Rules#

SimReady Component#

class omni.asset_validator.simready.VisualSensorCapabilityChecker#

Validates the following component visual sensor requirements rules in the AV Sim Specification: Creators

  • 3.0.C0.00:

    The defaultPrim for the asset must be Xformable.

  • 3.0.C0.02: Geometry for Glass

    Objects that represent glass, transparent surfaces, retroreflective materials, and emissive elements must be created as their own separate geometry prims (no GeomSubsets allowed).

  • 3.0.C0.03: Material Assignment

    Every geometry prim with a computed purpose of “default” or “render” should have at least one computed visual material binding with a material purpose of “full”.

class omni.asset_validator.simready.GroundTruthCapabilityChecker#
  • The sum of all semantic labels based on SemanticsLabelsAPI schema instances named “wikidata_qcode” that are directly authored on the prim, inherited from ancestor prims or from materials with purpose full bound to the prim, must be greater than zero.

  • The “wikidata_qcode” attribute must not be time-varying.

  • The “wikidata_qcode” attribute’s value must start with a capital Q followed by one or more numbers [0-9].

class omni.asset_validator.simready.NonVisualSensorCapabilityChecker#

Validates the following component nonvisual sensor requirements rules in the AV Sim Specification: Creators

  • 3.0.C2.01:

    Every geometry prim with a computed purpose of “render” or “default” must have non-visual material attributes assigned per visual material assigned, using the 3 attributes listed below:

    • token omni:simready:nonvisual:base

    • token omni:simready:nonvisual:coating

    • token[] omni:simready:nonvisual:attributes

  • 3.0.C2.02:

    Only valid values for nonvisual:base, nonvisual:coating, nonvisual:attributes can be used.

SimReady Environment#

class omni.asset_validator.simready.EnvironmentCapabilityChecker#

Validates the following environment rules found in the AV Sim Specification: Creators:

  • 4.0.C4.01:

    All environments need to have a valid OpenDRIVE file (.XODR) asset, matching the structure of the scene.

  • 4.0.C4.02:

    Traffic signal (traffic light) prims in an environment must be labeled with their corresponding XODR identifier (signalID).

class omni.asset_validator.simready.EnvironmentLightCapabilityChecker#

Validates the following environment light rules found in the AV Sim Specification: Creators:

  • The asset must have at least one “light bulb” in the form of a UsdLux prim or Mesh prim with a binding to a SimPBR material that has its emissive properties turned on.

  • 4.0.C4.03 (Optional):

    To control their behavior at runtime based on the global Time of Day setting, they must have the TimeOfDay behavior attribute.

SimReady Traffic Light#

class omni.asset_validator.simready.TrafficLightCapabilityChecker#

Validates the following traffic light rules found in the AV Sim Specification: Creators:

  • 4.0.C4.04:

    Traffic signals must have a “directional box” prim identified by the signalType attribute. “Directional box” prims must have one or more “signal” prim children.

  • 4.0.C4.05:

    Individual signal prims within a traffic signal asset must have a signal attribute and must be UsdLux or renderable Mesh prims with a computed material that has emissive properties turned on.

  • 4.0.C4.06:

    Signal names must be one of the following: “amber”, “amber_turn”, “count”, “green”, “green_turn”, “red”, “red_turn”.

  • 4.0.C4.07 (Optional):

    A signal intensity domain can be defined on the “directional box” through the intensityDomain optional attribute.

  • 4.0.C4.08 (Optional):

    A custom signal order can be defined on the “directional box” through the signalOrder optional attribute.

SimReady Vehicle#

class omni.asset_validator.simready.VehicleCapabilityChecker#

Validates the following component rules in the AV Sim Vehicle Specification:

  • 5.0.C0.01: Vehicle Alignment Needs

    A vehicle must be axis-aligned, centered at the origin, and its wheels must sit on the ground plane.

  • 5.0.C0.02: Vehicle Parts Annotation

    All mesh prims must be identified as belonging to a vehicle part.

  • 5.0.C0.03:

    The vehicle root prim cannot be transformed.

SimReady Pedestrian#

class omni.asset_validator.simready.PedestrianCapabilityChecker#

Validates the following pedestrian requirements in the AV Sim Specification: Creators:

  • 6.0.C0.02: People Skeleton Alignment Needs

    The skeleton of a bipedal human character must be axis-aligned, centered at the origin, and feet must sit on the ground plane.

  • 6.0.C0.03: Skeleton Rig Binding Needs

    Human character geometry prims must have a skeletal binding (skinning) to a UsdSkel skeleton rig.

  • 6.0.C0.04: Skeleton Rig Authoring

    The skeleton should not be separately loadable from any mesh bound to it.

  • 6.0.C0.05: Skeleton Matching

    The skeleton must match one of the following supported canonical template skeleton rigs:

    1. Reallusion Character Creator 4.x Skeleton

    2. Unreal Engine Mannequin Skeleton

    3. Omniverse Default Skeleton