|
Download README.md from AlayaLab/WorldRover-6scenes: direct link, hf CLI and curl.
- Browser
- Download file 5.75 kB
-
https://huggingface.co/datasets/AlayaLab/WorldRover-6scenes/resolve/main/README.md
- Command line
-
hf download hf://datasets/AlayaLab/WorldRover-6scenes/README.md
-
curl -L -o README.md https://huggingface.co/datasets/AlayaLab/WorldRover-6scenes/resolve/main/README.md
5.75 kB
| license: other | |
| license_name: worldrover-research | |
| pretty_name: WorldRover 6-scene paired panoramic + first-person | |
| task_categories: | |
| - depth-estimation | |
| - robotics | |
| tags: | |
| - video | |
| - panoramic | |
| - equirectangular | |
| - depth | |
| - camera-pose | |
| - embodied-ai | |
| - world-model | |
| - synthetic | |
| size_categories: | |
| - n>1T | |
| # WorldRover-6scenes | |
| **600 camera paths through six photoreal 3D environments, each rendered twice** — once as a | |
| 360° panorama, once as a first-person pinhole view — with per-frame metric depth, camera pose | |
| and action labels. 1200 clips, **18.9 h of video per view** (37.9 h total) at 30 fps, 2.05 M | |
| frames per view, ~7.6 TB. | |
| | Scene | Clips per view | Median clip | Range | Video per view | | |
| |---|---|---|---|---| | |
| | med_village | 100 | 2 min 17 s | 30 s – 6 min 40 s | 4.54 h | | |
| | venice | 100 | 1 min 42 s | 21 s – 8 min 32 s | 4.19 h | | |
| | apartment | 100 | 1 min 39 s | 29 s – 3 min 00 s | 2.91 h | | |
| | paris | 100 | 1 min 39 s | 37 s – 3 min 00 s | 2.86 h | | |
| | office | 100 | 1 min 15 s | 16 s – 3 min 01 s | 2.25 h | | |
| | art_nouveau | 100 | 1 min 01 s | 11 s – 4 min 07 s | 2.19 h | | |
| ## Layout | |
| ``` | |
| <scene>/pano/<clip_id>/ equirectangular 4096x2048 | |
| <scene>/fp/<clip_id>/ pinhole 1280x720, hfov 65.5 deg (28 mm on a 36 mm sensor) | |
| rgb.mp4 H.264, 30 fps | |
| depth/depth.mkv FFV1 gray16le, lossless, log-quantized radial depth | |
| depth/depth.meta.json near/far, frame count, decode formula | |
| camera_trajectory.csv per-frame world pose + intrinsics | |
| description.json scene, asset pack, licence, trajectory summary, render settings | |
| gamepad_format/ action labels (axis events + timeline) | |
| trajectory.png top-down path plot (fp only) | |
| ``` | |
| ## Paired, frame for frame | |
| `pano/<clip_id>` and `fp/<clip_id>` are the **same camera path**: the first-person clip is | |
| rendered from the panoramic clip's per-frame trajectory, so the two `camera_trajectory.csv` | |
| files agree row for row (only `hfov_deg`/`focal_length_mm` differ — 360°/0 mm for the | |
| equirect camera, 65.47°/28 mm for the pinhole). You get the same world state under two very | |
| different projections without an interpolated alignment. | |
| Clips are 11 s to 8.5 min of continuous motion — no cuts, no teleports. | |
| ## Conventions that are easy to get wrong | |
| * **Depth is log-quantized and radial.** `depth_m = exp(gray/65535 * (log 200 − log 0.1) + log 0.1)`, | |
| and the value is distance along the ray, not along the optical axis — convert before unprojecting. | |
| * **Frame counts.** `camera_trajectory.csv` has one row more than the video has frames (the | |
| last row is the closing keyframe). The authoritative count is `depth/depth.meta.json`. | |
| * **Poses are Unreal-style**: left-handed, centimetres, X-forward / Y-right / Z-up, camera | |
| looking down its own +X. | |
| * **Panoramic frames are equirectangular.** A rectangular crop is *not* a perspective view — | |
| reproject before comparing against the first-person clip. | |
| ## Render provenance | |
| `description.json` records the exact render path per clip, and it is **not identical across | |
| scenes**. Five scenes (med_village, venice, office, apartment, art_nouveau) were rendered in | |
| two rounds — `MPPC_RGBOnly` then `MPPC_DepthPlus` — and stitched with a Lanczos kernel, so | |
| `render.mppc` is an object with `rgb`/`depth` keys. **paris** was re-rendered later through a | |
| corrected single-pass path (`MPPC_VelocityDepthPlus` with the extra pass dropped, linear-HDR | |
| output, fixed exposure, linear stitch kernel), so its `render.mppc` is a plain string and its | |
| `render.cube` additionally carries `fixed_ev` and `tm_comp`. | |
| The reason for the paris re-render: a Lanczos resampling kernel has negative lobes, which on | |
| high-contrast sky/architecture boundaries interpolate linear HDR below zero; clamping to zero | |
| left a one-pixel pure-black rim along building silhouettes. Switching to a linear kernel took | |
| sky edges with undershoot from 15.5% to 3.4% — below the 6.1% baseline of the cube faces | |
| themselves. Per-frame auto-exposure was replaced with a fixed value at the same time, so | |
| brightness no longer drifts with what happens to be in view. | |
| ## Tools | |
| ```bash | |
| git clone https://github.com/AlayaLab/WorldRover | |
| pip install -r WorldRover/tools/requirements.txt # numpy, opencv-python; ffmpeg/ffprobe on PATH | |
| cd WorldRover/tools # the package is not pip-installable yet | |
| ``` | |
| ```python | |
| from worldrover import Clip | |
| clip = Clip("/data/WorldRover-6scenes/venice/fp/venice_000000") | |
| rgb = clip.rgb_frame(100) # uint8 (H, W, 3), sRGB | |
| depth_m = clip.depth_frame(100) # planar depth in metres | |
| pts = clip.points_world(100) # world points, centimetres | |
| poses = clip.poses # per-frame pose + intrinsics | |
| ``` | |
| `Clip` takes a filesystem path to a clip directory. The reader takes the depth pixel format | |
| from that clip's own `depth/depth.meta.json`, so it handles both encodings used across these | |
| repositories, and it converts radial depth and the off-by-one trajectory row for you. | |
| ## Related | |
| * [WorldRover-preview](https://huggingface.co/datasets/AlayaLab/WorldRover-preview) — the original release as a lite subset (no depth) | |
| * [Collection](https://huggingface.co/collections/AlayaLab/worldrover-6ab4ee625ea9252fbae26a66) — every part in one place | |
| * [WorldRover-styles](https://huggingface.co/datasets/AlayaLab/WorldRover-styles) — the same | |
| kind of trajectories re-rendered under six lighting/style treatments | |
| ## License | |
| Rendered video, depth, camera pose and action labels are released for research use. The | |
| underlying 3D environments are third-party commercial assets, are **not** redistributed here, | |
| and each clip's `description.json` records its asset pack and licence. Tools are MIT. | |