Requirements Index#

Core#

Atomic Asset#

Units#

Visualization#

Geometry#

Tags

Summary

Compatibility

Validator

πŸ”‘

Geometry shall be defined as such that the asset is correctly positioned and oriented at the origin (0,0,0).

core-usd

latest+

πŸ”‘

All geometry shall be represented as non-subdivided mesh primitives using the UsdGeomMesh schema.

core-usd

latest+

βœ…

Mesh geometry must be manifold

core-usd

latest+ latest+

βœ…

Mesh topology must be valid

core-usd

latest+

βœ…

Meshes should be positioned using xform ops, not by embedding positions into point positions.

core-usd

Manual

βœ…

All non-subdivided meshes must have normals.

core-usd

latest+

βœ…

Mesh normals values must be valid to produce correct shading.

core-usd

latest+ latest+

βœ…

The winding order of faces in a mesh must correctly represent the orientation (front/back) of the face.

core-usd

latest+ latest+

βœ…

Meshes made from non opaque materials shall have thickness

core-usd

β›”

World space bounds must not exceed RTX limit.

rtx

latest+

πŸš€

Boundable geometry primitives should have valid extent values.

open-usd

latest+

πŸš€

Only include geometry that contributes to visualization or simulation

open-usd

latest+

πŸš€

Use efficient mesh boundaries for performance

rtx

latest+

πŸš€

Meshes should maintain appropriate scale and boundary volumes

rtx

latest+

πŸš€

Meshes should not overlap unnecessarily

core-usd

πŸš€

Meshes should not share the exact same space

core-usd

latest+

πŸš€

Use indexed primvars when values are repeated

core-usd

latest+ latest+

πŸš€

Do not subdivide meshes with Normals.

core-usd

latest+

πŸš€

Only include primvars that are actively used

core-usd

latest+

πŸš€

Remove meshes from the scene that are below the extent size threshold.

core-usd

πŸš€

Use appropriate tessellation density for geometry

core-usd

πŸš€

Use time samples only when attribute values change

core-usd

latest+

πŸš€

Each vertex position should be unique

core-usd

latest+

πŸš€

Avoid tessellating primitive shapes

core-usd

latest+

πŸš€

Mesh topology should be without unused vertices, edges, or faces.

core-usd

latest+ latest+

πŸš€

Faces should have non-zero area.

core-usd

latest+ latest+

πŸš€

The values of the points attribute must not exceed the limit at which a given precision can be represented using 32-bit floats.

core-usd

latest+

πŸš€

Use appropriate vertex count for geometry

core-usd

latest+

πŸš€

Meshes should use instancing if they are identical apart from their world space location

core-usd

latest+

πŸš€

Repeated occurrences of identically shaped objects should have identical mesh connectivity

core-usd

latest+

πŸš€

Boundable geometry should have non-zero extents in at least one dimension.

core-usd

latest+

πŸš€

Faces should not be lamina.

core-usd

latest+

πŸš€

Do not author unused texture coordinates.

core-usd

latest+

πŸš€

Avoid invisible prims when deactivation is more appropriate.

core-usd

latest+

πŸš€

Use appropriate mesh count for scene

rtx

latest+

Materials#

Ground Truth#

Semantic Labels#

Dense Captions#

Non-Visual Sensors#

Non-Visual Surface Properties#

Physics#

Rigid Bodies#

Joints & Articulations#

Hierarchy#

Hierarchy#