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 orMesh
prim with a binding to aSimPBR
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 beUsdLux
or renderableMesh
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:
Reallusion Character Creator 4.x Skeleton
Unreal Engine Mannequin Skeleton
Omniverse Default Skeleton