Dataset Viewer
Auto-converted to Parquet Duplicate
Search is not available for this dataset
image
imagewidth (px)
512
4.1k
End of preview. Expand in Data Studio

Warehouse Manipulation & States

Made with the projectsim API — every asset here was generated by our API. Generate your own.

projectsim Lab — this dataset, live in the browser
Create your own via the projectsim API Open in HF Spaces

Try it before you download. Every item in this dataset is live in projectsim Lab: drag the box flaps, roll the cage casters, then copy the API call that generates a set like it. Jump straight to a class: Boxes · Cages · Pallet Boxes.

Procedurally generated, sim-ready 3D warehouse assets - cardboard boxes, pallet-and-box stacks, and wire logistics cages - shipped as OpenUSD (.usda) and MuJoCo XML (.xml, MJCF) with per-zone PBR maps, plus a static glTF (.glb) for tooling that doesn't read either. Every variant carries real per-link mass, inertia, colliders, and, where present, articulation with joint limits and friction latches.

Motivation

Warehouse robotics work - pick-and-place of boxes, container manipulation, roll-cage navigation - needs assets that (a) look like the real thing, (b) sim-correctly in Isaac Sim / MuJoCo, and (c) come in enough parametric variation that a policy sees the distribution of shapes and materials, not one shape re-textured. Public warehouse assets are either scanned singletons (no variation, no reliable physics) or category-generic props (no articulation, guessed masses). This dataset is our procedural pipeline's output: every variant has a spec that produces watertight geometry, sim-authored physics, and PBR textures.

What's included

Class Count Articulation Materials
cardboard_box 75 4 top flaps, each on a revolute joint with a 0.01 N·m light hold body + four flap zones
pallet_boxes 75 static (pallet + stacked boxes prop) pallet, boxes, tape, plus a printed shipping-label zone
logistics_cage 75 4 swivel casters + 4 wheel axles (8 revolute joints) per variant painted-metal deck (industrial finish palette), brushed-steel wire, black-rubber casters

Total: 225 variants across 3 classes, ~12 GB.

Per-variant contents

assets/<class>/<vid>/
├── <vid>.usda            OpenUSD, textures referenced as ./textures/*.png
├── <vid>.glb             glTF binary, embedded textures, static pose
├── textures/*.png        PBR maps (base_color, normal, roughness, metallic; +labels on pallet_boxes)
└── mjcf/
    ├── <vid>.xml         MJCF, drop-in for MuJoCo `simulate` (`simulate <vid>.xml`)
    ├── visuals/*.obj     per-zone visual meshes, textured
    ├── visuals/textures/ PBR maps referenced by the MJCF
    └── collision/*.obj   per-component convex hulls (or primitives, per authored collision type)

The MJCF mirrors the USD authoring: primitives (box, sphere) where the rig authored them, per-component convex hulls elsewhere; intra-asset self-collision excluded so flaps and moving parts return to their home pose; visual geoms in group 2 (shown by default), collision geoms in group 3 (press 3 in simulate to reveal).

Parametric variation covered

Every class is authored from a spec.json sampled deterministically from a (count, seed) pair; anchor rows are the class's presets and dimension extremes.

  • cardboard_box - 3 mm single-wall corrugated RSC, always articulated (the has_top_tape param is pinned to false at generation). Body: 250–500 mm × 156–364 mm × 200–350 mm, bevel-edged panels, optional stadium hand-hole cutouts.
  • pallet_boxes - wooden EUR pallet loaded with 3–10 stacked cardboard boxes; pallet 1200 × 800 mm ±10 %, per-box dims sampled independently, tape strips on selected boxes, printed shipping-label region on one visible face.
  • logistics_cage - 4-sided wire cage with swivel casters; two presets are gated (nestable-frame, drop-gate). Base dims 720–1500 × 900–1700 × 700–1000 mm. All 75 variants roll (base_style is pinned to swivel_casters - the sampler cannot draw the "welded rigid" alternative).

The exact per-variant parameter values are not shipped in v1.

Generate your own

This dataset is sample output from the projectsim pipeline. For sim-ready assets of your objects, use the projectsim API:

  • Standard asset - one image in, a sim-ready asset out
  • Measured asset - mm-accurate, from a ChArUco-board capture
  • Variation sets - procedural or high-fidelity families from a single object

Self-serve: get an API token and order your first set in minutes. Need 1,000–10,000 assets of a category? Request a larger dataset →

Intended use

  • Training and evaluating manipulation policies (grasp, place, stack, open flap)
  • Perception (segmentation, category ID, pose estimation) from synthetic renders
  • Domain-randomization sources for warehouse pipelines
  • Sim-based experimentation before scanning real assets
  • Prototyping in Isaac Sim / MuJoCo / any USD-aware DCC

Tested simulators

Verified end-to-end:

  • NVIDIA Isaac Sim 6.0.1 - loads <vid>.usda headless and GUI. Doors/flaps open under applied effort, casters roll, taped boxes stay one rigid body, latches hold under gravity.
  • MuJoCo 3.11.0 - loads mjcf/<vid>.xml directly (simulate mjcf/<vid>.xml). Joint dynamics, mass/inertia, and per-component collision hulls all match the authored rig.
  • Blender 5.0 - USD and glTF import both work.

Physical properties - authored vs estimated

Property How Notes
Volume, COM, inertia Computed from watertight mesh Falls back to the convex hull for open-shell parts (cage frame)
Mass Volume × density Density per zone, classified by a material-analysis VLM. The VLM inspects the object's renders together with the zone names in context — e.g. reading pallet slats as pine, box walls as kraft cardboard, cage wire as galvanised steel, casters as rubber — and looks each zone's density up in a shared material table (wood ~600, kraft ~180, steel ~7850, rubber ~1200 kg/m³). Per-link mass = mesh volume × classified density.
Collision shape Auto-classified per link Author-time collision types per link, taken directly from the rig:
• primitives (box, sphere) where the rig is geometric — wheels, casters, simple frames
• convexHull for sealed volumes with a single graspable shape (cardboard flaps, cage forks)
• convexDecomposition with PhysX shrink-wrap for multi-part rigid props whose interior matters (pallet_boxes: pallet blocks + individual boxes each become their own hull at load)
• sdf (sdfResolution 256) for thin, non-convex shells where a decomposition would seal openings (logistics_cage frame, cardboard_box body)

MJCF ships the same intent: primitives verbatim, per-connected-component convex hulls where the USD uses convexHull / convexDecomposition, and a single mesh geom for sdf shells (MuJoCo auto-hulls it).
Joint limits Authored in the rig Explicit degrees / meters per joint
Joint friction / latches Authored Cardboard flaps: 0.01 N·m soft latch (opens by hand, doesn't self-open). No other latches in v1
Textures 4K PBR maps (cardboard_box, pallet_boxes); procedural PBR from an industrial finish palette (logistics_cage) Zone-mapped so a downstream engine can rebind materials per zone
max_mass_kg Cavity volume × water density Meta-only hint for pick-and-place - not the physics mass

Limitations

  • Physics lives in the .usda and .xml, not the .glb. glTF has no physics equivalent - the .glb is a visual copy (static pose, single mesh per link, no joints, no colliders). Use it for previews, tooling that reads neither USD nor MJCF, Blender/Unity/three.js/model-viewer; use .usda for Isaac Sim, mjcf/<vid>.xml for MuJoCo.

License

Files: CC BY 4.0 - free to use, share, and adapt for any purpose, including commercial use; attribution required.

Citation

@dataset{kaedim_warehouse_manipulation_and_states_2026,
  author = {{Kaedim} and {projectsim}},
  title = {Warehouse Manipulation \& States},
  year = {2026},
  publisher = {Hugging Face},
  version = {1.0},
  url = {https://huggingface.co/datasets/projectsim/warehouse-manipulation-and-states}
}

Maintenance

New classes and variants are added as separate top-level assets/<class>/ folders; the on-disk <vid> prefix is stable across future commits - a v03_pallet_boxes_6c1b6d today will be the same asset next release. Regressions are republished as an additive commit; assets are only ever removed with a version bump.

Issues / questions: open a Discussion on this dataset repo, or email team@projectsim.ai.

Downloads last month
1,534