Dataset card: meshes and annotations
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README.md
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@@ -9,22 +9,21 @@ tags:
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- language-conditioned
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- 3d
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- meshes
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- point-cloud
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- digital-twin
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size_categories:
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---
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# GraspTwin benchmark scenes
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- 9 scenes, 5 subscenes each (45 subscenes total)
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- 8 household objects per subscene (`scene_8_4` has 10)
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- 10 natural-language tasks per scene, each tied to a target object
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- about
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## Layout
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scene_N_M/ # subscene M = 1..5 (same objects, different arrangement)
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objects.json # names of the objects in the subscene
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target_objects.json # target object per task, index-aligned with ../tasks.json
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boxes.json # 2D box [x1, y1, x2, y2] in
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pointcloud.ply # scene point cloud (xyz, ~1.5M points)
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meshes/
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<object name>.glb # one mesh per object (trimesh export)
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transforms.json # per-object translation, rotation_wxyz, scale
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settle_transforms.json # same, after the objects settle under physics in sim
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obs/
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obs/ # single-view capture: rgb.png, pc.npy, transforms.json
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# (camera intrinsics and camera_to_robot extrinsics)
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lerf_obs/ # 60-frame multi-view capture: images/frame_*.jpg and
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# a nerfstudio-style transforms.json
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validation_obs/ # left.png, right.png (1280x720)
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```
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Object names are the keys used across `objects.json`, `boxes.json`, `transforms.json`
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- language-conditioned
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- 3d
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- meshes
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- digital-twin
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size_categories:
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- n<1K
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---
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# GraspTwin benchmark scenes
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Digital twins of real tabletop scenes for language-conditioned grasping: one
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reconstructed `.glb` mesh per object, the object poses needed to rebuild each scene in
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simulation, and the natural-language tasks with their target objects.
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- 9 scenes, 5 subscenes each (45 subscenes total)
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- 8 household objects per subscene (`scene_8_4` has 10)
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- 10 natural-language tasks per scene, each tied to a target object
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- about 2.6 GB of meshes
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## Layout
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scene_N_M/ # subscene M = 1..5 (same objects, different arrangement)
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objects.json # names of the objects in the subscene
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target_objects.json # target object per task, index-aligned with ../tasks.json
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boxes.json # 2D box [x1, y1, x2, y2] in pixels of the 1920x1080
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# scene capture, per object name
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meshes/
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<object name>.glb # one mesh per object (trimesh export)
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transforms.json # per-object translation, rotation_wxyz, scale
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settle_transforms.json # same, after the objects settle under physics in sim
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```
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Object names are the keys used across `objects.json`, `boxes.json`, `transforms.json`
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