Datasets:
Add thumbnails, Dataset Viewer table, hero image and 3D viewer link
Browse filesThis view is limited to 50 files because it contains too many changes. See raw diff
- README.md +66 -22
- assets/hero.webp +3 -0
- thumbs/accessory_eyeglasses_a01.webp +3 -0
- thumbs/airSystem_air_filter_a01.webp +3 -0
- thumbs/airSystem_air_filter_box_a01.webp +3 -0
- thumbs/airSystem_air_filter_box_c01.webp +3 -0
- thumbs/airSystem_air_filter_box_d01.webp +3 -0
- thumbs/airSystem_air_filter_c01.webp +3 -0
- thumbs/airSystem_compressor_a01.webp +3 -0
- thumbs/airSystem_compressor_b01.webp +3 -0
- thumbs/airSystem_compressor_c01.webp +3 -0
- thumbs/airSystem_compressor_d01.webp +3 -0
- thumbs/anesthesia_machine_a01.webp +3 -0
- thumbs/anesthesia_mask_a01.webp +3 -0
- thumbs/appliance_dishwasher_a01.webp +3 -0
- thumbs/appliance_extractor_a01.webp +3 -0
- thumbs/appliance_handDryer_automatic_a01.webp +3 -0
- thumbs/appliance_handDryer_automatic_b01.webp +3 -0
- thumbs/appliance_refrigerator_a01.webp +3 -0
- thumbs/appliance_toaster_a01.webp +3 -0
- thumbs/arm_articulated_support_a01.webp +3 -0
- thumbs/bandage_medical_a01.webp +3 -0
- thumbs/bandage_medical_a03.webp +3 -0
- thumbs/bandage_medical_a04.webp +3 -0
- thumbs/barrier_fence_metal_a02.webp +3 -0
- thumbs/barrier_fence_metal_a03.webp +3 -0
- thumbs/barrier_gate_safetyDock_a02.webp +3 -0
- thumbs/barrier_gate_safety_a02.webp +3 -0
- thumbs/barrier_wall_plastic_orange_a03.webp +3 -0
- thumbs/bed_hospital_standard_a01.webp +3 -0
- thumbs/bed_hospital_standard_a02.webp +3 -0
- thumbs/bedding_a01.webp +3 -0
- thumbs/bin_waste_a01.webp +3 -0
- thumbs/bin_waste_a02.webp +3 -0
- thumbs/bin_waste_a03.webp +3 -0
- thumbs/bin_waste_a04.webp +3 -0
- thumbs/bin_waste_b01.webp +3 -0
- thumbs/blinds_window_2m_closed_a01.webp +3 -0
- thumbs/blinds_window_2m_closed_a02.webp +3 -0
- thumbs/blinds_window_2m_closed_a03.webp +3 -0
- thumbs/blinds_window_2m_open_a01.webp +3 -0
- thumbs/blinds_window_2m_open_a02.webp +3 -0
- thumbs/blinds_window_4m_closed_a01.webp +3 -0
- thumbs/blinds_window_4m_closed_a02.webp +3 -0
- thumbs/blinds_window_4m_closed_a03.webp +3 -0
- thumbs/blinds_window_4m_open_a01.webp +3 -0
- thumbs/blinds_window_4m_open_a02.webp +3 -0
- thumbs/blood_bag_a01.webp +3 -0
- thumbs/blood_glucosemeter_a01.webp +3 -0
- thumbs/blood_line_a01.webp +3 -0
README.md
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- web
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- three.js
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- simready
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size_categories:
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- 1K<n<10K
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---
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# SimReady GLB
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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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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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## What is in it
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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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- `manifest.jsonl`: one line per asset. It records size, triangles, draw calls and textures before and after
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optimization.
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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 | 227.2 GB | 3.9 GB |
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| Triangles | 804M |
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| Largest texture edge | 4096 px | 1024 px |
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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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frame in Chrome took 9.4 s before and 0.57 s after.
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##
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original textures.
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4. Optimize with glTF Transform 4.5. Remove duplicate mesh instances, then dedup, prune and weld.
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5. Resize textures to 1024 px as WebP. Compress geometry with meshopt (`EXT_meshopt_compression`).
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-
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## Loading in three.js
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loader.load('engineAssembly_v8_engine_a01.glb', (gltf) => scene.add(gltf.scene));
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```
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## Known gaps
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Physics, articulation and simulation metadata from the USD files are not carried over. Materials are converted to
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glTF PBR, so MDL-only shader effects are lost.
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-
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-
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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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# SimReady GLB
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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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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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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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| | Blender export | This dataset |
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|---|---|---|
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| Assets | 2,595 | 2,595 |
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| Total size | 227.2 GB | 3.9 GB |
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| Triangles | 804M | 406M |
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| Largest texture edge | 4096 px | 1024 px |
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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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9.3 MB here. Its first frame in Chrome took 9.4 s before and 0.57 s after.
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## What is in it
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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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## Download
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All files, about 3.9 GB:
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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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One category, for example every food model:
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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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One file from Python:
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```python
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from huggingface_hub import hf_hub_download
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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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## Loading in three.js
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loader.load('engineAssembly_v8_engine_a01.glb', (gltf) => scene.add(gltf.scene));
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```
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## How the files were made
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1. Download `simready_usd/` from each asset folder. `source_assets/` is skipped because it holds a second copy of
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the textures for MDL shaders.
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2. Check that `.metadata/LICENSE.txt` is CC BY 4.0.
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3. Import the USD in Blender 5.2 and remove the collision, proxy and grasp helper prims. Export a glb with the
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original textures.
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4. Optimize with glTF Transform 4.5. Remove the USD instance prototypes Blender brings in next to the placed parts,
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remove duplicate mesh instances, then dedup, prune and weld.
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5. Resize textures to 1024 px as WebP. Compress geometry with meshopt (`EXT_meshopt_compression`).
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Five assets (two coilovers and three robot trolleys) use UDIM textures. For those, each tile is split into its own
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material before the export, with its UVs moved into 0-1.
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No mesh simplification is applied. The triangle drop comes from removed duplicates and helper geometry.
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The conversion scripts are in
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[codepawl/3d-builds](https://github.com/codepawl/3d-builds/tree/main/works/2026-10-28-simready-showcase/batch).
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## Known gaps
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Physics, articulation and simulation metadata from the USD files are not carried over. Materials are converted to
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glTF PBR, so MDL-only shader effects are lost.
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## Changelog
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- 2026-10-29: 1,305 files carried a second copy of some parts at the origin, the USD instance prototypes
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Blender imports next to the placed parts (for example the eyeglasses showed two pairs of arms). Those copies are
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removed. Added thumbnails, the Dataset Viewer table and the 3D viewer Space.
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- 2026-10-28: first release.
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assets/hero.webp
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