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docs: finalize v0.3 object asset card

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Document asset contents, download and usage, generation methods, validation, limitations, license, attribution, and support. No asset payload or visibility changes.

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1
  ---
2
  pretty_name: NVIDIA Video-to-Data Object Assets
 
3
  task_categories:
4
- - robotics
5
  size_categories:
6
- - n<1K
7
  tags:
8
- - 3d
9
- - robotics
10
- - object-reconstruction
11
- - simulation
12
- - glb
13
- - usd
14
- - video-to-data
15
  ---
16
 
17
  # NVIDIA Video-to-Data Object Assets
18
 
19
- > **Draft release card:** This repository is private and under release review.
20
- > The asset license, public-release approval, and final Video-to-Data release
21
- > tag are not yet assigned. Do not make the repository public until the items
22
- > in [Release requirements](#release-requirements) are complete.
23
-
24
- ## Current legal-review status
25
-
26
- An object-level visual review was completed for all 69 objects using raw object
27
- photos and available asset evidence. Recognizable logos or trademarks were
28
- identified for 37 objects; no recognizable logo or trademark was identified
29
- for 32 objects. No objects remain unresolved at the object-identification
30
- level.
31
-
32
- Release-asset remediation was completed for the reviewed v0.3 scope.
33
- Recognizable marks in 48 EINSTAR or BundleSDF object/method packages were
34
- removed from `output.glb` and the corresponding external texture file (96
35
- payload files total). The related `output.usd` and `visual_asset.usd` files
36
- were unchanged because the remediation modified only visual content. Reviewed
37
- SAM3D packages had no readable logo or trademark requiring remediation.
38
-
39
- These technical changes do not constitute NVIDIA Product Legal approval. The
40
- repository must remain private until Product Legal approves the final asset
41
- set and asset license. The item-level source-object and brand mapping is
42
- maintained in NVIDIA internal release-review documentation and is
43
- intentionally not reproduced in this card, which is expected to become public.
44
-
45
- ## Summary
46
-
47
- NVIDIA Video-to-Data Object Assets is a curated collection of textured 3D
48
- object meshes and simulation-oriented USD packages. The collection contains
49
- derived 3D assets, not raw recordings, an annotated machine-learning dataset,
50
- or a train/evaluation benchmark. It is hosted as a Hugging Face dataset
51
- repository to provide versioned distribution of the asset packages.
52
-
53
- The assets were produced from physical-object captures used by the NVIDIA
54
- Video-to-Data (V2D) project. Depending on the package, geometry came from the
55
- V2D BundleSDF workflow, the V2D SAM3D workflow, or an Einstar scanner capture.
56
- The resulting meshes were normalized and packaged for downstream use by the
57
- V2D HOI object-reconstruction and mesh-to-USD workflows.
58
-
59
- | Property | Release-candidate value |
60
  |---|---:|
61
  | Distinct objects | 69 |
62
  | Object/method packages | 168 |
63
- | Payload files | 606 |
64
- | Payload size | 4,050,613,707 bytes (approximately 4.05 GB) |
65
  | BundleSDF packages | 43 |
66
  | Einstar packages | 59 |
67
  | SAM3D packages | 66 |
68
- | Initial Hub staging date | 2026-08-13 |
69
 
70
- One object can have packages from more than one method. Method coverage is not
71
- uniform, and the alternatives should not be interpreted as equivalent ground
72
  truth.
73
 
74
- ## Project and version information
75
 
76
- - **Project:** [NVIDIA Video-to-Data](https://github.com/nvidia-isaac/video_to_data)
77
- - **Reconstruction module:** [v2d_hoi_object_reconstruction](https://github.com/nvidia-isaac/video_to_data/tree/main/reconstruction/modules/v2d_hoi_object_reconstruction)
78
- - **Documentation:** [Video-to-Data reconstruction documentation](https://nvidia-isaac.github.io/video_to_data/reconstruction/)
79
- - **Dataset version:** V2D v0.3 release candidate
80
- - **Exact public source tag or commit:** **TBD before public release**
81
- - **Creator and curator:** NVIDIA Video-to-Data team
82
- - **License:** **TBD after NVIDIA Product Legal review**
 
 
83
 
84
- The software licenses in the Video-to-Data source repository do not
85
- automatically license this asset collection. Before public release, this card
86
- and repository must include the approved asset license and any required
87
- third-party notices.
88
 
89
- ## Generation methods
90
 
91
- ### BundleSDF
92
 
93
- BundleSDF packages are reconstructed from calibrated stereo object scans. The
94
- V2D workflow estimates camera motion, detects and segments the prompted object,
95
- estimates stereo depth, reconstructs a textured implicit surface, aligns scan
96
- stages, and exports a metric-scale mesh. The workflow uses components including
97
- CuSFM, Grounding DINO, SAM2, FoundationStereo, BundleSDF, and FoundationPose.
98
 
99
- BundleSDF reconstructs observed geometry. Thin or incompletely observed parts
100
- can be missing or thickened, and outputs can contain holes, fragments, or local
101
- texture bleeding.
102
 
103
- ### SAM3D
 
 
 
 
 
104
 
105
- SAM3D packages are generated from representative segmented views selected from
106
- a calibrated object capture. V2D runs single-image 3D reconstruction for the
107
- selected views, estimates scale and pose against silhouettes and optionally
108
- depth, ranks the candidates, and exports the selected result.
109
 
110
- SAM3D can generate plausible surfaces that were not visible in the source
111
- view. Visual completeness is therefore not evidence that unseen geometry,
112
- dimensions, orientation, or metric scale are accurate.
113
 
114
- ### Einstar
 
 
115
 
116
- Einstar packages originate from hardware-scanner captures rather than the
117
- BundleSDF or SAM3D mesh-generation stages. Scanner meshes were selected as
118
- reference assets and then normalized and packaged through the V2D
119
- simulation-asset workflow. Scanner hardware, software, and capture settings are
120
- not included in this release candidate and should be documented if exact
121
- scanner reproducibility is required.
122
 
123
- ## Source data and provenance
 
 
124
 
125
- Before Hugging Face staging, the derived asset packages were stored in NVIDIA
126
- internal object storage under a release-controlled V2D mesh catalog. The Hub
127
- upload preserves each selected path relative to that catalog.
128
 
129
- This release contains only selected derived files. It does **not** contain:
 
130
 
131
- - raw stereo images, videos, or scanner projects;
132
- - camera calibration, depth maps, masks, bounding boxes, or object prompts;
133
- - human pose, hand pose, or object trajectory recordings;
134
- - reconstruction model weights;
135
- - intermediate reconstruction outputs, debug renders, or private validation
136
- evidence; or
137
- - per-run generation reports and exact reconstruction parameters.
138
 
139
- Because raw inputs and complete per-run parameters are not included, the
140
- released assets cannot be reproduced from this repository alone. The final
141
- V2D source release tag should be recorded above to identify the corresponding
142
- workflow implementation.
143
 
144
- ## Repository structure
 
 
145
 
146
- Each object/method package follows this layout:
147
 
148
- ```text
149
- <object_id>/
150
- └── <method>/ # bundlesdf, einstar, or sam3d
151
- ├── output.glb # canonical textured visual mesh
152
- ├── output.usd # simulation-oriented package entry point
153
- ├── visual_asset.usd # visual layer referenced by output.usd
154
- └── textures/ # present when referenced by the USD package
155
- └── *.png
156
- ```
157
 
158
- Use `output.usd` as the USD package entry point. It is not a standalone file:
159
- keep `output.usd`, `visual_asset.usd`, and any adjacent `textures/` directory
160
- together. `output.glb` is the self-contained visual-mesh alternative.
161
 
162
- ## Scale and physical properties
 
 
 
 
 
 
 
163
 
164
- The USD preparation workflow targets meter-scale, Z-up rigid objects and
165
- authors collision geometry, mass, inertia, and a physics material. These
166
- properties are intended to make the packages usable as simulation starting
167
- points; they are not a claim of measured physical truth.
168
-
169
- - Verify geometry dimensions and scale before use.
170
- - Treat authored mass, inertia, friction, and restitution as simulation
171
- assumptions unless independently measured for the physical object.
172
- - The V2D converter uses a 0.3 kg mass and generic material values by default
173
- unless explicitly overridden during package generation.
174
- - Collision geometry is an approximation and may not preserve small features,
175
- cavities, thin parts, or contact surfaces.
176
- - Passing a simulation drop test does not establish manufacturing, metrology,
177
- safety, or real-world dynamics accuracy.
178
-
179
- ## Curation and validation
180
-
181
- An object/method package was eligible for staging only when the release
182
- manifest contained all three required files: `output.glb`, `output.usd`, and
183
- `visual_asset.usd`. Referenced texture files were included with the package.
184
- The staged payload was verified file-for-file and size-for-size against the
185
- release manifest before this card was drafted.
186
-
187
- The 168 included packages have the following release-candidate validation
188
- statuses:
189
-
190
- | Status | Packages | Meaning |
191
- |---|---:|---|
192
- | `drop_test_passed` | 158 | The prepared package passed the scoped simulation drop-test decision used for this release. |
193
- | `structural_validation_passed_sequence_unavailable` | 7 | USD structure passed validation, but a matching sequence was unavailable for the behavioral drop test. This is not a behavioral pass. |
194
- | `simulation_passed_upright_check_not_applicable` | 3 | Simulation validation passed, while the upright-standing check was not applicable to the spherical tennis-ball asset. |
195
-
196
- Some candidate packages that did not meet the scoped geometry or simulation
197
- validation criteria were excluded. Method coverage is therefore uneven, and
198
- an absent object/method package should not be interpreted as an upload error.
199
-
200
- Validation decisions are release filters, not comprehensive quality scores.
201
- Users should visually inspect the selected method and validate scale,
202
- collision, support pose, and dynamics for their own task.
203
 
204
  ## Intended uses
205
 
206
- Subject to the final license, these assets are intended for:
207
 
208
  - robotics simulation and manipulation research;
209
- - testing or demonstrating Video-to-Data reconstruction and grounding
210
- workflows;
211
- - object-pose, scene-reconstruction, and simulation-pipeline experiments;
212
- - comparing reconstruction methods on the same broad object catalog; and
213
- - generating synthetic observations after task-specific asset validation.
214
 
215
- The collection is not intended to serve as measured CAD, a dimensional
216
- reference, a manufacturing model, a safety-certified collision model, or a
217
- benchmark with statistically representative train/test splits.
218
 
219
  ## Limitations
220
 
221
- - Geometry, texture, physical scale, and material quality vary across objects
222
- and reconstruction methods.
223
- - Reflective, transparent, dark, textureless, deformable, thin, or partially
224
- observed surfaces are particularly difficult to reconstruct.
225
- - BundleSDF can omit or thicken thin parts and can introduce holes, fragments,
226
- or texture bleeding.
227
- - SAM3D can synthesize unseen geometry and may produce inaccurate proportions
228
- or metric scale.
229
- - Scanner outputs remain sensitive to scan coverage, occlusion, registration,
230
- and surface properties.
231
- - Physics properties and colliders are generated approximations, not measured
232
- ground truth.
233
- - Method availability is uneven: not every object has all three methods.
234
- - No raw capture or complete generation provenance is included for independent
235
- reconstruction auditing.
236
- - Object names are descriptive identifiers and do not constitute a controlled
237
- taxonomy.
238
-
239
- ## Privacy, trademarks, and responsible release
240
-
241
- The payload is intended to contain only reconstructed object geometry,
242
- materials, and simulation packaging. It does not include raw recordings of
243
- people, speech, or human-motion annotations. Nevertheless, textured
244
- reconstructions can reproduce text, logos, trade dress, or other appearance
245
- from the captured physical objects.
246
-
247
- Object and product names are used only for identification. Their inclusion
248
- does not imply affiliation with or endorsement by any third-party brand owner.
249
- Before public release, reviewers should confirm that textures contain no
250
- incidental personal information and that the approved license and notices
251
- cover the captured objects, reconstructed geometry, textures, scanner outputs,
252
- and model-generated outputs.
253
-
254
- ## License
255
-
256
- **No asset license has been assigned in this draft.** Public access must remain
257
- disabled until NVIDIA Product Legal approves the release and a license is added
258
- both to this card's metadata and to the repository. Access to the private
259
- release candidate does not itself grant redistribution or other public-use
260
- rights.
261
-
262
- The reconstruction and mesh-to-USD tools are used only to generate and validate
263
- the outputs and are not included in this repository. Model weights and prebuilt
264
- containers are also excluded. Their use is reviewed through NVIDIA's internal
265
- software and model compliance process; the final asset license applies only to
266
- the released output files.
267
-
268
- ## Release requirements
269
-
270
- Complete the following before making the repository public:
271
-
272
- - [ ] Obtain NVIDIA Product Legal approval for the asset collection.
273
- - [ ] Confirm rights and required notices for source captures, branded objects,
274
- scanner outputs, and generated textures and geometry.
275
- - [ ] Obtain NVIDIA Product Legal confirmation that the remediated payload is
276
- acceptable, or exclude any assets that are not approved for release.
277
- - [x] Complete technical logo/trademark review for the reviewed v0.3 release
278
- scope, including SAM3D assets.
279
- - [x] Replace the 48 affected EINSTAR/BundleSDF GLB and external texture pairs
280
- with reviewed remediated copies and verify the resulting Hub content.
281
- - [ ] Confirm the release treatment of BundleSDF, SAM3D, and their model outputs.
282
- - [ ] Select the asset license, add a `LICENSE` file, and add the corresponding
283
- `license` field to this card's YAML metadata.
284
- - [ ] Record the final V2D v0.3 public tag or commit under Project and version
285
- information.
286
- - [ ] Confirm the public maintainer/contact route.
287
- - [ ] Review textures for incidental personal information.
288
- - [ ] Re-run payload and dependency verification on the final Hub revision.
289
- - [ ] Replace this draft notice and mark the completed items above.
290
 
291
  ## Maintenance and feedback
292
 
293
- This collection is maintained by the NVIDIA Video-to-Data team. Until a
294
- dataset-specific contact is approved, report technical issues through the
295
  [Video-to-Data GitHub issue tracker](https://github.com/nvidia-isaac/video_to_data/issues).
 
1
  ---
2
  pretty_name: NVIDIA Video-to-Data Object Assets
3
+ license: cc-by-4.0
4
  task_categories:
5
+ - robotics
6
  size_categories:
7
+ - n<1K
8
  tags:
9
+ - 3d
10
+ - robotics
11
+ - object-reconstruction
12
+ - simulation
13
+ - glb
14
+ - usd
15
+ - video-to-data
16
  ---
17
 
18
  # NVIDIA Video-to-Data Object Assets
19
 
20
+ NVIDIA Video-to-Data Object Assets is a collection of textured 3D object meshes and
21
+ simulation-oriented USD packages produced for the
22
+ [NVIDIA Video-to-Data](https://github.com/nvidia-isaac/video_to_data) project.
23
+
24
+ The repository is hosted as a Hugging Face dataset for versioned distribution, but its contents
25
+ are 3D assets rather than raw recordings, an annotated machine-learning dataset, or a benchmark.
26
+
27
+ ## Version and contents
28
+
29
+ This is the V2D v0.3 object-asset release.
30
+
31
+ | Content | Count |
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
32
  |---|---:|
33
  | Distinct objects | 69 |
34
  | Object/method packages | 168 |
 
 
35
  | BundleSDF packages | 43 |
36
  | Einstar packages | 59 |
37
  | SAM3D packages | 66 |
 
38
 
39
+ An object can have packages from more than one reconstruction method. Method coverage is not
40
+ uniform, and packages from different methods should not be interpreted as equivalent ground
41
  truth.
42
 
43
+ Each package follows this layout:
44
 
45
+ ```text
46
+ <object_id>/
47
+ └── <method>/ # bundlesdf, einstar, or sam3d
48
+ ├── output.glb # self-contained textured visual mesh
49
+ ├── output.usd # simulation-oriented package entry point
50
+ ├── visual_asset.usd # visual layer referenced by output.usd
51
+ └── textures/ # present when referenced by the USD package
52
+ └── *.png
53
+ ```
54
 
55
+ Use `output.usd` as the USD entry point. Keep it together with `visual_asset.usd` and the adjacent
56
+ `textures/` directory. Use `output.glb` when a self-contained visual mesh is preferred.
 
 
57
 
58
+ ## Download
59
 
60
+ Install the [Hugging Face CLI](https://huggingface.co/docs/huggingface_hub/guides/cli), then run:
61
 
62
+ ```bash
63
+ hf download nvidia/video-to-data-object-assets \
64
+ --type dataset \
65
+ --local-dir ./video-to-data-object-assets
66
+ ```
67
 
68
+ Individual objects or methods can be downloaded with `--include`, for example:
 
 
69
 
70
+ ```bash
71
+ hf download nvidia/video-to-data-object-assets \
72
+ --type dataset \
73
+ --include "basketball/einstar/**" \
74
+ --local-dir ./video-to-data-object-assets
75
+ ```
76
 
77
+ ## Generation methods
 
 
 
78
 
79
+ ### BundleSDF
 
 
80
 
81
+ BundleSDF packages were reconstructed from calibrated object captures with the V2D BundleSDF
82
+ workflow. The workflow estimates camera motion, obtains object masks and depth, reconstructs and
83
+ aligns the observed surface, and exports a textured metric-scale mesh.
84
 
85
+ ### SAM3D
 
 
 
 
 
86
 
87
+ SAM3D packages were generated from selected segmented object views using the V2D SAM3D workflow,
88
+ followed by scale and pose alignment. Because this method performs generative single-image 3D
89
+ reconstruction, it can synthesize plausible surfaces that were not visible in the selected view.
90
 
91
+ ### Einstar
 
 
92
 
93
+ Einstar packages originated from in-house handheld-scanner captures. The exported scanner meshes
94
+ were normalized and packaged through the same V2D simulation-asset workflow.
95
 
96
+ The reconstruction software, containers, model weights, raw captures, and intermediate outputs
97
+ used by these workflows are not included in this dataset.
 
 
 
 
 
98
 
99
+ ## Scale and physical properties
 
 
 
100
 
101
+ The USD workflow targets meter-scale, Z-up rigid objects and authors collision geometry, mass,
102
+ inertia, and a physics material. These values make the packages useful as simulation starting
103
+ points; they are not measured physical ground truth.
104
 
105
+ Before using an asset in an experiment or application:
106
 
107
+ - verify its dimensions and scale;
108
+ - inspect visual geometry and collision geometry;
109
+ - tune mass, inertia, friction, and restitution for the target scenario; and
110
+ - confirm the intended support pose and dynamic behavior.
 
 
 
 
 
111
 
112
+ ## Validation
 
 
113
 
114
+ Every included object/method package contains the required GLB and USD entry-point files, along
115
+ with referenced visual layers and textures where applicable. The release contains:
116
+
117
+ - 158 packages that passed the scoped simulation drop test;
118
+ - 7 packages that passed structural USD validation when no matching sequence was available for
119
+ the behavioral test; and
120
+ - 3 spherical tennis-ball packages that passed simulation validation with the upright-standing
121
+ check marked not applicable.
122
 
123
+ These checks are release filters, not comprehensive quality scores. Users should perform
124
+ task-specific visual, geometric, collision, and dynamics validation.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
125
 
126
  ## Intended uses
127
 
128
+ The assets are intended for:
129
 
130
  - robotics simulation and manipulation research;
131
+ - Video-to-Data reconstruction and grounding workflows;
132
+ - object-pose and scene-reconstruction experiments;
133
+ - synthetic observation generation; and
134
+ - comparison of available reconstruction methods for an object.
 
135
 
136
+ The assets are not measured CAD, manufacturing references, safety-certified collision models, or
137
+ a statistically representative machine-learning benchmark.
 
138
 
139
  ## Limitations
140
 
141
+ - Geometry, texture, scale, and material quality vary by object and method.
142
+ - Reflective, transparent, dark, textureless, deformable, thin, or partially observed surfaces
143
+ are difficult to reconstruct.
144
+ - BundleSDF meshes can omit or thicken thin parts and can contain holes, fragments, or texture
145
+ bleeding.
146
+ - SAM3D meshes can contain synthesized unseen geometry and inaccurate proportions or scale.
147
+ - Scanner meshes remain sensitive to scan coverage, occlusion, registration, and surface
148
+ properties.
149
+ - Collision geometry and physical properties are generated approximations.
150
+ - Not every object is available from every reconstruction method.
151
+ - Raw captures and complete per-run parameters are not included, so the assets cannot be
152
+ independently regenerated from this repository alone.
153
+ - Object identifiers are descriptive names and do not imply affiliation with or endorsement by
154
+ any third party.
155
+
156
+ ## License and attribution
157
+
158
+ This dataset is licensed under the
159
+ [Creative Commons Attribution 4.0 International License](https://creativecommons.org/licenses/by/4.0/)
160
+ (CC BY 4.0).
161
+
162
+ When using or redistributing these assets, attribute:
163
+
164
+ > NVIDIA Corporation, *NVIDIA Video-to-Data Object Assets*, v0.3,
165
+ > https://huggingface.co/datasets/nvidia/video-to-data-object-assets
166
+
167
+ ## Related resources
168
+
169
+ - [Video-to-Data source repository](https://github.com/nvidia-isaac/video_to_data)
170
+ - [HOI object-reconstruction module](https://github.com/nvidia-isaac/video_to_data/tree/main/reconstruction/modules/v2d_hoi_object_reconstruction)
171
+ - [Reconstruction documentation](https://nvidia-isaac.github.io/video_to_data/reconstruction/)
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
172
 
173
  ## Maintenance and feedback
174
 
175
+ The NVIDIA Video-to-Data team maintains this collection. Report technical issues through the
 
176
  [Video-to-Data GitHub issue tracker](https://github.com/nvidia-isaac/video_to_data/issues).