Sim-ready 3D data for robotics

Sim-ready 3D assets at scale. Validate in sim; finally.

Turn images into photorealistic, physics-tagged, tested 3D assets — plus thousands of variations, on demand. Test against the maximum range of objects your robot might encounter.

Get API access

Image → sim-ready. API or web app.

NVIDIA Isaac SimIsaac Sim
NVIDIA Isaac LabIsaac Lab
MuJoCo
Unreal Engine
Rigid green suitcase 3D asset
LuggageRigid
527+
Beverage bottle 3D asset
ProductBeverage
527+
Living room interior 3D scene
Living roomInterior
863+
Deformable duffel bag 3D asset
LuggageDeformable
527+
Beer bottle 3D asset
ProductBeverage
527+
Rigid green suitcase 3D asset
LuggageRigid
527+
Beverage bottle 3D asset
ProductBeverage
527+
Living room interior 3D scene
Living roomInterior
863+
Deformable duffel bag 3D asset
LuggageDeformable
527+
Beer bottle 3D asset
ProductBeverage
527+
Living room media console 3D scene
Living roomFurniture
863+
Bathroom interior 3D scene
BathroomInterior
863+
Deformable duffel bag 3D asset
LuggageDeformable
527+
Bedroom interior 3D scene
BedroomInterior
863+
Beverage bottle 3D asset
ProductBeverage
527+
Hard-shell suitcase 3D asset
LuggageRigid
527+
Living room media console 3D scene
Living roomFurniture
863+
Bathroom interior 3D scene
BathroomInterior
863+
Deformable duffel bag 3D asset
LuggageDeformable
527+
Bedroom interior 3D scene
BedroomInterior
863+
Beverage bottle 3D asset
ProductBeverage
527+
Hard-shell suitcase 3D asset
LuggageRigid
527+
The Problem

There has been no source for custom, sim-ready 3D at scale. Until now.

Simulation is only as good as what you put in it. Today, every object is manually CAD-modelled by an engineer before you can run a single test. Existing providers don’t fix this, they all run manual pipelines: expensive, slow and impossible to scale to the coverage real testing demands.

So teams train policies on the handful of objects they had time to model, and validate against a fraction of what their robots will actually encounter. Blind spots stay hidden until deployment, and failures show up in front of customers instead of in a test run — the opposite of what simulation is for.

sim coverage~5% of real-world objects
Tested 3D asset
Tested 3D asset
Tested 3D asset
testedknown blind spotuntested
The Solution

Generate sim-ready 3D on demand, give your robot maximum scenario coverage.

Send images, get back physics-tagged, tested 3D assets — in thousands of variations, on demand. Integrate the API directly into your existing pipeline, or use our web app to submit inputs and download 3D assets. Scenario coverage becomes a parameter you turn up.

sim coverageThousands tagged & tested
Tested 3D asset
Tested 3D asset
Tested 3D asset
Tested 3D asset
Tested 3D asset
Tested 3D asset
Tested 3D asset
Tested 3D asset
Tested 3D asset
Tested 3D asset
Tested 3D asset
Tested 3D asset
Tested 3D asset
Tested 3D asset
Tested 3D asset
Tested 3D asset
Tested 3D asset
Tested 3D asset
Tested 3D asset
Tested 3D asset
Tested 3D asset
Tested 3D asset
Tested 3D asset
Tested 3D asset
Tested 3D asset
Tested 3D asset
Tested 3D asset
Tested 3D asset
Tested 3D asset
+1,184
massfrictioncollision meshscalewatertight

Train on the full distribution — including the edge cases.

Edge conditions that only surface after millions of real-world actions — in the distribution from day one, generated, not waited for.

Ship on evidence, not a sample.

Pre-deployment testing across hundreds of objects and variations at a scale that used to be an expensive sampling exercise.

Re-run everything on every change.

Wide validation becomes a standing regression suite, not a one-off report.

How it works

Image in. Sim-ready 3D out.

Step 01
Add
Reference photo of a beer bottle
beer-bottle-01.jpg2.1MB
DimensionsXX
SpecsXY
DetailYZ

Accepted inputs

.png.jpgrendersketch
Step 02
Generated 3D beer bottle assetmass 240gfriction 0.62restitution 0.18

validated geometry | photorealistic textures | physics assigned

Step 03
Generated bottles loaded in a simulator scene
Isaac SimIsaac LabMuJoCoUnreal Engine
Loaded — no manual cleanup
Under the hood

Not just a mesh that looks right in a viewer

Every asset ships with the properties the physics engines need — and the validation to back them up.

Rigid bodies, deformables, and articulated objects (joints, hinges, drawers, tools).

A separate collision mesh accompanies the visual mesh. This geometry can be generated through convex-hull, convex-decomposition, or SDF. By default, we automatically determine which collision geometry is ideal for the subject matter based on its complexity and geometric features. The inertia tensor is derived from the collision geometry and authored mass, assuming uniform density — so it stays consistent with the mass and shape your solver uses.

Watertight/manifold status is checked per asset — deterministic.

Static and dynamic friction, for both rigid objects (mass, inertia, friction, restitution, collision geometry) and deformables (stiffness/Young's modulus, damping). See how we calculate and validate these values below.

USD/OpenUSD out

Native in Isaac Sim, Isaac Lab, and Newton (incl. MuJoCo physics via MuJoCo-Warp). Also supported today: MJCF for classic MuJoCo, SDF for Drake, URDF + OBJ, .blend, textured FBX and .uasset for Unreal.

Quality assurance

Physics QA — measured, gated, benchmarked

Every object goes through our physics QA pass before it reaches you.

Drop-tested in the target engine

PhysX/Isaac Sim or Newton — and graded on rest stability, bounce, settle time, penetration, and squash/recovery for deformables, against acceptance gates set per body type and material class. An optional ramp test measures effective contact friction.

Read our insights
Domain randomization

Domain randomization at scale

Vary the domains that matter — geometry, texture, and physical properties (e.g. mass) — for thousands of variants per object. Randomized datasets are versioned. Mass randomization is seeded, so a mass-varied set is defined by its seed and dataset version. Re-run the exact same test suite on every change and trust that a regression is a real regression, not sampling noise.

Scenes

Photograph a real environment, get it back sim-ready — with every object in it individually manipulable.

Each object in the shot is rebuilt as a full asset through the same pipeline as everything above — geometry, textures, physics tags, QA-gated in your target engine — then recomposed into the pictured layout. One photo in, one scene your robot can pick up, open, and move through — not just look at.

Explore scenes
User input
Upload an image of your sceneimage input
Upload an asset
Ownership & security

Your data stays yours

Full IP ownership of every output
All inputs are kept confidential
ProjectSim is ISO 27001 certified
Use cases

One pipeline, three ways in

Generated 3D teddy bear asset
Reference photo of a teddy bear
API

Image → sim-ready

Off the shelf and fully automated. Integrate into your pipeline, or use the web app for direct download.

Image to sim-ready
Brief

Custom datasets

Off the shelf and fully automated. Integrate into your pipeline, or use the web app for direct download.

Custom datasets
Generated luggage dataset variant 1Generated luggage dataset variant 2Generated luggage dataset variant 3Generated luggage dataset variant 4Generated luggage dataset variant 5Generated luggage dataset variant 6Generated luggage dataset variant 7Generated luggage dataset variant 8Generated luggage dataset variant 9
Reference photo of a duffel bag
luggage-01.jpg2.1MB
DimensionsXX
SpecsXY
DetailYZ
Text input

A bedroom with a bed, two nightstands, and a wardrobe in the corner of the room

Generated bedroom scene
Image inputGenerated bathroom scene
Coming soon

Scenes

Text or image inputs to a composed, validated scene of sim-ready assets.

Scenes
Get started

Give your sim meaningful coverage

Start turning images into sim-ready 3D at scale.

Get API access