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| # Human-Object Interaction Dataset | |
| This dataset is designed for learning and evaluating Human-Object Interaction (HOI) in structured 3D environments. It provides a modular library of annotated 3D assets, scene layouts, interaction plans, top-view scene renderings, and natural-language task instructions. The dataset can be used for HOI policy learning, layout-conditioned interaction reasoning, vision-language grounding, and scene-level task planning. | |
| --- | |
| ## Directory Structure | |
| ```plaintext | |
| ├── 3d_assets/ # Category-wise annotated 3D assets | |
| │ ├── chair/ | |
| │ │ └── chair_01/ | |
| │ │ ├── mesh.obj # 3D mesh file | |
| │ │ ├── config.yaml # Geometric features and semantic part point clouds | |
| │ │ └── asset.urdf # Physics and pose configuration | |
| │ ├── bed/ | |
| │ ├── sofa/ | |
| │ ├── box/ | |
| │ ├── cabinet/ | |
| │ ├── table/ | |
| │ ├── decoration/ | |
| │ └── machine/ | |
| ├── layout/ # Multi-object layout configurations | |
| │ ├── dynamic_000.yaml | |
| │ ├── dynamic_001.yaml | |
| │ └── ... | |
| ├── image/ # Top-view rendered images of layouts | |
| │ ├── dynamic_000.png | |
| │ ├── dynamic_001.png | |
| │ └── ... | |
| └── text_instruction.json # Natural-language task instruction for each scene | |
| ``` | |
| Each scene is indexed by a shared scene id, such as `dynamic_000`, `static_012`, or `hybrid_034`. The same id is used to align the layout file, rendered image, and text instruction: | |
| ```plaintext | |
| layout/dynamic_000.yaml | |
| image/dynamic_000.png | |
| text_instruction.json["dynamic_000"] | |
| ``` | |
| --- | |
| ## 3D Asset Specification | |
| Each asset instance contains a `config.yaml` file with the following fields: | |
| | Field | Description | | |
| |---|---| | |
| | `bbox_min/max` | 3D bounding box coordinates of the asset. | | |
| | `part_pcd` | Dictionary mapping semantic part names to point clouds. | | |
| | `h_map` | Semantic height map for interaction reasoning, represented as an array of `[x, y, z]` points. | | |
| | `name` | Unique identifier for the asset instance. | | |
| The asset directory also contains the visual mesh and the physics description: | |
| | File | Description | | |
| |---|---| | |
| | `mesh.obj` | Mesh used for rendering and visualization. | | |
| | `asset.urdf` | Physics and pose configuration used by simulation or interaction environments. | | |
| | `config.yaml` | Geometry and semantic annotations used by layout generation and interaction planning. | | |
| --- | |
| ## Scene Layout Structure | |
| Each layout file describes a multi-object scene. A layout contains a list of object tuples with the following structure: | |
| ```python | |
| [ | |
| (category, name, source_path, position: (x, y), rotation: float), | |
| ... | |
| ] | |
| ``` | |
| Fields: | |
| | Field | Type | Description | | |
| |---|---|---| | |
| | `category` | `str` | Object category, such as `chair`, `bed`, `table`. | | |
| | `name` | `str` | Unique name or identifier of the object instance. | | |
| | `source_path` | `str` | Path to the corresponding 3D asset directory. | | |
| | `position` | `list[float]` | Object placement on the 2D layout plane, represented as `(x, y)`. | | |
| | `rotation` | `float` | Discrete yaw rotation angle in degrees. | | |
| The layout file is the geometric source of the scene. It defines which assets appear in the scene and where they are placed. | |
| --- | |
| ## Top-View Image Renderings | |
| The `image/` directory stores top-view rendered images for the generated layouts. Each image is rendered from a bird's-eye camera and provides a compact visual observation of the corresponding scene arrangement. | |
| Naming convention: | |
| ```plaintext | |
| image/{scene_id}.png | |
| ``` | |
| Example: | |
| ```plaintext | |
| image/dynamic_000.png | |
| ``` | |
| This image corresponds to: | |
| ```plaintext | |
| layout/dynamic_000.yaml | |
| text_instruction.json["dynamic_000"] | |
| ``` | |
| The top-view images are useful for: | |
| - quickly checking whether a generated layout is spatially valid; | |
| - training or evaluating vision-language models on scene-level HOI tasks; | |
| - grounding text instructions in visual scene observations; | |
| - retrieving or filtering layouts by visual structure; | |
| - debugging asset placement, object orientation, and scene composition. | |
| The image should be treated as a rendered observation of the layout rather than a replacement for the layout file. Precise object paths, coordinates, rotations, and asset categories should still be read from `layout/{scene_id}.yaml`. | |
| --- | |
| ## Text Instruction Annotations | |
| The `text_instruction.json` file stores natural-language task instructions for the scenes. It is a JSON dictionary whose keys are scene ids and whose values are instruction strings. | |
| Format: | |
| ```json | |
| { | |
| "dynamic_000": "Arrange the two boxes in suitable spots around the room to tidy up the space.", | |
| "hybrid_000": "Take a moment to sit on the chair, then move the machine closer to the center of the room.", | |
| "static_000": "Take a moment to relax in the chair, then move to the bed for some rest." | |
| } | |
| ``` | |
| Each instruction describes the high-level task goal in natural language. The instruction is intentionally scene-level: it tells the agent what should be achieved, while the detailed object geometry, target locations, semantic parts, and interaction constraints are provided by the layout and interaction plan annotations. | |
| The dataset includes three common task families: | |
| | Prefix | Description | | |
| |---|---| | |
| | `static_*` | Human interaction with static furniture, such as sitting, lying, or resting. | | |
| | `dynamic_*` | Object rearrangement tasks, such as moving boxes or machines to suitable positions. | | |
| | `hybrid_*` | Mixed tasks combining static human-furniture interaction with dynamic object rearrangement. | | |
| --- | |
| ## Interaction Plan Format | |
| Each interaction plan defines a stage of human-object interaction with the following format: | |
| ```json | |
| { | |
| "human_root_target": "object_name(position)", | |
| "object_root_target": "object_name(center)", | |
| "reletive_movement_dynamics": [ | |
| ["pelvis", "seat_surface", "0"], | |
| ["head", "backrest", "1"] ... | |
| ] | |
| } | |
| ``` | |
| Fields: | |
| | Field | Description | | |
| |---|---| | |
| | `human_root_target` | The target location or part of the object that the human is facing or approaching, such as `chair(front)` or `bed(left)`. | | |
| | `object_root_target` | The central or reference part of the object involved in the interaction, usually `object(center)`. | | |
| | `reletive_movement_dynamics` | A list of relative movement dynamics (RMDs) between human joints and object parts. | | |
| Each RMD entry is a triplet: | |
| ```python | |
| [human_joint, object_part, rmd_type_id] | |
| ``` | |
| where `human_joint` can be `pelvis`, `head`, `left_hand`, etc.; `object_part` can be `seat_surface`, `backrest`, `mattress`, etc.; and `rmd_type_id` is a string identifier indicating the interaction phase or relation type. | |
| --- | |
| ## Example Data Item | |
| For `dynamic_000`, the corresponding files are: | |
| ```plaintext | |
| layout/dynamic_000.yaml | |
| image/dynamic_000.png | |
| text_instruction.json["dynamic_000"] | |
| ``` | |
| The text instruction is: | |
| ```plaintext | |
| Arrange the two boxes in suitable spots around the room to tidy up the space. | |
| ``` | |
| A model can use `image/dynamic_000.png` as the top-view visual observation, `text_instruction.json["dynamic_000"]` as the task command, and `layout/dynamic_000.yaml` as the structured scene representation. | |
| --- | |
| ## License and Asset Notice | |
| This dataset is released for non-commercial research use under CC BY-NC-SA 4.0. The dataset-specific annotations, layouts, interaction plans, top-view images, text instructions, and simulation metadata are provided under this license. The included 3D meshes are processed assets derived from 3D-FUTURE / 3D-FRONT and remain subject to the original 3D-FUTURE terms of use. Users should comply with the original asset licenses and cite the corresponding sources when using the 3D assets. | |