docs: finalize v0.3 object asset card
Browse filesDocument asset contents, download and usage, generation methods, validation, limitations, license, attribution, and support. No asset payload or visibility changes.
README.md
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pretty_name: NVIDIA Video-to-Data Object Assets
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task_categories:
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- robotics
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size_categories:
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- n<1K
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tags:
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- 3d
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- robotics
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- object-reconstruction
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- simulation
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- glb
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- usd
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- video-to-data
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---
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# NVIDIA Video-to-Data Object Assets
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Release-asset remediation was completed for the reviewed v0.3 scope.
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Recognizable marks in 48 EINSTAR or BundleSDF object/method packages were
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removed from `output.glb` and the corresponding external texture file (96
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payload files total). The related `output.usd` and `visual_asset.usd` files
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were unchanged because the remediation modified only visual content. Reviewed
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SAM3D packages had no readable logo or trademark requiring remediation.
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These technical changes do not constitute NVIDIA Product Legal approval. The
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repository must remain private until Product Legal approves the final asset
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set and asset license. The item-level source-object and brand mapping is
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maintained in NVIDIA internal release-review documentation and is
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intentionally not reproduced in this card, which is expected to become public.
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## Summary
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NVIDIA Video-to-Data Object Assets is a curated collection of textured 3D
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object meshes and simulation-oriented USD packages. The collection contains
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derived 3D assets, not raw recordings, an annotated machine-learning dataset,
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or a train/evaluation benchmark. It is hosted as a Hugging Face dataset
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repository to provide versioned distribution of the asset packages.
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The assets were produced from physical-object captures used by the NVIDIA
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Video-to-Data (V2D) project. Depending on the package, geometry came from the
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V2D BundleSDF workflow, the V2D SAM3D workflow, or an Einstar scanner capture.
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The resulting meshes were normalized and packaged for downstream use by the
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V2D HOI object-reconstruction and mesh-to-USD workflows.
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| Property | Release-candidate value |
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|---|---:|
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| Distinct objects | 69 |
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| Object/method packages | 168 |
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| Payload files | 606 |
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| Payload size | 4,050,613,707 bytes (approximately 4.05 GB) |
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| BundleSDF packages | 43 |
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| Einstar packages | 59 |
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| SAM3D packages | 66 |
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| Initial Hub staging date | 2026-08-13 |
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uniform, and
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truth.
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and repository must include the approved asset license and any required
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third-party notices.
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##
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can be missing or thickened, and outputs can contain holes, fragments, or local
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texture bleeding.
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a calibrated object capture. V2D runs single-image 3D reconstruction for the
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selected views, estimates scale and pose against silhouettes and optionally
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depth, ranks the candidates, and exports the selected result.
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view. Visual completeness is therefore not evidence that unseen geometry,
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dimensions, orientation, or metric scale are accurate.
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BundleSDF or SAM3D mesh-generation stages. Scanner meshes were selected as
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reference assets and then normalized and packaged through the V2D
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simulation-asset workflow. Scanner hardware, software, and capture settings are
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not included in this release candidate and should be documented if exact
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scanner reproducibility is required.
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internal object storage under a release-controlled V2D mesh catalog. The Hub
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upload preserves each selected path relative to that catalog.
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- human pose, hand pose, or object trajectory recordings;
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- reconstruction model weights;
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- intermediate reconstruction outputs, debug renders, or private validation
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evidence; or
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- per-run generation reports and exact reconstruction parameters.
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released assets cannot be reproduced from this repository alone. The final
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V2D source release tag should be recorded above to identify the corresponding
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workflow implementation.
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├── output.usd # simulation-oriented package entry point
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├── visual_asset.usd # visual layer referenced by output.usd
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└── textures/ # present when referenced by the USD package
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└── *.png
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```
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keep `output.usd`, `visual_asset.usd`, and any adjacent `textures/` directory
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together. `output.glb` is the self-contained visual-mesh alternative.
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properties are intended to make the packages usable as simulation starting
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points; they are not a claim of measured physical truth.
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- Verify geometry dimensions and scale before use.
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- Treat authored mass, inertia, friction, and restitution as simulation
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assumptions unless independently measured for the physical object.
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- The V2D converter uses a 0.3 kg mass and generic material values by default
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unless explicitly overridden during package generation.
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- Collision geometry is an approximation and may not preserve small features,
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cavities, thin parts, or contact surfaces.
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- Passing a simulation drop test does not establish manufacturing, metrology,
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safety, or real-world dynamics accuracy.
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## Curation and validation
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An object/method package was eligible for staging only when the release
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manifest contained all three required files: `output.glb`, `output.usd`, and
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`visual_asset.usd`. Referenced texture files were included with the package.
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The staged payload was verified file-for-file and size-for-size against the
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release manifest before this card was drafted.
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The 168 included packages have the following release-candidate validation
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statuses:
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| Status | Packages | Meaning |
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|---|---:|---|
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| `drop_test_passed` | 158 | The prepared package passed the scoped simulation drop-test decision used for this release. |
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| `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. |
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| `simulation_passed_upright_check_not_applicable` | 3 | Simulation validation passed, while the upright-standing check was not applicable to the spherical tennis-ball asset. |
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Some candidate packages that did not meet the scoped geometry or simulation
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validation criteria were excluded. Method coverage is therefore uneven, and
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an absent object/method package should not be interpreted as an upload error.
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Validation decisions are release filters, not comprehensive quality scores.
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Users should visually inspect the selected method and validate scale,
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collision, support pose, and dynamics for their own task.
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## Intended uses
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- robotics simulation and manipulation research;
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- generating synthetic observations after task-specific asset validation.
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The
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benchmark with statistically representative train/test splits.
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## Limitations
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- Geometry, texture,
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and model-generated outputs.
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## License
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**No asset license has been assigned in this draft.** Public access must remain
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disabled until NVIDIA Product Legal approves the release and a license is added
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both to this card's metadata and to the repository. Access to the private
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release candidate does not itself grant redistribution or other public-use
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rights.
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The reconstruction and mesh-to-USD tools are used only to generate and validate
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the outputs and are not included in this repository. Model weights and prebuilt
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containers are also excluded. Their use is reviewed through NVIDIA's internal
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software and model compliance process; the final asset license applies only to
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the released output files.
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## Release requirements
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Complete the following before making the repository public:
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- [ ] Obtain NVIDIA Product Legal approval for the asset collection.
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- [ ] Confirm rights and required notices for source captures, branded objects,
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scanner outputs, and generated textures and geometry.
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- [ ] Obtain NVIDIA Product Legal confirmation that the remediated payload is
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acceptable, or exclude any assets that are not approved for release.
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- [x] Complete technical logo/trademark review for the reviewed v0.3 release
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scope, including SAM3D assets.
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- [x] Replace the 48 affected EINSTAR/BundleSDF GLB and external texture pairs
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with reviewed remediated copies and verify the resulting Hub content.
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- [ ] Confirm the release treatment of BundleSDF, SAM3D, and their model outputs.
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- [ ] Select the asset license, add a `LICENSE` file, and add the corresponding
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`license` field to this card's YAML metadata.
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- [ ] Record the final V2D v0.3 public tag or commit under Project and version
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information.
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- [ ] Confirm the public maintainer/contact route.
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- [ ] Review textures for incidental personal information.
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- [ ] Re-run payload and dependency verification on the final Hub revision.
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- [ ] Replace this draft notice and mark the completed items above.
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## Maintenance and feedback
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dataset-specific contact is approved, report technical issues through the
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[Video-to-Data GitHub issue tracker](https://github.com/nvidia-isaac/video_to_data/issues).
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---
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pretty_name: NVIDIA Video-to-Data Object Assets
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license: cc-by-4.0
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task_categories:
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- robotics
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size_categories:
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- n<1K
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tags:
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- 3d
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- robotics
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- object-reconstruction
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- simulation
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- glb
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- usd
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- video-to-data
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---
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# NVIDIA Video-to-Data Object Assets
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NVIDIA Video-to-Data Object Assets is a collection of textured 3D object meshes and
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simulation-oriented USD packages produced for the
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[NVIDIA Video-to-Data](https://github.com/nvidia-isaac/video_to_data) project.
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The repository is hosted as a Hugging Face dataset for versioned distribution, but its contents
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are 3D assets rather than raw recordings, an annotated machine-learning dataset, or a benchmark.
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## Version and contents
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This is the V2D v0.3 object-asset release.
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|---|---:|
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| Distinct objects | 69 |
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| Object/method packages | 168 |
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| BundleSDF packages | 43 |
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| Einstar packages | 59 |
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| SAM3D packages | 66 |
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An object can have packages from more than one reconstruction method. Method coverage is not
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uniform, and packages from different methods should not be interpreted as equivalent ground
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truth.
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Each package follows this layout:
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```text
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<object_id>/
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└── <method>/ # bundlesdf, einstar, or sam3d
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├── output.glb # self-contained textured visual mesh
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├── output.usd # simulation-oriented package entry point
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├── visual_asset.usd # visual layer referenced by output.usd
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└── textures/ # present when referenced by the USD package
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└── *.png
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```
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Use `output.usd` as the USD entry point. Keep it together with `visual_asset.usd` and the adjacent
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`textures/` directory. Use `output.glb` when a self-contained visual mesh is preferred.
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## Download
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Install the [Hugging Face CLI](https://huggingface.co/docs/huggingface_hub/guides/cli), then run:
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```bash
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hf download nvidia/video-to-data-object-assets \
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--type dataset \
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--local-dir ./video-to-data-object-assets
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```
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Individual objects or methods can be downloaded with `--include`, for example:
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```bash
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hf download nvidia/video-to-data-object-assets \
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--type dataset \
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--include "basketball/einstar/**" \
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--local-dir ./video-to-data-object-assets
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```
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## Generation methods
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### BundleSDF
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BundleSDF packages were reconstructed from calibrated object captures with the V2D BundleSDF
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workflow. The workflow estimates camera motion, obtains object masks and depth, reconstructs and
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aligns the observed surface, and exports a textured metric-scale mesh.
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### SAM3D
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SAM3D packages were generated from selected segmented object views using the V2D SAM3D workflow,
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followed by scale and pose alignment. Because this method performs generative single-image 3D
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reconstruction, it can synthesize plausible surfaces that were not visible in the selected view.
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### Einstar
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Einstar packages originated from in-house handheld-scanner captures. The exported scanner meshes
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were normalized and packaged through the same V2D simulation-asset workflow.
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The reconstruction software, containers, model weights, raw captures, and intermediate outputs
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used by these workflows are not included in this dataset.
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## Scale and physical properties
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The USD workflow targets meter-scale, Z-up rigid objects and authors collision geometry, mass,
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inertia, and a physics material. These values make the packages useful as simulation starting
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points; they are not measured physical ground truth.
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Before using an asset in an experiment or application:
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- verify its dimensions and scale;
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- inspect visual geometry and collision geometry;
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- tune mass, inertia, friction, and restitution for the target scenario; and
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- confirm the intended support pose and dynamic behavior.
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## Validation
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| 113 |
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| 114 |
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Every included object/method package contains the required GLB and USD entry-point files, along
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| 115 |
+
with referenced visual layers and textures where applicable. The release contains:
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| 116 |
+
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| 117 |
+
- 158 packages that passed the scoped simulation drop test;
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| 118 |
+
- 7 packages that passed structural USD validation when no matching sequence was available for
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| 119 |
+
the behavioral test; and
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| 120 |
+
- 3 spherical tennis-ball packages that passed simulation validation with the upright-standing
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| 121 |
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check marked not applicable.
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| 122 |
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| 123 |
+
These checks are release filters, not comprehensive quality scores. Users should perform
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| 124 |
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task-specific visual, geometric, collision, and dynamics validation.
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| 125 |
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| 126 |
## Intended uses
|
| 127 |
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| 128 |
+
The assets are intended for:
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| 129 |
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| 130 |
- robotics simulation and manipulation research;
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| 131 |
+
- Video-to-Data reconstruction and grounding workflows;
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| 132 |
+
- object-pose and scene-reconstruction experiments;
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| 133 |
+
- synthetic observation generation; and
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| 134 |
+
- comparison of available reconstruction methods for an object.
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| 135 |
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| 136 |
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The assets are not measured CAD, manufacturing references, safety-certified collision models, or
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| 137 |
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a statistically representative machine-learning benchmark.
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| 138 |
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| 139 |
## Limitations
|
| 140 |
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| 141 |
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- Geometry, texture, scale, and material quality vary by object and method.
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| 142 |
+
- Reflective, transparent, dark, textureless, deformable, thin, or partially observed surfaces
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| 143 |
+
are difficult to reconstruct.
|
| 144 |
+
- BundleSDF meshes can omit or thicken thin parts and can contain holes, fragments, or texture
|
| 145 |
+
bleeding.
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| 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.
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| 149 |
+
- Collision geometry and physical properties are generated approximations.
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| 150 |
+
- Not every object is available from every reconstruction method.
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| 151 |
+
- Raw captures and complete per-run parameters are not included, so the assets cannot be
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| 152 |
+
independently regenerated from this repository alone.
|
| 153 |
+
- Object identifiers are descriptive names and do not imply affiliation with or endorsement by
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| 154 |
+
any third party.
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| 155 |
+
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| 156 |
+
## License and attribution
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| 157 |
+
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| 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/)
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| 172 |
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| 173 |
## Maintenance and feedback
|
| 174 |
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| 175 |
+
The NVIDIA Video-to-Data team maintains this collection. Report technical issues through the
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|
| 176 |
[Video-to-Data GitHub issue tracker](https://github.com/nvidia-isaac/video_to_data/issues).
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