How to Access Ground Truth Environment Geometry in IsaacLab

How to Access Ground Truth Environment Geometry in IsaacLab

Hi NVIDIA Team,

I’m currently working on a deep learning project using IsaacLab, and I want to generate training data for a scene reconstruction model. The idea is to use sensor data (RGB, depth, LiDAR) from a robot (e.g., ANYmal-C) as input, and train a model to reconstruct the surrounding terrain or environment in 3D.

✅ My Setup:

  • IsaacLab with TerrainImporterCfg to procedurally generate terrains (e.g., rough terrain).
  • A robot equipped with multiple cameras or raycasters.
  • I want to pair sensor data with ground-truth 3D geometry from the environment.

❓ My Key Question:

What is the proper or recommended way to directly access the terrain/environment geometry (i.e., full 3D point cloud or mesh) for ground truth labeling?


📌 Specifically:

  • If terrain is spawned via TerrainImporterCfg, is it expected to be a Mesh prim under a known path like /World/ground?
  • Are there tools/utilities in IsaacLab or Isaac Sim to extract the mesh vertices from the terrain (in world coordinates)?
  • If the terrain or other objects are not Mesh types, is there a recommended way to convert or sample them for GT data?

👀 What I’ve Tried:

  • Traversing the USD stage to find Mesh prims.
  • Using UsdGeom.Mesh(...).GetPointsAttr().Get() and transforming to world coordinates.
  • Found that many scene objects are Xform or Cone types, which are not directly sampleable.
  • Sometimes terrain prims don’t appear at all in the stage (e.g., /World/ground is missing).

🎯 My Goal:

For every simulation frame, generate a pair:

  • Input: Sensor data from the robot (e.g., RGB, depth).
  • Ground Truth: Accurate 3D point cloud of the environment near the robot.

What’s the best practice for this in IsaacLab?

Thank you so much in advance — any pointers or sample code would be appreciated!

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