Datasets:
Duplicate from codepawl/simready-glb
Browse filesCo-authored-by: An Xuan Nguyen <anxuanng@users.noreply.huggingface.co>
This view is limited to 50 files because it contains too many changes. See raw diff
- .gitattributes +0 -0
- README.md +243 -0
- assets/hero.webp +3 -0
- glb/CT_injection_system_a01.glb +3 -0
- glb/IV_pole_a01.glb +3 -0
- glb/IV_pole_a02.glb +3 -0
- glb/IV_pole_a03.glb +3 -0
- glb/IV_pole_a04.glb +3 -0
- glb/IV_pole_b01.glb +3 -0
- glb/IV_pole_b02.glb +3 -0
- glb/IV_pole_b03.glb +3 -0
- glb/TV_a01.glb +3 -0
- glb/Xray_machine_HVgenerator_a01.glb +3 -0
- glb/Xray_machine_XrayArmRack_a01.glb +3 -0
- glb/Xray_machine_buckyStand_a01.glb +3 -0
- glb/Xray_machine_buckyTable_a01.glb +3 -0
- glb/accessory_eyeglasses_a01.glb +3 -0
- glb/airSystem_air_filter_a01.glb +3 -0
- glb/airSystem_air_filter_box_a01.glb +3 -0
- glb/airSystem_air_filter_box_c01.glb +3 -0
- glb/airSystem_air_filter_box_d01.glb +3 -0
- glb/airSystem_air_filter_c01.glb +3 -0
- glb/airSystem_compressor_a01.glb +3 -0
- glb/airSystem_compressor_b01.glb +3 -0
- glb/airSystem_compressor_c01.glb +3 -0
- glb/airSystem_compressor_d01.glb +3 -0
- glb/anesthesia_machine_a01.glb +3 -0
- glb/anesthesia_mask_a01.glb +3 -0
- glb/appliance_dishwasher_a01.glb +3 -0
- glb/appliance_extractor_a01.glb +3 -0
- glb/appliance_handDryer_automatic_a01.glb +3 -0
- glb/appliance_handDryer_automatic_b01.glb +3 -0
- glb/appliance_refrigerator_a01.glb +3 -0
- glb/appliance_toaster_a01.glb +3 -0
- glb/arm_articulated_support_a01.glb +3 -0
- glb/bandage_medical_a01.glb +3 -0
- glb/bandage_medical_a03.glb +3 -0
- glb/bandage_medical_a04.glb +3 -0
- glb/barrier_fence_metal_a02.glb +3 -0
- glb/barrier_fence_metal_a03.glb +3 -0
- glb/barrier_gate_safetyDock_a02.glb +3 -0
- glb/barrier_gate_safety_a02.glb +3 -0
- glb/barrier_wall_plastic_orange_a03.glb +3 -0
- glb/bed_hospital_standard_a01.glb +3 -0
- glb/bed_hospital_standard_a02.glb +3 -0
- glb/bedding_a01.glb +3 -0
- glb/bin_waste_a01.glb +3 -0
- glb/bin_waste_a02.glb +3 -0
- glb/bin_waste_a03.glb +3 -0
- glb/bin_waste_a04.glb +3 -0
.gitattributes
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README.md
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| 1 |
+
---
|
| 2 |
+
license: cc-by-4.0
|
| 3 |
+
pretty_name: SimReady GLB
|
| 4 |
+
tags:
|
| 5 |
+
- 3d
|
| 6 |
+
- gltf
|
| 7 |
+
- glb
|
| 8 |
+
- web
|
| 9 |
+
- three.js
|
| 10 |
+
- simready
|
| 11 |
+
- nvidia
|
| 12 |
+
size_categories:
|
| 13 |
+
- 1K<n<10K
|
| 14 |
+
configs:
|
| 15 |
+
- config_name: default
|
| 16 |
+
data_files:
|
| 17 |
+
- split: train
|
| 18 |
+
path:
|
| 19 |
+
- "thumbs/*.webp"
|
| 20 |
+
- "thumbs/metadata.jsonl"
|
| 21 |
+
---
|
| 22 |
+
|
| 23 |
+
# SimReady GLB
|
| 24 |
+
|
| 25 |
+

|
| 26 |
+
|
| 27 |
+
**[Open the 3D viewer](https://huggingface.co/spaces/codepawl/simready-glb-viewer)** to search all 2,595 models and
|
| 28 |
+
orbit any of them in the browser.
|
| 29 |
+
|
| 30 |
+
Web-ready glTF binary (`.glb`) copies of the 3D models in
|
| 31 |
+
[nvidia/simready-assets](https://huggingface.co/datasets/nvidia/simready-assets). Each file loads directly in
|
| 32 |
+
three.js, Babylon.js, model-viewer or any glTF 2.0 viewer.
|
| 33 |
+
|
| 34 |
+
Models by NVIDIA SimReady, licensed CC BY 4.0. This dataset converts and compresses them. It does not change what
|
| 35 |
+
they show. If you use these files, credit NVIDIA as the original author and link the source dataset.
|
| 36 |
+
|
| 37 |
+
| | Blender export | This dataset |
|
| 38 |
+
|---|---|---|
|
| 39 |
+
| Assets | 2,595 | 2,595 |
|
| 40 |
+
| Total size | 228.1 GB | 3.2 GB |
|
| 41 |
+
| Triangles | 821M | 415M |
|
| 42 |
+
| Largest texture edge | 4096 px | 1024 px |
|
| 43 |
+
|
| 44 |
+
Example: the V8 engine (`engineAssembly_v8_engine_a01`) is an 888 MB glb out of Blender and
|
| 45 |
+
7.4 MB here. Its first frame in Chrome took 9.4 s before and 0.57 s after.
|
| 46 |
+
|
| 47 |
+
## What is in it
|
| 48 |
+
|
| 49 |
+
- `glb/<asset>.glb`: one file per SimReady asset folder, named like the folder in the source dataset.
|
| 50 |
+
- `thumbs/<asset>.webp`: a 512 px render of each glb, with `thumbs/metadata.jsonl` holding its category, size,
|
| 51 |
+
triangles and draw calls. The Dataset Viewer above shows this table.
|
| 52 |
+
- `manifest.jsonl`: one line per asset with size, triangles, draw calls and textures before and after optimization,
|
| 53 |
+
plus the number of hulls, concave parts and drives.
|
| 54 |
+
- `newton_loader/`: the loader for NVIDIA Newton.
|
| 55 |
+
|
| 56 |
+
## Download
|
| 57 |
+
|
| 58 |
+
All files, about 3.2 GB:
|
| 59 |
+
|
| 60 |
+
```bash
|
| 61 |
+
hf download codepawl/simready-glb --repo-type dataset --local-dir simready-glb
|
| 62 |
+
```
|
| 63 |
+
|
| 64 |
+
One category, for example every food model:
|
| 65 |
+
|
| 66 |
+
```bash
|
| 67 |
+
hf download codepawl/simready-glb --repo-type dataset --include "glb/food_*" --local-dir simready-glb
|
| 68 |
+
```
|
| 69 |
+
|
| 70 |
+
One file from Python:
|
| 71 |
+
|
| 72 |
+
```python
|
| 73 |
+
from huggingface_hub import hf_hub_download
|
| 74 |
+
|
| 75 |
+
path = hf_hub_download("codepawl/simready-glb", "glb/engineAssembly_v8_engine_a01.glb", repo_type="dataset")
|
| 76 |
+
```
|
| 77 |
+
|
| 78 |
+
## Loading in three.js
|
| 79 |
+
|
| 80 |
+
The geometry uses `EXT_meshopt_compression` and the textures use `EXT_texture_webp`, so set the meshopt decoder:
|
| 81 |
+
|
| 82 |
+
```js
|
| 83 |
+
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
|
| 84 |
+
import { MeshoptDecoder } from 'three/addons/libs/meshopt_decoder.module.js';
|
| 85 |
+
|
| 86 |
+
const loader = new GLTFLoader();
|
| 87 |
+
loader.setMeshoptDecoder(MeshoptDecoder);
|
| 88 |
+
loader.load('engineAssembly_v8_engine_a01.glb', (gltf) => scene.add(gltf.scene));
|
| 89 |
+
```
|
| 90 |
+
|
| 91 |
+
## Physics and moving parts
|
| 92 |
+
|
| 93 |
+
2,587 files carry the rigid bodies, mass and physics materials of their SimReady USD. 929 of
|
| 94 |
+
them also carry joints, 5,550 in all: door hinges, drawer slides, buttons, wheels and lids. Each file holds
|
| 95 |
+
this data in two forms:
|
| 96 |
+
|
| 97 |
+
- `KHR_physics_rigid_bodies`, the Khronos glTF physics extension. Each part has a `motion` with its mass, center of
|
| 98 |
+
mass and inertia. Each mesh has a convex hull `collider` with friction and restitution. Each joint has its limits.
|
| 99 |
+
Loaders that do not read the extension ignore it.
|
| 100 |
+
- Plain node extras, which three.js puts in `object.userData`. A moving part has
|
| 101 |
+
`joints: [{ type, parent, pivot, axis, min, max, unit }]`, with the pivot and axis in model space at rest.
|
| 102 |
+
Revolute limits are in degrees and prismatic limits are in meters. Parts also have `mass` in kg and `density` in
|
| 103 |
+
kg/m³.
|
| 104 |
+
|
| 105 |
+
Open a door or a drawer in three.js from its rest pose (the part's parent is at the model origin):
|
| 106 |
+
|
| 107 |
+
```js
|
| 108 |
+
import * as THREE from 'three';
|
| 109 |
+
|
| 110 |
+
function movePart(part, value) {
|
| 111 |
+
const { type, pivot, axis } = part.userData.joints[0];
|
| 112 |
+
const direction = new THREE.Vector3(...axis);
|
| 113 |
+
if (type === 'prismatic') {
|
| 114 |
+
part.position.addScaledVector(direction, value);
|
| 115 |
+
return;
|
| 116 |
+
}
|
| 117 |
+
const turn = new THREE.Quaternion().setFromAxisAngle(direction, THREE.MathUtils.degToRad(value));
|
| 118 |
+
const center = new THREE.Vector3(...pivot);
|
| 119 |
+
part.position.sub(center).applyQuaternion(turn).add(center);
|
| 120 |
+
part.quaternion.premultiply(turn);
|
| 121 |
+
}
|
| 122 |
+
|
| 123 |
+
movePart(gltf.scene.getObjectByName('door_01_obj_00'), 90);
|
| 124 |
+
```
|
| 125 |
+
|
| 126 |
+
The 3D viewer shows a slider for each moving part. The files from before the physics data are kept at the `v1` tag:
|
| 127 |
+
add `--revision v1` to the download command.
|
| 128 |
+
|
| 129 |
+
## Simulating in NVIDIA Newton
|
| 130 |
+
|
| 131 |
+
Each file with physics data also carries the data that a simulator needs and a viewer does not:
|
| 132 |
+
|
| 133 |
+
- 17,507 collision hulls in `extras.collisionHulls` of each body node. 2,852 of the 8,496 parts are concave.
|
| 134 |
+
A concave part gets up to 8 hulls, so a cabinet or a bin stays hollow. A hull has at most 48 points, or 32 in a concave part.
|
| 135 |
+
- 2,145 joint drives in 333 files, in the `drives` array of the joint in `KHR_physics_rigid_bodies`.
|
| 136 |
+
- Inertia of 256 small parts in 67 files, which the earlier rounding had set to zero.
|
| 137 |
+
|
| 138 |
+
These additions make the set 0.17% larger: 3,180.2 MB to 3,185.5 MB, with a median file of 0.416 MB. Meshes, materials and
|
| 139 |
+
textures are byte-identical to the earlier files in all 2,595 files. The hulls sit after the old binary data, so
|
| 140 |
+
existing loaders read the files as before.
|
| 141 |
+
|
| 142 |
+
Half of the files have hulls within 3.9 mm of the part's own convex shape. The figure is 12 mm at the 95th percentile
|
| 143 |
+
and 177 mm in the worst file. A hull side that is nearly flat along an axis is then made exactly flat, which moves its
|
| 144 |
+
points outward by up to 2 cm. Newton's contact code turns an uneven bottom into false depth, which kicks the part upward.
|
| 145 |
+
|
| 146 |
+
`newton_loader/simready_newton` adds a file to a Newton model. It needs Newton 1.7, SciPy and meshoptimizer.
|
| 147 |
+
|
| 148 |
+
```python
|
| 149 |
+
import newton
|
| 150 |
+
import newton.solvers
|
| 151 |
+
from simready_newton import add_simready_glb
|
| 152 |
+
|
| 153 |
+
builder = newton.ModelBuilder(up_axis=newton.Axis.Y)
|
| 154 |
+
builder.add_ground_plane()
|
| 155 |
+
add_simready_glb(builder, "glb/bin_waste_a01.glb", position=(0.0, 0.5, 0.0))
|
| 156 |
+
model = builder.finalize()
|
| 157 |
+
solver = newton.solvers.SolverXPBD(model, iterations=8, joint_linear_relaxation=0.3, joint_angular_relaxation=0.2)
|
| 158 |
+
```
|
| 159 |
+
|
| 160 |
+
Use these two relaxation values with `SolverXPBD`. The default linear value of 0.7 went NaN on
|
| 161 |
+
`scaffold_rolling_steel_a03` within a few frames. The default angular value of 0.4 went NaN on
|
| 162 |
+
`climate_shopFan_pedestal_a01` when every joint was pushed at once. The loader read all 2,595 files with no failures.
|
| 163 |
+
8 files have no rigid bodies, so it adds nothing for them.
|
| 164 |
+
|
| 165 |
+
In a file with joints, the loader raises any part's inertia below 1e-4 kg·m² to that value. A part's rotation is slower
|
| 166 |
+
than the source says, and it no longer shakes or goes NaN. Set `jointed_part_inertia_floor` to change the value. Files
|
| 167 |
+
with one rigid body use 1e-6 kg·m² (`inertia_floor`).
|
| 168 |
+
|
| 169 |
+
43 files across the categories were simulated at 60 fps with 8 substeps. 42 of them were compared with their SimReady USD:
|
| 170 |
+
|
| 171 |
+
| Check | Result |
|
| 172 |
+
| --- | --- |
|
| 173 |
+
| Mass, center of mass, joint type, pivot, axis, limits, friction, restitution | Match |
|
| 174 |
+
| Dropped from 20 cm stays finite | 43 of 43 |
|
| 175 |
+
| Dropped from 20 cm is at rest after 3 s | 31 of 43 |
|
| 176 |
+
| Dropped from 20 cm is at rest after 9 s (the 12 files left) | 10 of 12 |
|
| 177 |
+
| Every joint pushed at once on a pinned base stays finite | 43 of 43 |
|
| 178 |
+
|
| 179 |
+
At rest means under 0.05 m/s and 0.5 rad/s. The push test stops pushing a free axle above 200 rad/s. `conveyor_belt_a61`
|
| 180 |
+
stayed finite at 400 rad/s and went NaN at 800 rad/s, so keep free axles below that at 480 substeps per second.
|
| 181 |
+
|
| 182 |
+
## How the files were made
|
| 183 |
+
|
| 184 |
+
1. Download `simready_usd/` from each asset folder. `source_assets/` is skipped because it holds a second copy of
|
| 185 |
+
the textures for MDL shaders.
|
| 186 |
+
2. Check that `.metadata/LICENSE.txt` is CC BY 4.0.
|
| 187 |
+
3. Import the USD in Blender 5.2 and remove the collision, proxy and grasp helper prims. Export a glb with the
|
| 188 |
+
original textures.
|
| 189 |
+
4. Optimize with glTF Transform 4.5. Remove the USD instance prototypes Blender brings in next to the placed parts,
|
| 190 |
+
remove duplicate mesh instances, then dedup, prune and weld.
|
| 191 |
+
5. Resize textures to 1024 px as WebP. Compress geometry with meshopt at its high level
|
| 192 |
+
(`EXT_meshopt_compression` with octahedral normals and quantized attributes).
|
| 193 |
+
6. Read the rigid bodies, mass, physics materials and joints from the USD layers and write them into the glb JSON.
|
| 194 |
+
The USD is Z-up, so joint frames and axes are turned to the glb's Y-up.
|
| 195 |
+
7. Cut each concave part into convex pieces and keep the hull points that stick out most. Make nearly flat hull sides
|
| 196 |
+
exactly flat. Read the drives and the full inertia from the USD. Append the hulls after the binary data.
|
| 197 |
+
|
| 198 |
+
Assets with UDIM textures have each tile split into its own material before the export, with its UVs moved into 0-1.
|
| 199 |
+
Blender's own UDIM handling in the glTF exporter drops the faces of some tiles.
|
| 200 |
+
|
| 201 |
+
No mesh simplification is applied. The triangle drop comes from removed duplicates and helper geometry.
|
| 202 |
+
|
| 203 |
+
The conversion scripts are in
|
| 204 |
+
[codepawl/3d-builds](https://github.com/codepawl/3d-builds/tree/main/works/2026-10-28-simready-showcase/batch).
|
| 205 |
+
|
| 206 |
+
## Known gaps
|
| 207 |
+
|
| 208 |
+
SimReady collides with signed distance fields built from each render mesh. The `collider` of each mesh in
|
| 209 |
+
`KHR_physics_rigid_bodies` stays one convex hull, which every engine can build, so hollow parts collide as if filled
|
| 210 |
+
there. Use `extras.collisionHulls` to keep them hollow. `KHR_physics_rigid_bodies` is still a Khronos review draft, so
|
| 211 |
+
check that your engine reads it. The node extras work with any loader. USD simulation settings are not carried
|
| 212 |
+
over. Materials are converted to glTF PBR, so MDL-only shader effects are lost.
|
| 213 |
+
|
| 214 |
+
In Newton, parts of one file do not collide with each other, because SimReady's overlapping parts jam their hinges
|
| 215 |
+
otherwise. Nothing latches a door or a drawer, so use a drive to hold them closed. Two sample files do not stay still:
|
| 216 |
+
|
| 217 |
+
- `electrical_power_terminal_a01` is 5.1 m tall and 0.52 m deep, and it falls over when it stands free. Load it with
|
| 218 |
+
`fixed_base=True`.
|
| 219 |
+
- `paint_supplies_brush_a05`, a 44 g brush, still rocks after 9 s. With `rigid_contact_relaxation=0.2` it settles in 9 s.
|
| 220 |
+
|
| 221 |
+
Inertia differs from the USD where the loader raises it to its floor. Only 43 of the 2,595 files had these simulation
|
| 222 |
+
checks, so other files can have the same problems.
|
| 223 |
+
|
| 224 |
+
Two joints in the USD are left out because they hold nothing: the fixed joint of
|
| 225 |
+
`ladder_multiPurpose_aluminium_a05` points at a part with no rigid body, and one fixed joint of
|
| 226 |
+
`serviceTool_brakeCaliper_pistonWindBackKit_a01` joins a body to itself.
|
| 227 |
+
|
| 228 |
+
## Changelog
|
| 229 |
+
|
| 230 |
+
- 2026-11-01: Added collision hulls that keep concave parts hollow, joint drives and the inertia of small parts.
|
| 231 |
+
Added a loader for NVIDIA Newton. The set grows by 0.17%. Meshes, materials and textures do not change.
|
| 232 |
+
- 2026-10-29: Added physics from the USD files: rigid bodies, mass, physics materials and 5,550 joints, as
|
| 233 |
+
`KHR_physics_rigid_bodies` and as node extras. The viewer shows a slider for each moving part. The files before this
|
| 234 |
+
change are at the `v1` tag.
|
| 235 |
+
- 2026-10-29: Geometry is encoded at meshopt's high level. The set went from 4.0 GB to 3.2 GB with the same
|
| 236 |
+
triangles and no visible change in any of the 2,595 thumbnails.
|
| 237 |
+
- 2026-10-29: 52 files with UDIM textures were missing geometry, because Blender's glTF exporter dropped
|
| 238 |
+
the faces of some texture tiles (for example crate_plywood_b01 kept only its metal frame). They are exported again
|
| 239 |
+
with the tiles split before the export.
|
| 240 |
+
- 2026-10-29: 1,305 files carried a second copy of some parts at the origin, the USD instance prototypes
|
| 241 |
+
Blender imports next to the placed parts (for example the eyeglasses showed two pairs of arms). Those copies are
|
| 242 |
+
removed. Added thumbnails, the Dataset Viewer table and the 3D viewer Space.
|
| 243 |
+
- 2026-10-28: first release.
|
assets/hero.webp
ADDED
|
Git LFS Details
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ADDED
|
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version https://git-lfs.github.com/spec/v1
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glb/barrier_gate_safety_a02.glb
ADDED
|
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version https://git-lfs.github.com/spec/v1
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glb/barrier_wall_plastic_orange_a03.glb
ADDED
|
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version https://git-lfs.github.com/spec/v1
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glb/bed_hospital_standard_a01.glb
ADDED
|
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| 1 |
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version https://git-lfs.github.com/spec/v1
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glb/bed_hospital_standard_a02.glb
ADDED
|
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version https://git-lfs.github.com/spec/v1
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glb/bedding_a01.glb
ADDED
|
@@ -0,0 +1,3 @@
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| 1 |
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version https://git-lfs.github.com/spec/v1
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glb/bin_waste_a01.glb
ADDED
|
@@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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glb/bin_waste_a02.glb
ADDED
|
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version https://git-lfs.github.com/spec/v1
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glb/bin_waste_a03.glb
ADDED
|
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version https://git-lfs.github.com/spec/v1
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glb/bin_waste_a04.glb
ADDED
|
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| 1 |
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version https://git-lfs.github.com/spec/v1
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