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| license: other | |
| license_name: diogenes-evaluation-only | |
| license_link: LICENSE | |
| language: | |
| - en | |
| tags: | |
| - video | |
| - depth | |
| - depth-estimation | |
| - camera-pose | |
| - 3d-reconstruction | |
| - world-model | |
| - gameplay | |
| - non-trainable | |
| size_categories: | |
| - n<1K | |
| extra_gated_heading: Request access to Diogenes Depth + Pose Sample v01 | |
| extra_gated_description: >- | |
| Access is restricted. Enter the access code supplied to you by Diogenes Lab. | |
| Requests submitted without a valid code are rejected. This dataset must not be | |
| used to train, fine-tune, or evaluate any model. | |
| extra_gated_button_content: Request access | |
| extra_gated_fields: | |
| Access code: text | |
| Organization: text | |
| Intended use: text | |
| I confirm I will NOT use this data to train, fine-tune, or evaluate any model: checkbox | |
| # Diogenes Depth + Pose Sample v01 | |
| **A sample dataset.** One complete 120-second capture package: gameplay video, a | |
| per-frame linear depth map, and a per-frame camera pose — all on a single clock, so | |
| every pixel of depth can be back-projected into one shared world frame. | |
| This is the artifact behind the claim that our capture is *geometric*, not just video. | |
| It exists so an evaluator can reproduce the reconstruction themselves rather than take | |
| our word for it. | |
| ## ⚠️ Not for model training | |
| Every package in this repository is `non_trainable` and `production_certified: false`. | |
| The source runs in a release-test capture mode and carries no consent grant. | |
| Permitted: inspecting capture quality, validating the depth/pose schema, verifying | |
| time alignment, and reproducing the back-projection. **Not permitted:** training, | |
| fine-tuning, or evaluating any model; redistribution outside approved collaborators. | |
| The video depicts **Fallout 4**, copyright Bethesda Softworks LLC. Diogenes Lab claims | |
| no rights to the depicted game content. | |
| ## What is in the package | |
| `data/2026_08_06_FO4Commonwealth_120s_01/` | |
| | File | Size | Content | | |
| |---|---:|---| | |
| | `video.mp4` | 239.8 MB | 1920×1080, 30 fps CFR, H.264, 3600 frames = 120.000 s, in-game audio | | |
| | `depth.zip` | 364.0 MB | 1800 × `depth_<even frame>.exr` — 1280×720, fp16, channel `Z` | | |
| | `action_camera_30fps.json` | 3.2 MB | 3600 rows, one per video frame | | |
| | `action_camera.json` | 1.7 MB | 1800 rows at 15 fps, the depth-frame subset | | |
| | `systeminfo.json` | 110 B | Capture surface geometry | | |
| | `sha256.json` | 1.1 KB | Digest for all 11 delivered files | | |
| | `QC/` | 41.8 MB | Conversion manifest, frame-pair report, overlay preview, source-frame selection | | |
| `preview/spatial-overview-en.mp4` is a rendered walkthrough of this exact package — | |
| RGB with an action HUD, the depth map in metres, and the fused point cloud with the | |
| camera path. Nothing in it is staged; it is rendered from the files above. | |
| ## Per-frame pose row | |
| ```json | |
| { | |
| "time": "...", "fps": 30.0, "frame": 0, | |
| "camera_position": [x, y, z], | |
| "camera_rotation_quaternion": [x, y, z, w], | |
| "camera_intrinsics": {"fx": 698.2612, "fy": 698.26117, "cx": 960.0, "cy": 540.0}, | |
| "camera_follow_offset": [...], "camera_speed": [...], | |
| "player_position": [...], "player_rotation_quaternion": [...], "player_speed": [...], | |
| "mouse_dx": 0, "mouse_dy": 0, "keyCode": [], "metric_scale": 1.0 | |
| } | |
| ``` | |
| ## Reading the depth — three conventions you need | |
| These are not guessable from the files; they were established empirically and are stated | |
| here so the reconstruction is reproducible on first attempt. | |
| 1. **The stored quaternion is world→camera.** To go the other way, transpose: | |
| `R_cam2world = R(q)ᵀ` (equivalently, take the conjugate). | |
| 2. **The depth EXR is 1280×720 while the intrinsics are calibrated for 1920×1080.** | |
| Scale the intrinsics by 2/3 before using them with the depth raster. | |
| 3. **First-person viewmodel geometry sits at ≈0.21–1.0 m** with a clean empty gap | |
| between it and the scene. Discard `z ≤ 1.05` to drop the weapon/armature. | |
| Back-projection, left-handed Y-up, image `v` downward: | |
| ``` | |
| p_cam = [(u - cx)/fx * z, -(v - cy)/fy * z, z] | |
| p_world = R(q)ᵀ · p_cam + camera_position | |
| ``` | |
| Depth is **view-space linear Z in metres**. `NaN` marks sky and invalid samples. | |
| ## Measured properties of this package | |
| | Property | Value | | |
| |---|---| | |
| | Duration | 120.000 s, 3600 video frames, 1800 depth frames | | |
| | Depth-to-video pairing coverage | 1.000 (1800 / 1800 eligible even frames) | | |
| | Frame-sync watermark mismatches | 0 of 3600 decoded | | |
| | Camera path length | 324.80 m | | |
| | Elevation range | 7.38 m | | |
| | Cross-frame depth consistency | 0.15 % median-of-medians reprojection error over 12 frame pairs spaced 10 frames apart | | |
| The consistency figure is the honest test: back-project frame *A*, reproject it into | |
| frame *B* using only the stored poses, and compare against *B*'s own depth. A broken | |
| handedness or intrinsic scale puts this in the 7–9 % range; 0.15 % means the pose and | |
| depth agree. | |
| ## Known limitations | |
| Stated up front rather than discovered later: | |
| - `fp16` with two-decimal truncation cannot represent 1 cm beyond about `z ≥ 16 m`, so | |
| distant surfaces show stepped quantisation. | |
| - The depth raster includes the first-person viewmodel (the ≈0.21 m block). It is real | |
| content of the EXR and is not masked out in the delivered file. | |
| - 36 reconstructed frames carry a ~33 ms micro-jump from dropped-frame reconstruction. | |
| - Dynamic objects (NPCs, animals) leave ghost trails in any multi-frame fusion; only the | |
| player and the viewmodel are explicitly removable. | |
| ## Related | |
| - `DiogenesLab/Diogenes_Gameplay_raw_sample_v01` — gameplay video with frame-aligned | |
| keyboard/mouse action annotations. | |
| - `DiogenesLab/Diogenes_Gameplay_validation_sample_v01` — the same capture line packaged | |
| as fixed-length shards. | |
| Access to all Diogenes Lab sample datasets uses the same access code, but permission is | |
| granted per repository — request each one separately. | |