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Add thumbnails, Dataset Viewer table, hero image and 3D viewer link

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  1. README.md +66 -22
  2. assets/hero.webp +3 -0
  3. thumbs/accessory_eyeglasses_a01.webp +3 -0
  4. thumbs/airSystem_air_filter_a01.webp +3 -0
  5. thumbs/airSystem_air_filter_box_a01.webp +3 -0
  6. thumbs/airSystem_air_filter_box_c01.webp +3 -0
  7. thumbs/airSystem_air_filter_box_d01.webp +3 -0
  8. thumbs/airSystem_air_filter_c01.webp +3 -0
  9. thumbs/airSystem_compressor_a01.webp +3 -0
  10. thumbs/airSystem_compressor_b01.webp +3 -0
  11. thumbs/airSystem_compressor_c01.webp +3 -0
  12. thumbs/airSystem_compressor_d01.webp +3 -0
  13. thumbs/anesthesia_machine_a01.webp +3 -0
  14. thumbs/anesthesia_mask_a01.webp +3 -0
  15. thumbs/appliance_dishwasher_a01.webp +3 -0
  16. thumbs/appliance_extractor_a01.webp +3 -0
  17. thumbs/appliance_handDryer_automatic_a01.webp +3 -0
  18. thumbs/appliance_handDryer_automatic_b01.webp +3 -0
  19. thumbs/appliance_refrigerator_a01.webp +3 -0
  20. thumbs/appliance_toaster_a01.webp +3 -0
  21. thumbs/arm_articulated_support_a01.webp +3 -0
  22. thumbs/bandage_medical_a01.webp +3 -0
  23. thumbs/bandage_medical_a03.webp +3 -0
  24. thumbs/bandage_medical_a04.webp +3 -0
  25. thumbs/barrier_fence_metal_a02.webp +3 -0
  26. thumbs/barrier_fence_metal_a03.webp +3 -0
  27. thumbs/barrier_gate_safetyDock_a02.webp +3 -0
  28. thumbs/barrier_gate_safety_a02.webp +3 -0
  29. thumbs/barrier_wall_plastic_orange_a03.webp +3 -0
  30. thumbs/bed_hospital_standard_a01.webp +3 -0
  31. thumbs/bed_hospital_standard_a02.webp +3 -0
  32. thumbs/bedding_a01.webp +3 -0
  33. thumbs/bin_waste_a01.webp +3 -0
  34. thumbs/bin_waste_a02.webp +3 -0
  35. thumbs/bin_waste_a03.webp +3 -0
  36. thumbs/bin_waste_a04.webp +3 -0
  37. thumbs/bin_waste_b01.webp +3 -0
  38. thumbs/blinds_window_2m_closed_a01.webp +3 -0
  39. thumbs/blinds_window_2m_closed_a02.webp +3 -0
  40. thumbs/blinds_window_2m_closed_a03.webp +3 -0
  41. thumbs/blinds_window_2m_open_a01.webp +3 -0
  42. thumbs/blinds_window_2m_open_a02.webp +3 -0
  43. thumbs/blinds_window_4m_closed_a01.webp +3 -0
  44. thumbs/blinds_window_4m_closed_a02.webp +3 -0
  45. thumbs/blinds_window_4m_closed_a03.webp +3 -0
  46. thumbs/blinds_window_4m_open_a01.webp +3 -0
  47. thumbs/blinds_window_4m_open_a02.webp +3 -0
  48. thumbs/blood_bag_a01.webp +3 -0
  49. thumbs/blood_glucosemeter_a01.webp +3 -0
  50. thumbs/blood_line_a01.webp +3 -0
README.md CHANGED
@@ -8,12 +8,25 @@ tags:
8
  - web
9
  - three.js
10
  - simready
 
11
  size_categories:
12
  - 1K<n<10K
 
 
 
 
 
 
 
13
  ---
14
 
15
  # SimReady GLB
16
 
 
 
 
 
 
17
  Web-ready glTF binary (`.glb`) copies of the 3D models in
18
  [nvidia/simready-assets](https://huggingface.co/datasets/nvidia/simready-assets). Each file loads directly in
19
  three.js, Babylon.js, model-viewer or any glTF 2.0 viewer.
@@ -21,36 +34,44 @@ three.js, Babylon.js, model-viewer or any glTF 2.0 viewer.
21
  Models by NVIDIA SimReady, licensed CC BY 4.0. This dataset converts and compresses them. It does not change what
22
  they show. If you use these files, credit NVIDIA as the original author and link the source dataset.
23
 
24
- ## What is in it
25
-
26
- - `glb/<asset>.glb`: one file per SimReady asset folder, named like the folder in the source dataset.
27
- - `manifest.jsonl`: one line per asset. It records size, triangles, draw calls and textures before and after
28
- optimization.
29
-
30
  | | Blender export | This dataset |
31
  |---|---|---|
32
  | Assets | 2,595 | 2,595 |
33
  | Total size | 227.2 GB | 3.9 GB |
34
- | Triangles | 804M | 584M |
35
  | Largest texture edge | 4096 px | 1024 px |
36
 
37
- Example: the V8 engine (`engineAssembly_v8_engine_a01`) is an 888 MB glb out of Blender and 9.3 MB here. Its first
38
- frame in Chrome took 9.4 s before and 0.57 s after.
39
 
40
- ## How the files were made
41
 
42
- 1. Download `simready_usd/` from each asset folder. `source_assets/` is skipped because it holds a second copy of
43
- the textures for MDL shaders.
44
- 2. Check that `.metadata/LICENSE.txt` is CC BY 4.0.
45
- 3. Import the USD in Blender 5.2 and remove the collision, proxy and grasp helper prims. Export a glb with the
46
- original textures.
47
- 4. Optimize with glTF Transform 4.5. Remove duplicate mesh instances, then dedup, prune and weld.
48
- 5. Resize textures to 1024 px as WebP. Compress geometry with meshopt (`EXT_meshopt_compression`).
49
 
50
- Five assets (two coilovers and three robot trolleys) use UDIM textures. For those, each tile is split into its own
51
- material before the export, with its UVs moved into 0-1.
 
 
 
 
 
 
 
 
 
 
 
52
 
53
- No mesh simplification is applied. The triangle drop comes from removed duplicate instances and helper geometry.
 
 
 
 
 
 
54
 
55
  ## Loading in three.js
56
 
@@ -65,10 +86,33 @@ loader.setMeshoptDecoder(MeshoptDecoder);
65
  loader.load('engineAssembly_v8_engine_a01.glb', (gltf) => scene.add(gltf.scene));
66
  ```
67
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
68
  ## Known gaps
69
 
70
  Physics, articulation and simulation metadata from the USD files are not carried over. Materials are converted to
71
  glTF PBR, so MDL-only shader effects are lost.
72
 
73
- The conversion scripts are in
74
- [codepawl/3d-builds](https://github.com/codepawl/3d-builds/tree/main/works/2026-10-28-simready-showcase/batch).
 
 
 
 
 
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
+ ![A grid of SimReady models rendered from this dataset](assets/hero.webp)
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.
 
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 | 227.2 GB | 3.9 GB |
41
+ | Triangles | 804M | 406M |
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
+ 9.3 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
 
54
+ ## Download
55
+
56
+ All files, about 3.9 GB:
57
+
58
+ ```bash
59
+ hf download codepawl/simready-glb --repo-type dataset --local-dir simready-glb
60
+ ```
61
+
62
+ One category, for example every food model:
63
+
64
+ ```bash
65
+ hf download codepawl/simready-glb --repo-type dataset --include "glb/food_*" --local-dir simready-glb
66
+ ```
67
 
68
+ One file from Python:
69
+
70
+ ```python
71
+ from huggingface_hub import hf_hub_download
72
+
73
+ path = hf_hub_download("codepawl/simready-glb", "glb/engineAssembly_v8_engine_a01.glb", repo_type="dataset")
74
+ ```
75
 
76
  ## Loading in three.js
77
 
 
86
  loader.load('engineAssembly_v8_engine_a01.glb', (gltf) => scene.add(gltf.scene));
87
  ```
88
 
89
+ ## How the files were made
90
+
91
+ 1. Download `simready_usd/` from each asset folder. `source_assets/` is skipped because it holds a second copy of
92
+ the textures for MDL shaders.
93
+ 2. Check that `.metadata/LICENSE.txt` is CC BY 4.0.
94
+ 3. Import the USD in Blender 5.2 and remove the collision, proxy and grasp helper prims. Export a glb with the
95
+ original textures.
96
+ 4. Optimize with glTF Transform 4.5. Remove the USD instance prototypes Blender brings in next to the placed parts,
97
+ remove duplicate mesh instances, then dedup, prune and weld.
98
+ 5. Resize textures to 1024 px as WebP. Compress geometry with meshopt (`EXT_meshopt_compression`).
99
+
100
+ Five assets (two coilovers and three robot trolleys) use UDIM textures. For those, each tile is split into its own
101
+ material before the export, with its UVs moved into 0-1.
102
+
103
+ No mesh simplification is applied. The triangle drop comes from removed duplicates and helper geometry.
104
+
105
+ The conversion scripts are in
106
+ [codepawl/3d-builds](https://github.com/codepawl/3d-builds/tree/main/works/2026-10-28-simready-showcase/batch).
107
+
108
  ## Known gaps
109
 
110
  Physics, articulation and simulation metadata from the USD files are not carried over. Materials are converted to
111
  glTF PBR, so MDL-only shader effects are lost.
112
 
113
+ ## Changelog
114
+
115
+ - 2026-10-29: 1,305 files carried a second copy of some parts at the origin, the USD instance prototypes
116
+ Blender imports next to the placed parts (for example the eyeglasses showed two pairs of arms). Those copies are
117
+ removed. Added thumbnails, the Dataset Viewer table and the 3D viewer Space.
118
+ - 2026-10-28: first release.
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Git LFS Details

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Git LFS Details

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Git LFS Details

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Git LFS Details

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Git LFS Details

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