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PhysicalAI SimReady Homes: Multi-Room Interiors
1,000 simulation-ready home interiors that load into Isaac Sim and are ready to train on — no rigging, no retopology, no physics authoring.
Every scene is a furnished multi-room home in OpenUSD with rigid bodies, mass and inertia, collision approximations, PhysX friction/restitution/density, articulated doors and drawers, per-object semantic labels, PBR materials, HDRI lighting and placed cameras — plus a machine-readable sidecar naming every prim by path, and an editable scene graph if you want to change the furniture rather than the pixels.
Built by Imagine.io. Companion to PhysicalAI SimReady Assets, the public object/material/HDRI library these scenes draw from.
| Scenes | 1,000 |
| Objects per scene | ~319 — furnished, collided, labelled |
| Distinct assets used | 512 |
| Floorplans | 4 layouts (1br, 2br, 3bed, 4br), each furnished 250 ways |
| Total size | 1.55 GB for the whole corpus (mean 1.55 MB per scene) |
| Lighting / surfaces | 6 HDRI environments, 25 floor material packs |
| Units | metres, Z-up, right-handed, kilogramsPerUnit=1 |
| Format | OpenUSD .usdz + metadata.json + scene_graph.json + floorplan.json + plan sheet |
Why robotics teams use it
- It is SimReady, not "a mesh you could simulate." Physics is authored per object class from a taxonomy — a chair is a dynamic rigid body with a convex-hull collider and wood friction; a countertop is static; a cabinet door is a joint with limits. You spawn a robot and the scene behaves. Nothing to clean up first.
- Real interiors, not boxes on a plane. Multi-room homes with correct anthropometry: walkable circulation, doors that swing into rooms that have space for them, kitchens tiled with real cabinet runs and appliance clearances, bathrooms that actually seat a vanity, WC and shower. Layout comes from a space-planning engine, not from random scatter.
- Every variation axis is a filterable column. Kitchen shape, sofa shape, TV mount, floor
pack, wall tile, HDRI, sun azimuth, colour temperature, object histogram, room areas,
footprint — all in the parquet index. Build a curriculum or a held-out split with a
pandasquery instead of eyeballing renders. - Scenes are under a megabyte. Geometry and textures resolve from the public assets repo by URL, so you can pull the whole corpus, or 20 scenes matching a spec, in seconds.
- Reproducible and traceable. Each row carries
code_rev,asset_index_sha256, seed and build flags. Bundles are content-named by a digest of their scene graph, so identical scenes are identical files.
What people build with it
| Task | What the data gives you |
|---|---|
| Indoor navigation / SLAM / mapping | multi-room footprints, doorways, real clearances, floorplan.json as ground truth |
| Mobile manipulation | articulated doors, cabinet doors and drawers with joints and limits; graspable props on reachable surfaces |
| Perception (segmentation, depth, pose) | per-object semantic labels + physics_index prim paths → Isaac Replicator ground truth |
| Domain randomization / sim2real | material packs, HDRI, sun angle and colour temperature as explicit axes, already varied across the corpus |
| VLA / embodied agents | room-typed scene graph with poses, so instructions can be grounded ("go to the kitchen sink") |
| Layout & scene-synthesis research | the authored scene_graph.json and source floorplan next to the built result |
Quick start
pip install huggingface_hub pandas pyarrow
huggingface-cli login # gated: request access first
python dataset_tools/download_scene.py --style scandinavian_3bed --seed 7 --out ./scenes --extract
python dataset_tools/validate_scene.py ./scenes/scandinavian_3bed_s7
<isaac>/python.sh dataset_tools/load_isaac.py ./scenes/scandinavian_3bed_s7/model.usdz
dataset_tools/ in this repo holds download_scene.py, extract_scene.py,
validate_scene.py and load_isaac.py.
Two things to know before you load
1. A scene needs network access to open. The bundle holds the USD, not the geometry. Every
mesh, PBR texture and the HDRI resolves by https:// URL from the public, ungated
imagineio/PhysicalAI-SimReady-Assets at load time. That is why a
scene is under a megabyte instead of about a gigabyte, and it means you need a resolver that
speaks HTTPS — Isaac Sim's OmniUsdResolver does, the PyPI usd-core build does not (it
opens the stage and shows an empty room). Access here is enough; the assets repo needs no
separate grant.
If assets come up missing after a network blip, Omniverse caches the failed fetch. Clear
%LOCALAPPDATA%\ov\cache (Windows) or ~/.cache/ov (Linux) before retrying.
2. A scene is one archive, and it nests. Download <scene_digest>.zip, unpack it, then open
model.usdz — you cannot point a viewer at the download. There is no text-readable USD layer at
any level; the root inside the package is a binary crate (model.usdc).
What's in each scene
scenes/<scene_digest>.zip ~1.55 MB
model.usdz the scene: geometry, physics, materials, lighting, cameras
metadata.json SimReady sidecar — rooms, objects, physics index, design choices
topdown.png plan sheet (imperial drafting sheet)
scene_graph.json editable room/object graph with poses and asset refs
floorplan.json the source floorplan the scene was built from
The archive is named by a digest of its scene graph, so identical scenes are identical files.
layouts/<style>/ carries each floorplan's authored inputs once.
Use the hf_path / zip_url column, don't build the path. Earlier scenes are published at
scenes/<style>/<scene_digest>.zip and both layouts are served, so each row's own path is the
only correct one for that row.
Physics and SimReady, in detail
Every scene is authored for direct use in Isaac Sim:
- Rigid bodies with mass and inertia, and static bodies for architecture and built-ins.
- Collision approximations chosen per object class — convex hull, box proxy or SDF as the class warrants, rather than one blanket setting.
- PhysX materials with real friction, restitution and density per surface (wood, tile, fabric, stone, metal).
- Articulated openings — entry doors, cabinet doors and drawers as joints with limits and articulation roots, so a policy can actually open them.
- Semantic labels per object, from a taxonomy that maps each class to its labels, body type, collider and physics preset.
- Lighting and cameras — an HDRI dome plus ceiling fixtures, and per-room camera standpoints framed like an architectural photograph.
metadata.json carries a physics_index naming every rigid body, static body, collider, joint,
articulation root, material, light and camera by prim path — so you can wire up Replicator,
attach sensors or query the scene without walking the stage yourself.
The design block records the seeded per-room choices — the door style a kitchen's casework
wears, the countertop stone, the sofa shape — at the point each was drawn. These are not
derivable from the geometry, and they are mirrored into the index columns below.
Browse and filter the index
index/*.parquet is the index — and because nothing inside a bundle has its own URL, it is the
only index. Every variation axis is a column, so you filter here and download only what you
want. The preview column embeds a 256 px thumbnail, so the Data Studio viewer above shows a
plan sheet for every row.
It is a directory of parquet shards, not one file: scenes are generated on several machines
at once and each publishes its own rows as it uploads, so the index is always current rather
than assembled afterwards. Every shard carries an identical schema, so the split loads as one
table — read it through datasets, or glob it:
from datasets import load_dataset
df = load_dataset("imagineio/PhysicalAI-SimReady-Homes", split="train").to_pandas()
# or without `datasets`, straight from the parquet:
# from huggingface_hub import snapshot_download
# import pandas as pd, glob
# d = snapshot_download("imagineio/PhysicalAI-SimReady-Homes", repo_type="dataset", allow_patterns="index/*.parquet")
# df = pd.concat(pd.read_parquet(p) for p in glob.glob(f"{d}/index/*.parquet"))
# every 3-bedroom scene with an island kitchen and a wall-mounted TV
hits = df[(df.bedrooms == 3) & (df.interior_run == "island") & (df.tv_mount == "wall")]
print(hits[["style", "seed", "scene_id", "zip_url"]])
# a held-out split that shares no floorplan with training
train = df[df.style != "scandinavian_3bed"]
test = df[df.style == "scandinavian_3bed"]
Drop the preview column if you only want to filter — it is ~34 KB of thumbnail per row and
dominates the read.
Variation axes you can filter on
| Group | Columns |
|---|---|
| Identity | scene_id (= scene_digest), style, seed, zip_url, hf_path |
| Plan shape | room_count, bedrooms, bathrooms, room_types, room_areas_m2, floor_area_m2, footprint_w_m, footprint_d_m |
| Typology | circulation, open_kitchen, has_courtyard, veranda_depth |
| Surfaces | floor_pack_living, floor_pack_kitchen, floor_pack_bathroom, floor_pack_balcony, wall_pack_exterior, wall_pack_interior, ceiling_pack, wall_tile_pack, wall_tile_m, rug_packs, mat_packs |
| Kitchen design | kitchen_shape, kitchen_run_count, cabinet_door_style, cabinet_handle_variant, countertop_finish, cook_mode, oven_housing, interior_run |
| Living design | sofa_shape, tv_mount |
| Lighting | hdri, lighting_mode, sun_azimuth, color_temp, light_count |
| Assets | asset_ids, asset_names, assets_by_class, door_assets, window_assets, balcony_door_assets, object_variants |
| Composition | object_count, referenced_count, placeholder_count, class_histogram |
| Physics | rigid_body_count, static_body_count, collider_count, joint_count, articulation_root_count, material_count, camera_count |
| Quality | dropped_required, dropped_bathroom_core, scale_up_factor, scale_up_capped, bath_openings_clamped |
| Provenance | code_rev, asset_index_sha256, generated_at, remote_assets_remote, remote_assets_local, build_s, stage_timings_s |
Metadata schema
metadata.json is simready_scene_metadata_v2: schema, schema_version, scene_id,
units, coordinate_system, usd_export, packaging, variation_config,
source_floorplan, functional_layout, dropped_furniture, design, rooms, objects,
physics_index, build_stats.
Reproducibility
Each row carries code_rev, asset_index_sha256, seed and the build flags, which together
name the exact inputs a scene came from.
One caveat, stated plainly: asset URLs point at resolve/main/ of the assets repo rather
than a pinned commit. Scenes therefore track that repo's main branch — asset fixes reach
already-published scenes for free, but a restructuring there would affect every scene here at
once.
Known limits
We would rather you find these here than after a training run.
- Walls are fixed per floorplan. A seed re-furnishes a home; it does not redraw it. Room
polygons, door positions and the footprint are identical across every seed of a floorplan, so
architectural diversity is 4 architectures. Split held-out sets by
style, not byseed. Need more architectures? See below — we generate them on request. - Ceiling material is constant. The library ships exactly one ceiling pack, so every scene shares it.
- Wall materials are thin — 7 packs across the corpus.
- HDRI is keyed on the seed alone, from a pool of 6, so all floorplans at a given seed share their lighting.
- Scenes are not SimReady-validated per scene in this release. The rules exist in the generator and pass on spot-checked scenes, but the corpus run did not gate on them.
License
CC BY-NC 4.0 — non-commercial research and evaluation. Commercial training, fine-tuning, product development or production use requires a separate written license from Imagine. See the access form above.
Citation
@misc{imagineio_physicalai_simready_homes,
title = {PhysicalAI SimReady Homes: Multi-Room Interiors},
author = {Imagine.io},
year = {2026},
url = {https://huggingface.co/datasets/imagineio/PhysicalAI-SimReady-Homes}
}
About Imagine.io — and getting a corpus shaped to your task
Imagine.io builds 3D content and simulation pipelines for retail, furniture and robotics. This corpus is a sample of what the pipeline produces: a text brief, a floor-plan image or a house style goes in, and furnished, physics-authored SimReady USD comes out — at whatever scale you need, with your own floorplans, your own product catalogue, or the room types and object classes your policy is failing on.
If that is useful to you, get in touch — more architectures, more material variety, per-scene validation and commercial licensing are all available.
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