Datasets:
Formats:
json
Size:
< 1K
ArXiv:
Tags:
multimodal
image-to-video
video-generation
object-centric-evaluation
world-models
memory-evaluation
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Browse filesThis view is limited to 50 files because it contains too many changes. See raw diff
- 03_game_virtual_world/Pixel_style_3D_sandbox/Pixel_style_3D_sandbox_0028/noun_phrases.txt +5 -0
- 03_game_virtual_world/Pixel_style_3D_sandbox/Pixel_style_3D_sandbox_0028/reference_scene.json +0 -0
- 03_game_virtual_world/Pixel_style_3D_sandbox/Pixel_style_3D_sandbox_0028/text_prompt.txt +11 -0
- 03_game_virtual_world/Pixel_style_3D_sandbox/Pixel_style_3D_sandbox_0029/noun_phrases.txt +1 -0
- 03_game_virtual_world/Pixel_style_3D_sandbox/Pixel_style_3D_sandbox_0029/reference_scene.json +0 -0
- 03_game_virtual_world/Pixel_style_3D_sandbox/Pixel_style_3D_sandbox_0029/text_prompt.txt +11 -0
- 03_game_virtual_world/Pixel_style_3D_sandbox/Pixel_style_3D_sandbox_0030/noun_phrases.txt +1 -0
- 03_game_virtual_world/Pixel_style_3D_sandbox/Pixel_style_3D_sandbox_0030/reference_scene.json +0 -0
- 03_game_virtual_world/Pixel_style_3D_sandbox/Pixel_style_3D_sandbox_0030/text_prompt.txt +11 -0
- 03_game_virtual_world/Pixel_style_3D_sandbox/Pixel_style_3D_sandbox_0031/noun_phrases.txt +1 -0
- 03_game_virtual_world/Pixel_style_3D_sandbox/Pixel_style_3D_sandbox_0031/reference_scene.json +0 -0
- 03_game_virtual_world/Pixel_style_3D_sandbox/Pixel_style_3D_sandbox_0031/text_prompt.txt +11 -0
- 03_game_virtual_world/Pixel_style_3D_sandbox/Pixel_style_3D_sandbox_0032/noun_phrases.txt +3 -0
- 03_game_virtual_world/Pixel_style_3D_sandbox/Pixel_style_3D_sandbox_0032/reference_scene.json +0 -0
- 03_game_virtual_world/Pixel_style_3D_sandbox/Pixel_style_3D_sandbox_0032/text_prompt.txt +11 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/crops/ref_0000.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/crops/ref_0001.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/crops/ref_0002.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0000.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0001.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0002.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0003.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0004.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0005.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0006.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0007.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0008.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0009.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0010.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0011.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0012.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0013.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0014.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0015.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0016.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0017.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0018.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0019.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0020.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0021.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0022.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0023.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0024.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0025.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0026.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/preprocessed/raw_1280x720.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0002/assets/crops/ref_0000.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0002/assets/crops/ref_0001.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0002/assets/crops/ref_0002.png +3 -0
- 03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0002/assets/crops/ref_0003.png +3 -0
03_game_virtual_world/Pixel_style_3D_sandbox/Pixel_style_3D_sandbox_0028/noun_phrases.txt
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stone brick tower
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wooden chest
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wooden ladder
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stone pillar
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stone platform
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03_game_virtual_world/Pixel_style_3D_sandbox/Pixel_style_3D_sandbox_0028/reference_scene.json
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03_game_virtual_world/Pixel_style_3D_sandbox/Pixel_style_3D_sandbox_0028/text_prompt.txt
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Use the supplied image as the exact first frame. Generate a continuous 10-second 3D scene video.
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CAMERA: Perform a smooth, low-altitude arc movement starting from the front-right, sweeping horizontally to the left while slightly descending to maintain a consistent eye-level perspective of the platform. Use smooth physical motion, visible parallax, and no cuts, teleportation, or abrupt zoom.
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SCENE-SPECIFIC MOTION: Use a restrained voxel/game-world camera move with clear parallax; keep background block geometry stable and preserve moving instance identities.
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MEMORY CHALLENGE: The wooden chest nestled within the upper stone brick tower structure and the vertical alignment of the wooden ladders. The foreground stone pillar on the right will temporarily obscure the central wooden ladder and the wooden chest as the camera pans left, revealing them again as the arc completes.
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Allow physically plausible natural motion appropriate to each object and the scene, without forcing every object to move.
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Keep fixed background structures stable. Preserve instance count, identity, color, material, physical scale,
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and structural integrity; allow natural articulation, non-rigid motion, and changing occlusion relationships.
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Re-observe the same instances after the viewpoint change.
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Do not add, remove, clone, merge, replace, unnaturally distort, or hallucinate objects. Do not expose or invent
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unseen backsides. Preserve lighting and scene style. No text, labels, logos, watermarks, captions, or cuts.
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03_game_virtual_world/Pixel_style_3D_sandbox/Pixel_style_3D_sandbox_0029/noun_phrases.txt
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lava falling in the nether wastes
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03_game_virtual_world/Pixel_style_3D_sandbox/Pixel_style_3D_sandbox_0029/reference_scene.json
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03_game_virtual_world/Pixel_style_3D_sandbox/Pixel_style_3D_sandbox_0029/text_prompt.txt
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Use the supplied image as the exact first frame. Generate a continuous 10-second 3D scene video.
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CAMERA: Execute a slow, smooth lateral strafe to the right while simultaneously performing a gentle yaw rotation to the left to maintain the lava waterfall in the center-left of the frame. Use smooth physical motion, visible parallax, and no cuts, teleportation, or abrupt zoom.
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SCENE-SPECIFIC MOTION: Use a restrained voxel/game-world camera move with clear parallax; keep background block geometry stable and preserve moving instance identities.
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MEMORY CHALLENGE: The spatial relationship between the foreground netherrack blocks and the distant lava waterfall. Pass the camera behind the foreground netherrack outcrop to briefly obscure the base of the lava waterfall, then emerge to reveal the full structure again.
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Allow physically plausible natural motion appropriate to each object and the scene, without forcing every object to move.
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Keep fixed background structures stable. Preserve instance count, identity, color, material, physical scale,
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and structural integrity; allow natural articulation, non-rigid motion, and changing occlusion relationships.
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Re-observe the same instances after the viewpoint change.
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Do not add, remove, clone, merge, replace, unnaturally distort, or hallucinate objects. Do not expose or invent
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unseen backsides. Preserve lighting and scene style. No text, labels, logos, watermarks, captions, or cuts.
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03_game_virtual_world/Pixel_style_3D_sandbox/Pixel_style_3D_sandbox_0030/noun_phrases.txt
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diamonds behind wooden fence in the mineshaft
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03_game_virtual_world/Pixel_style_3D_sandbox/Pixel_style_3D_sandbox_0030/reference_scene.json
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03_game_virtual_world/Pixel_style_3D_sandbox/Pixel_style_3D_sandbox_0030/text_prompt.txt
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Use the supplied image as the exact first frame. Generate a continuous 10-second 3D scene video.
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CAMERA: Execute a slow, smooth dolly-right movement while simultaneously performing a slight yaw-left rotation to maintain focus on the diamond ore. Use smooth physical motion, visible parallax, and no cuts, teleportation, or abrupt zoom.
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SCENE-SPECIFIC MOTION: Use a restrained voxel/game-world camera move with clear parallax; keep background block geometry stable and preserve moving instance identities.
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MEMORY CHALLENGE: The diamond ore embedded in the stone wall behind the ladder. The wooden plank pillar in the foreground will temporarily obscure the diamond ore and the ladder as the camera shifts right, before revealing them again.
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Allow physically plausible natural motion appropriate to each object and the scene, without forcing every object to move.
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Keep fixed background structures stable. Preserve instance count, identity, color, material, physical scale,
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and structural integrity; allow natural articulation, non-rigid motion, and changing occlusion relationships.
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Re-observe the same instances after the viewpoint change.
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Do not add, remove, clone, merge, replace, unnaturally distort, or hallucinate objects. Do not expose or invent
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unseen backsides. Preserve lighting and scene style. No text, labels, logos, watermarks, captions, or cuts.
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03_game_virtual_world/Pixel_style_3D_sandbox/Pixel_style_3D_sandbox_0031/noun_phrases.txt
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ruined nether portal with chest and trees in background
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03_game_virtual_world/Pixel_style_3D_sandbox/Pixel_style_3D_sandbox_0031/reference_scene.json
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03_game_virtual_world/Pixel_style_3D_sandbox/Pixel_style_3D_sandbox_0031/text_prompt.txt
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Use the supplied image as the exact first frame. Generate a continuous 10-second 3D scene video.
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CAMERA: Perform a smooth, slow horizontal arc to the right, starting from the current front-facing view and ending behind the birch tree trunk. Use smooth physical motion, visible parallax, and no cuts, teleportation, or abrupt zoom.
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SCENE-SPECIFIC MOTION: Use a restrained voxel/game-world camera move with clear parallax; keep background block geometry stable and preserve moving instance identities.
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MEMORY CHALLENGE: The chest and the obsidian block base of the portal frame. The birch tree trunk will pass in front of the portal frame and chest mid-trajectory, temporarily obscuring them before they are revealed again.
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Allow physically plausible natural motion appropriate to each object and the scene, without forcing every object to move.
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Keep fixed background structures stable. Preserve instance count, identity, color, material, physical scale,
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and structural integrity; allow natural articulation, non-rigid motion, and changing occlusion relationships.
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Re-observe the same instances after the viewpoint change.
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Do not add, remove, clone, merge, replace, unnaturally distort, or hallucinate objects. Do not expose or invent
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unseen backsides. Preserve lighting and scene style. No text, labels, logos, watermarks, captions, or cuts.
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03_game_virtual_world/Pixel_style_3D_sandbox/Pixel_style_3D_sandbox_0032/noun_phrases.txt
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fish
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kelp
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seagrass
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03_game_virtual_world/Pixel_style_3D_sandbox/Pixel_style_3D_sandbox_0032/reference_scene.json
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03_game_virtual_world/Pixel_style_3D_sandbox/Pixel_style_3D_sandbox_0032/text_prompt.txt
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Use the supplied image as the exact first frame. Generate a continuous 10-second 3D scene video.
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CAMERA: Execute a slow, smooth horizontal dolly-right movement combined with a subtle forward zoom to emphasize parallax between the foreground pufferfish and the distant kelp stalks. Use smooth physical motion, visible parallax, and no cuts, teleportation, or abrupt zoom.
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SCENE-SPECIFIC MOTION: Use a restrained voxel/game-world camera move with clear parallax; keep background block geometry stable and preserve moving instance identities.
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MEMORY CHALLENGE: Maintain consistent voxel geometry and grid-aligned spacing for the pufferfish group in the lower right quadrant. Pass the camera behind the dense cluster of foreground kelp stalks on the right, briefly obscuring the pufferfish swimming near the sandy floor before they reappear as the camera continues its path.
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Allow physically plausible natural motion appropriate to each object and the scene, without forcing every object to move.
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Keep fixed background structures stable. Preserve instance count, identity, color, material, physical scale,
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and structural integrity; allow natural articulation, non-rigid motion, and changing occlusion relationships.
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Re-observe the same instances after the viewpoint change.
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Do not add, remove, clone, merge, replace, unnaturally distort, or hallucinate objects. Do not expose or invent
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unseen backsides. Preserve lighting and scene style. No text, labels, logos, watermarks, captions, or cuts.
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03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/crops/ref_0000.png
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03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/crops/ref_0001.png
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03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/crops/ref_0002.png
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03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0000.png
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03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0001.png
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03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0002.png
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03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0006.png
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03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0007.png
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03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0019.png
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03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0021.png
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03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0022.png
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03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0023.png
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03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0024.png
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03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/masks/ref_0025.png
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03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0001/assets/preprocessed/raw_1280x720.png
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03_game_virtual_world/Realistic_style_3D_world/Realistic_style_3D_world_0002/assets/crops/ref_0003.png
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