutter.bottle, clutter.cookware, clutter.cup, clutter.food, clutter.frame, clutter.lamp, clutter.mirror, clutter.plant, clutter.plate, clutter.small, clutter.toiletry, clutter.utensil, coffee_table, door, door_double, dresser, dustbin, faucet, fireplace, floor_lamp, floor_mirror, mirror, nightstand, ottoman, outdoor_chair, outdoor_table, plant, rug, shelf, shower, sink, socket, sofa, sofa_mod_armless, sofa_mod_chaise_left, sofa_mod_chaise_right, sofa_mod_corner, sofa_mod_end_left, sofa_mod_end_right, sofa_mod_loveseat_armless, sofa_mod_loveseat_left, sofa_mod_loveseat_right, sofa_mod_ottoman, stool, table, television, television_wall, toilet, toilet_paper, towel_bar, tv_unit, utensil_hanger, vanity, wall_art, wall_clock, wall_light, wardrobe, window
Appliances, seating, casework, bathroom and kitchen fixtures, lighting, wall decor, plants and
small clutter — plus a modular sofa system (sofa_mod_*) whose corner, chaise, armless and
loveseat pieces compose into arbitrary sectionals.
Surfaces — materials/
98 texture packs across 8 categories:
cabinet, carpet, ceiling, countertop, floor, rugs, wall, wall_tile.
Packs follow the AmbientCG naming convention (*_Color, *_NormalGL / *_NormalDX,
*_Roughness, *_AmbientOcclusion), so a loader can pick maps by suffix. The folder name
encodes the physical tile size — floor/2_1.69_meter/ tiles at 1.69 m, which is what makes
correct real-world UV scaling possible without per-pack metadata.
One exception worth knowing: under
wall_tile/, the_N_meternumber is repeats across the widest band (acube_projectcount), not a physical size.
All maps are power-of-two. That is not cosmetic — non-power-of-two textures render blue or missing under Isaac Sim's RTX renderer while looking fine in Blender.
Lighting — hdri/
13 equirectangular environment maps in day / evening / night pools, at 1k and 2k.
Intended as a UsdLuxDomeLight texture. Filenames are stable identities across resolutions, so a
scene that picks an HDRI by name renders consistently whichever variant you resolve.
Two ways to use it
1. Download it, build against it locally
pip install huggingface_hub
# everything (6.9 GB)
hf download imagineio/PhysicalAI-SimReady-Assets --repo-type dataset --local-dir ./simready-assets
# or just what you need
hf download imagineio/PhysicalAI-SimReady-Assets --repo-type dataset --local-dir ./simready-assets \
--include "simready_assets/132/*" "materials/floor/*" "hdri/2k/*"
from pxr import Usd, UsdGeom
stage = Usd.Stage.CreateNew("scene.usda")
oven = UsdGeom.Xform.Define(stage, "/World/Oven")
oven.GetPrim().GetReferences().AddReference("./simready-assets/simready_assets/132/oven.usd")
stage.GetRootLayer().Save()
2. Reference it by URL — no download
Every file is served at a stable, public URL:
https://huggingface.co/datasets/imagineio/PhysicalAI-SimReady-Assets/resolve/main/<path>
BASE = "https://huggingface.co/datasets/imagineio/PhysicalAI-SimReady-Assets/resolve/main"
oven.GetPrim().GetReferences().AddReference(f"{BASE}/simready_assets/132/oven.usd")
dome.CreateTextureFileAttr(f"{BASE}/hdri/2k/DayEnvironmentHDRI022_4K_HDR.exr")
⚠️ Your USD runtime must resolve
https://This is the one thing to check before committing to URL references.
Runtime Resolver https://refsIsaac Sim / Omniverse Kit OmniUsdResolver(primary)✅ resolved natively usd-corefrom PyPIArDefaultResolver❌ not a registered URI scheme Stock
usd-coredoes not merely fail to fetch — it treats the URL as a file path and collapseshttps://tohttps:/before giving up. Pipeline stages that must run offline (validation, CI, unit tests) need the downloaded copy from option 1.Note also that a
.usdzcontaining external references is outside the USDZ specification, which requires a package to be self-contained. Kit will open one; other tools may refuse. For a URL-referencing scene, prefer a plain.usda/.usdc.
Pin a revision for reproducibility. resolve/main follows the branch. Substituting a
commit SHA freezes the bytes, which is what you want for a dataset artifact whose geometry was
measured against a specific version of these assets:
https://huggingface.co/datasets/imagineio/PhysicalAI-SimReady-Assets/resolve/main/… # follows main
.../resolve/<commit-sha>/… # frozen
Provenance and processing
Published by imagine.io from its SimReady asset catalog. The set is bounded and reproducible
rather than open-ended: pinned_ids.json at the repo root lists exactly which object ids belong
to it, so "did the set change?" is a question with an answer.
Each package retains the vendor's own sha256 + blake3 integrity BOM under .metadata/, so you
can verify any file against what was published.
Two processing passes have been applied, both deliberate:
- Textures are capped at 2048 px albedo / 1024 px response maps. The uncapped set contained 8192×8192 normal maps on an egg boiler and two 81 MB diffuse PNGs on a single dining table — 5.89 GB of resolution that no renderer benefits from at furniture scale.
- Inverted collider windings are repaired. Inside-out SDF collider meshes make PhysX compute
negative mass, which fails at
attachShaperather than at load.
Pre-processing backups (*.srfp_orig) are not published — they are the bytes that were
deliberately replaced.
License
CC BY-NC 4.0 — Creative Commons Attribution-NonCommercial 4.0 International.
Free to use, modify and redistribute for non-commercial purposes with attribution. Every
object package self-declares this license in its own
com.nvidia.simready.packaging.json, and scenes built from these assets carry it forward in their
packaging manifest.
For commercial licensing, contact imagine.io.
Citation
@misc{imagineio_physicalai_simready_assets,
title = {PhysicalAI SimReady Assets},
author = {imagine.io},
year = {2026},
publisher = {Hugging Face},
howpublished = {\url{https://huggingface.co/datasets/imagineio/PhysicalAI-SimReady-Assets}},
note = {CC BY-NC 4.0}
}
Generated by scripts/hf_assets.py card from the live asset roots — counts and sizes reflect
revision main.
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