NVIDIA SimReady

SimReady 是与用于模拟的 3D 资产相关的信息和元数据的标准规范。SimReady 标准确保 3D 资产不仅是数字孪生中的高保真视觉资源,而且还具有组织良好的元数据定义,包括语义标记、密集字幕、非视觉传感器信息和物理属性。

SimReady 转换器

NVIDIA SimReady 转换器使 CARLA 资产能够以符合 SimReady 标准的方式导出为通用场景描述 (USD) 格式,从而有助于从 OmniVerse 生态系统导入到其他应用程序中,例如 Sensor RTX 或 RTX 渲染器以进行协同模拟。

SimReady转换器在可能的情况下将虚幻对象、属性和参数映射到符合 USD/SimReady 的等效项,并应用适当的元数据(例如语义标签)用于模拟目的。

使用 SimReady 转换器导出 SimReady 资产

导出地图

要导出地图,请在 CARLA 内容浏览器(content browser) 中找到相应的地图文件。例如,Content > Carla > Maps中的 Town10HD_Opt

map_asset

在内容浏览器中双击地图资产以加载它。选择File > Export All。将Save as type设置为 AV Sim 的通用场景描述二进制 SimReady 资产 (*.usd)

export_simready_map

选择资产的文件夹位置。单击 保存(Save) 选项后,将出现一个选项对话框。在大多数情况下,使用默认选项导出将有效。有关导出选项的更多详细信息,请参阅 SimReady 选项 部分。

options_simready_map

导出车辆或行人

要导出车辆或行人,请找到蓝图文件。例如,Content > Carla > Blueprints > Vehicles > Ford_Crown中的 BP_Ford_CrownContent > Carla > Blueprints > Walkers 中的 BP_Walker。右键单击蓝图并选择 导出为 USD(Export as USD)

vehicle_bp

将打开一个文件浏览器,为导出的 USD 文件选择一个位置。选择 保存(Save) 后,将打开一个选项对话框。默认选项适用于大多数情况。

bp_export_options

有关 SimReady 导出选项的更多详细信息,请参阅以下部分。

SimReady 导出选项

两个最重要的选项如下:

  • Include MDL - 选择此选项会将虚幻材质转换为 MDL 材质。确保您要导出的应用程序与 MDL 材质兼容。Omniverse Kit 应用程序与 MDL 材料兼容。

  • Include USD Preview Surface - 选择此选项会导出带有 USD 预览表面的 USD,这可确保可视化的更广泛兼容性,但材质功能集更有限。这有助于确保在不支持完整 MDL 规范的应用程序中可以正确查看资产。

下表提供了有关可用导出选项的详细信息。更多详细信息可以在 Omniverse Connect 文档中找到 点击此处

选项 结果
Export Method 共享(Shared) 组织材质,以便它们可以由许多资源共享\n模块化(Modular) 为
每个资源导出一个材质,以便资源及其材质都是独立的
Include MDL 导出 MDL 材料
MDL Dependency Option Include Dependencies - Duplicates the MDL dependencies (templates) in Destination Folder
Use Core Library Dependencies - Core MDL Library templates are referenced
Destination Unreal Template Path Destination Folder on Omniverse Nucleus for the MDL dependencies (templates)
Note: A file must be selected, but only the folder is used
Texture Size Use Texture Setting or Source as Exported Texture Size
Export Texture as DDS Save DDS Files to Destination Path and reference them from materials
Include USD Preview Surface Export Preview Surfaces
Include Unreal Materials Export a reference to an Unreal material (note, when importing/opening
the material must be available in the within the Unreal project)
Create a material overrides layer Export a sublayer that contains all of the material reference overs for the stage.
Also create USD files for each material rather than including them in the prop stages.
Export physics data Include collision data with static meshes (not available with Unreal Engine 5.0 due to USD Schema updates)
Export source geometry for
Nanite high-poly detailed mesh
Brute-force export the Nanite geometry as USD geometry data.
(only available with Unreal Engine 5.0, this generates a LOT of triangles)
USD Scenegraph Instancing Make every referenced mesh in a stage an instance. If the stage has
duplicate meshes this can greatly reduce geometric GPU memory in
another renderer, but the editing workflow may be hampered.
Export as Payloads Use Payloads instead of References in the stage
Export as Y-up axis If checked, USD and MDL are exported with a Y-up
stage up-axis rather than the default Z-up
Export Sublevels as Sublayers If checked, levels are exported as USD sublayers
and referenced in the root stage
Convert Skeleton root to identity transform This option will convert a Skeleton’s root node to an identity transform to assist
downstream tools that require this. All animations exported during this
export will be transformed properly so they’ll work in downstream tools.
Include invisible levels If checked, levels that are hidden will be included
in the export and marked as invisible
Export Decal Actors as planes If checked, decal actors are exported as “floating”
plane meshes offset from their base mesh
Add extra extension to exports Stage files will be named .stage.usd, props will be named .prop.usd
Checkpoint Comment (Optional) Set the checkpoint comment on the Nucleus server for each exported file

语义标签和 Q代码

SimReady 标准使用 Q 代码 进行语义标记。Q 代码是三个字母代码的标准化集合,这些代码都以字母 Q 开头。SimReady 导出器为从 CARLA 导出的每个语义标记项应用适当的 Q 代码,作为 USD 文件中对象元数据的一部分。您可以在 维基数据网站 上查找 Q 代码定义。

下表显示了 CARLA 语义类到 Q 代码的映射:

Label Q-code
Road Q34442
SideWalk Q177749
Building Q41176
Wall Q42948
Fence Q148571
Pole Q2180428
TrafficLight Q8004
TrafficSign Q170285
Vegetation Q187997
Terrain Q186131
Sky Q527
Pedestrian Q221488
Rider Q11998775
Car Q1420
Truck Q43193
Bus Q5638
Train Q870
Motorcycle Q34493
Bicycle Q11442
Static Q2302426
Dynamic Q2302426
Other Q55107540
Water Q283
RoadLine Q1392287
Ground Q36133
Bridge Q12280
RailTrack Q57498564
GuardRail Q1188866