--- license: other license_name: worldrover-research pretty_name: WorldRover (preview) task_categories: - depth-estimation - robotics tags: - video - panoramic - equirectangular - depth - camera-pose - embodied-ai - world-model - synthetic size_categories: - 100B` and `fp/` 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 and only the intrinsics differ (360°/0 mm equirect vs 65.5°/28 mm pinhole). No interpolated alignment is involved. **Same path, six appearances** (`WorldRover-styles`). Each trajectory is rendered as a reference first-person clip plus up to five variants — untextured white model, golden hour, night, snow, storm — frame-aligned, so the depth, pose and action labels of the reference clip apply to every variant of it unchanged. ## What a clip contains ``` rgb.mp4 H.264, 30 fps depth/depth.mkv FFV1 16-bit, lossless, log-quantized radial depth depth/depth.meta.json near/far, authoritative 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 ``` 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(code/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. The pixel format is **not the same everywhere**: `WorldRover-6scenes` is uniformly `gray16le`, while `WorldRover-styles` is mostly `gbrp16le` with the code in the **R** channel (three art_nouveau clips excepted). Each clip's `depth/depth.meta.json` names its own format — read it instead of assuming. * **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 one against a first-person clip. ## 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. ## 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.