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Duplicate from codepawl/simready-glb

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Co-authored-by: An Xuan Nguyen <anxuanng@users.noreply.huggingface.co>

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  1. .gitattributes +0 -0
  2. README.md +243 -0
  3. assets/hero.webp +3 -0
  4. glb/CT_injection_system_a01.glb +3 -0
  5. glb/IV_pole_a01.glb +3 -0
  6. glb/IV_pole_a02.glb +3 -0
  7. glb/IV_pole_a03.glb +3 -0
  8. glb/IV_pole_a04.glb +3 -0
  9. glb/IV_pole_b01.glb +3 -0
  10. glb/IV_pole_b02.glb +3 -0
  11. glb/IV_pole_b03.glb +3 -0
  12. glb/TV_a01.glb +3 -0
  13. glb/Xray_machine_HVgenerator_a01.glb +3 -0
  14. glb/Xray_machine_XrayArmRack_a01.glb +3 -0
  15. glb/Xray_machine_buckyStand_a01.glb +3 -0
  16. glb/Xray_machine_buckyTable_a01.glb +3 -0
  17. glb/accessory_eyeglasses_a01.glb +3 -0
  18. glb/airSystem_air_filter_a01.glb +3 -0
  19. glb/airSystem_air_filter_box_a01.glb +3 -0
  20. glb/airSystem_air_filter_box_c01.glb +3 -0
  21. glb/airSystem_air_filter_box_d01.glb +3 -0
  22. glb/airSystem_air_filter_c01.glb +3 -0
  23. glb/airSystem_compressor_a01.glb +3 -0
  24. glb/airSystem_compressor_b01.glb +3 -0
  25. glb/airSystem_compressor_c01.glb +3 -0
  26. glb/airSystem_compressor_d01.glb +3 -0
  27. glb/anesthesia_machine_a01.glb +3 -0
  28. glb/anesthesia_mask_a01.glb +3 -0
  29. glb/appliance_dishwasher_a01.glb +3 -0
  30. glb/appliance_extractor_a01.glb +3 -0
  31. glb/appliance_handDryer_automatic_a01.glb +3 -0
  32. glb/appliance_handDryer_automatic_b01.glb +3 -0
  33. glb/appliance_refrigerator_a01.glb +3 -0
  34. glb/appliance_toaster_a01.glb +3 -0
  35. glb/arm_articulated_support_a01.glb +3 -0
  36. glb/bandage_medical_a01.glb +3 -0
  37. glb/bandage_medical_a03.glb +3 -0
  38. glb/bandage_medical_a04.glb +3 -0
  39. glb/barrier_fence_metal_a02.glb +3 -0
  40. glb/barrier_fence_metal_a03.glb +3 -0
  41. glb/barrier_gate_safetyDock_a02.glb +3 -0
  42. glb/barrier_gate_safety_a02.glb +3 -0
  43. glb/barrier_wall_plastic_orange_a03.glb +3 -0
  44. glb/bed_hospital_standard_a01.glb +3 -0
  45. glb/bed_hospital_standard_a02.glb +3 -0
  46. glb/bedding_a01.glb +3 -0
  47. glb/bin_waste_a01.glb +3 -0
  48. glb/bin_waste_a02.glb +3 -0
  49. glb/bin_waste_a03.glb +3 -0
  50. glb/bin_waste_a04.glb +3 -0
.gitattributes ADDED
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README.md ADDED
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1
+ ---
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+ license: cc-by-4.0
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+ pretty_name: SimReady GLB
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+ tags:
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+ - 3d
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+ - gltf
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+ - glb
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+ - web
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+ - three.js
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+ - simready
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+ - nvidia
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+ size_categories:
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+ - 1K<n<10K
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+ configs:
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+ - config_name: default
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+ data_files:
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+ - split: train
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+ path:
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+ - "thumbs/*.webp"
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+ - "thumbs/metadata.jsonl"
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+ ---
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+
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+ # SimReady GLB
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+
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+ ![A grid of SimReady models rendered from this dataset](assets/hero.webp)
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+
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+ **[Open the 3D viewer](https://huggingface.co/spaces/codepawl/simready-glb-viewer)** to search all 2,595 models and
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+ orbit any of them in the browser.
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+
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+ Web-ready glTF binary (`.glb`) copies of the 3D models in
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+ [nvidia/simready-assets](https://huggingface.co/datasets/nvidia/simready-assets). Each file loads directly in
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+ three.js, Babylon.js, model-viewer or any glTF 2.0 viewer.
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+
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+ Models by NVIDIA SimReady, licensed CC BY 4.0. This dataset converts and compresses them. It does not change what
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+ they show. If you use these files, credit NVIDIA as the original author and link the source dataset.
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+
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+ | | Blender export | This dataset |
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+ |---|---|---|
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+ | Assets | 2,595 | 2,595 |
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+ | Total size | 228.1 GB | 3.2 GB |
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+ | Triangles | 821M | 415M |
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+ | Largest texture edge | 4096 px | 1024 px |
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+
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+ Example: the V8 engine (`engineAssembly_v8_engine_a01`) is an 888 MB glb out of Blender and
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+ 7.4 MB here. Its first frame in Chrome took 9.4 s before and 0.57 s after.
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+
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+ ## What is in it
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+
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+ - `glb/<asset>.glb`: one file per SimReady asset folder, named like the folder in the source dataset.
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+ - `thumbs/<asset>.webp`: a 512 px render of each glb, with `thumbs/metadata.jsonl` holding its category, size,
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+ triangles and draw calls. The Dataset Viewer above shows this table.
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+ - `manifest.jsonl`: one line per asset with size, triangles, draw calls and textures before and after optimization,
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+ plus the number of hulls, concave parts and drives.
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+ - `newton_loader/`: the loader for NVIDIA Newton.
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+
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+ ## Download
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+
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+ All files, about 3.2 GB:
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+
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+ ```bash
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+ hf download codepawl/simready-glb --repo-type dataset --local-dir simready-glb
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+ ```
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+
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+ One category, for example every food model:
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+
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+ ```bash
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+ hf download codepawl/simready-glb --repo-type dataset --include "glb/food_*" --local-dir simready-glb
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+ ```
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+
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+ One file from Python:
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+
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+ ```python
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+ from huggingface_hub import hf_hub_download
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+
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+ path = hf_hub_download("codepawl/simready-glb", "glb/engineAssembly_v8_engine_a01.glb", repo_type="dataset")
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+ ```
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+
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+ ## Loading in three.js
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+
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+ The geometry uses `EXT_meshopt_compression` and the textures use `EXT_texture_webp`, so set the meshopt decoder:
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+
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+ ```js
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+ import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
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+ import { MeshoptDecoder } from 'three/addons/libs/meshopt_decoder.module.js';
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+
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+ const loader = new GLTFLoader();
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+ loader.setMeshoptDecoder(MeshoptDecoder);
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+ loader.load('engineAssembly_v8_engine_a01.glb', (gltf) => scene.add(gltf.scene));
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+ ```
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+
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+ ## Physics and moving parts
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+
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+ 2,587 files carry the rigid bodies, mass and physics materials of their SimReady USD. 929 of
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+ them also carry joints, 5,550 in all: door hinges, drawer slides, buttons, wheels and lids. Each file holds
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+ this data in two forms:
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+
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+ - `KHR_physics_rigid_bodies`, the Khronos glTF physics extension. Each part has a `motion` with its mass, center of
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+ mass and inertia. Each mesh has a convex hull `collider` with friction and restitution. Each joint has its limits.
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+ Loaders that do not read the extension ignore it.
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+ - Plain node extras, which three.js puts in `object.userData`. A moving part has
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+ `joints: [{ type, parent, pivot, axis, min, max, unit }]`, with the pivot and axis in model space at rest.
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+ Revolute limits are in degrees and prismatic limits are in meters. Parts also have `mass` in kg and `density` in
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+ kg/m³.
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+
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+ Open a door or a drawer in three.js from its rest pose (the part's parent is at the model origin):
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+
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+ ```js
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+ import * as THREE from 'three';
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+
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+ function movePart(part, value) {
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+ const { type, pivot, axis } = part.userData.joints[0];
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+ const direction = new THREE.Vector3(...axis);
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+ if (type === 'prismatic') {
114
+ part.position.addScaledVector(direction, value);
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+ return;
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+ }
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+ const turn = new THREE.Quaternion().setFromAxisAngle(direction, THREE.MathUtils.degToRad(value));
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+ const center = new THREE.Vector3(...pivot);
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+ part.position.sub(center).applyQuaternion(turn).add(center);
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+ part.quaternion.premultiply(turn);
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+ }
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+
123
+ movePart(gltf.scene.getObjectByName('door_01_obj_00'), 90);
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+ ```
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+
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+ The 3D viewer shows a slider for each moving part. The files from before the physics data are kept at the `v1` tag:
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+ add `--revision v1` to the download command.
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+
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+ ## Simulating in NVIDIA Newton
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+
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+ Each file with physics data also carries the data that a simulator needs and a viewer does not:
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+
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+ - 17,507 collision hulls in `extras.collisionHulls` of each body node. 2,852 of the 8,496 parts are concave.
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+ 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.
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+ - 2,145 joint drives in 333 files, in the `drives` array of the joint in `KHR_physics_rigid_bodies`.
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+ - Inertia of 256 small parts in 67 files, which the earlier rounding had set to zero.
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+
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+ 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.
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+
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+ 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
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+ points outward by up to 2 cm. Newton's contact code turns an uneven bottom into false depth, which kicks the part upward.
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+
146
+ `newton_loader/simready_newton` adds a file to a Newton model. It needs Newton 1.7, SciPy and meshoptimizer.
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+
148
+ ```python
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+ import newton
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+ import newton.solvers
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+ from simready_newton import add_simready_glb
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+
153
+ builder = newton.ModelBuilder(up_axis=newton.Axis.Y)
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+ builder.add_ground_plane()
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+ add_simready_glb(builder, "glb/bin_waste_a01.glb", position=(0.0, 0.5, 0.0))
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+ 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

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