| name | occupancy-map |
| description | Generate ROS-compatible occupancy maps from USD scenes for robot navigation and perception training. Covers obstacle extraction, 2D grid projection, height filtering, dilation buffers, and Nav2/MobilityGen/A* path planning integration. |
Warehouse Occupancy Map Generation
Generate ROS-compatible occupancy maps from USD warehouse scenes for navigation and perception training. Two paths: the documented isaacsim.asset.gen.omap extension (PhysX-collider-based, GUI + Python), and a direct USD-projection fallback for prototypes or non-collider scenes.
When to use
- Nav2 / MobilityGen / A* path planning setup.
- Perception training data generation.
- AMR fleet path planning validation.
- Collision-avoidance buffer-zone calculation.
Path 1 (recommended): isaacsim.asset.gen.omap extension
Documented in docs/isaacsim/digital_twin/ext_isaacsim_asset_generator_occupancy_map.rst (Mapping). The extension uses physics collision geometry, so every prim you want captured must have Collisions Enabled; the Start location cannot be occupied.
GUI workflow
- Open the stage.
- Tools > Robotics > Occupancy Map.
- Set Origin (free point inside the area), Lower/Upper Bound (clamp the mapped extent), Cell Size, optionally toggle Use PhysX Collision Geometry.
- CALCULATE, then VISUALIZE IMAGE to preview.
- From the visualization window: Save Image (PNG) and Save YAML (ROS occupancy-map parameters file).
Python (programmatic, simulation playing)
from isaacsim.asset.gen.omap.bindings import _omap
import omni.physx
import omni.usd
physx = omni.physx.acquire_physx_interface()
stage_id = omni.usd.get_context().get_stage_id()
generator = _omap.Generator(physx, stage_id)
generator.update_settings(
cell_size=0.1,
z_min=0.1,
z_max=0.0,
occupancy_threshold=0.5,
)
generator.set_transform(origin=(0, 0, 0), lo_offset=(-10, -10, 0), hi_offset=(10, 10, 0))
generator.generate2d()
buffer = generator.get_buffer()
Requires the timeline to be playing for PhysX raycasts. For headless runs, pair with app_utils.play(commit=True).
Path 2 (fallback): direct USD projection
Use when the scene lacks colliders, you need a deterministic projection from authored geometry, or you are prototyping with placeholder cubes. Faster and reproducible for those cases but does not respect physics collision approximations.
1. Extract Obstacles from USD
Read all prims, project XY footprint onto 2D grid. Filter by height to separate navigable floor markings from solid obstacles.
from pxr import Usd, UsdGeom, Gf
import numpy as np
stage = Usd.Stage.Open(usd_path)
mpu = UsdGeom.GetStageMetersPerUnit(stage)
bbox_cache = UsdGeom.BBoxCache(Usd.TimeCode.Default(), [UsdGeom.Tokens.default_])
RESOLUTION = 0.1
ROBOT_HEIGHT_MIN = 0.05
ROBOT_HEIGHT_MAX = 2.0
grid_w = int(facility_width / RESOLUTION)
grid_h = int(facility_depth / RESOLUTION)
grid = np.ones((grid_h, grid_w), dtype=np.uint8)
SKIP_PREFIXES = ("Floor", "FL", "AR", "HR", "FR", "AMR", "Exit", "Hum", "Divider", "Stair")
for prim in stage.TraverseAll():
if not prim.IsA(UsdGeom.Gprim):
continue
name = prim.GetName()
if any(name.startswith(p) for p in SKIP_PREFIXES):
continue
bbox = bbox_cache.ComputeWorldBound(prim)
rng = bbox.ComputeAlignedRange()
lo, hi = rng.GetMin(), rng.GetMax()
if hi[2] * mpu < ROBOT_HEIGHT_MIN or lo[2] * mpu > ROBOT_HEIGHT_MAX:
continue
x_min = max(0, int(lo[0] * mpu / RESOLUTION))
x_max = min(grid_w, int(hi[0] * mpu / RESOLUTION) + 1)
y_min = max(0, int(lo[1] * mpu / RESOLUTION))
y_max = min(grid_h, int(hi[1] * mpu / RESOLUTION) + 1)
r_min = grid_h - y_max
r_max = grid_h - y_min
grid[r_min:r_max, x_min:x_max] = 2
2. Apply Robot Buffer
from scipy.ndimage import binary_dilation
ROBOT_RADIUS = 0.5
buffer_px = int(ROBOT_RADIUS / RESOLUTION)
kernel_size = 2 * buffer_px + 1
kernel = np.zeros((kernel_size, kernel_size), dtype=bool)
for r in range(kernel_size):
for c in range(kernel_size):
if (r - buffer_px)**2 + (c - buffer_px)**2 <= buffer_px**2:
kernel[r, c] = True
buffered = binary_dilation((grid == 2), structure=kernel)
3. Export ROS Format
from PIL import Image
import yaml
img_data = np.full_like(grid, 205)
img_data[grid == 1] = 254
img_data[grid == 2] = 0
Image.fromarray(img_data, 'L').save("map.png")
yaml_data = {
"image": "map.png",
"resolution": RESOLUTION,
"origin": [0.0, 0.0, 0.0],
"negate": 0,
"occupied_thresh": 0.65,
"free_thresh": 0.196,
}
with open("map.yaml", "w") as f:
yaml.dump(yaml_data, f, default_flow_style=False)
4. Generate Colored Visualization
color = np.zeros((grid_h, grid_w, 3), dtype=np.uint8)
color[grid == 1] = [255, 255, 255]
color[grid == 2] = [0, 0, 0]
color[buffered & (grid != 2)] = [255, 200, 200]
Image.fromarray(color, 'RGB').save("map_colored.png")
Key Design Decisions
What to Mark as Obstacles
- INCLUDE: Racks, GSRC modules, docks, tables, pack stations, conveyors (they're elevated but have supports), VLMs, sort equipment, walls, columns
- EXCLUDE: Floor plane, fire lane markings, AMR route overlays, human walkway markings, forklift lane markings, humans (they move), AMR robots (they move), exit signs, stairs (navigable)
Height Filtering
z_max < 0.05m → floor marking, skip (route overlays are at z=0.02-0.04)
z_min > 2.0m → above robot, skip (overhead conveyors at z=6+, HVAC at z=13+)
- Everything else in the 0.05-2.0m band → obstacle
Resolution Selection
| Use Case | Resolution | Grid Size (220×180m) |
|---|
| Coarse planning | 0.5m/px | 440×360 |
| Standard nav | 0.1m/px | 2200×1800 |
| Fine perception | 0.05m/px | 4400×3600 |
Robot Buffer Sizing
| Robot Type | Radius | Buffer |
|---|
| Small AMR (e.g. MiR100) | 0.3m | 0.4m |
| Standard AMR (e.g. MiR250) | 0.5m | 0.6m |
| Forklift | 1.0m | 1.2m |
| Human (for walkway planning) | 0.3m | 0.5m |
Isaac Sim OccupancyMap Class
For integration with MobilityGen path planning:
from isaacsim.replicator.mobility_gen.impl.occupancy_map import OccupancyMap
omap = OccupancyMap.from_ros_yaml("map.yaml")
omap_buffered = omap.buffered_meters(0.5)
Coordinate Conventions
- USD world: X=east, Y=north, Z=up (meters)
- Image: row 0 = top = max Y (north), col 0 = left = min X (west)
- ROS origin: [x, y, yaw] of bottom-left pixel in world coords
world_to_pixel: world_x / resolution = col, (max_y - world_y) / resolution = row