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| license: cc-by-4.0 | |
| task_categories: | |
| - image-to-image | |
| tags: | |
| - neural-rendering | |
| - differentiable-rendering | |
| - synthetic-data | |
| - 3d | |
| size_categories: | |
| - 1M<n<10M | |
| configs: | |
| - config_name: main | |
| data_files: | |
| - split: train | |
| path: main/shard-*.tar | |
| - config_name: zoom | |
| data_files: | |
| - split: train | |
| path: zoom/shard-*.tar | |
| - config_name: validation | |
| data_files: | |
| - split: validation | |
| path: validation/shard-*.tar | |
| - config_name: caustic | |
| data_files: | |
| - split: train | |
| path: caustic/shard-*.tar | |
| - config_name: caustic_envmap | |
| data_files: | |
| - split: train | |
| path: caustic_envmap/shard-*.tar | |
| - config_name: caustic_smooth | |
| data_files: | |
| - split: train | |
| path: caustic_smooth/shard-*.tar | |
| - config_name: caustic_envmap_smooth | |
| data_files: | |
| - split: train | |
| path: caustic_envmap_smooth/shard-*.tar | |
| - config_name: test | |
| data_files: | |
| - split: train | |
| path: test/shard-*.tar | |
| # Procgen RenderFormer Dataset | |
| Procedurally generated indoor scenes with ground-truth path-traced renders and | |
| precomputed 3-slat VAE latents, built for training [RenderFormer]-style | |
| neural renderers. Each sample is one scene observed from 14 camera poses along | |
| an orbit. | |
| ## Configs | |
| | Config | Scenes | Samples (scene x frame) | Notes | | |
| |---|---|---|---| | |
| | `main` | ~307,000 | ~4.3 M | primary training set | | |
| | `zoom` | ~84,000 | ~1.2 M | tighter framing variant | | |
| | `validation` | ~1,000 | ~14 K | held-out **assets**, not just held-out scenes | | |
| | `caustic` | ~20,000 | ~62 K | **caustic dielectric dataset** (6,144 SPP Mitsuba GT + 4th material slat: `slat3`) | | |
| | `caustic_envmap` | ~35,600 | ~180 K | **environment-map caustic dataset** (lit by 997 Poly Haven HDRIs with continuous orbit + Qwen-Image VAE latents) | | |
| | `caustic_smooth` | ~20,000 | ~80 K | **curated smooth caustic dataset** (Tier 1 & Tier 2 Easy/Moderate glass pool with clean all-zero slat3 baseline) | | |
| | `caustic_envmap_smooth` | ~20,000 | ~120 K | **curated smooth envmap caustic dataset** (curated smooth pool lit by 997 Poly Haven HDRIs + Qwen-Image VAE) | | |
| | `test` | 997 | ~4 K | **non-caustic point-light test set** (1,024 SPP Mitsuba GT, 4 frames per scene; even split of Cornell box with a moving light, camera trajectory, dolly zoom and walkthrough; standard PBR assets only, `slat3` holds the non-caustic baseline) | | |
| ## Sample layout | |
| This is a [WebDataset]. Each sample carries: | |
| ``` | |
| <key>.000.webp .. <key>.013.webp GT renders, 512x512 uint8 sRGB, lossless WebP | |
| <key>.latents.safetensors coords + per-role feats for all 14 frames | |
| <key>.json scene provenance, camera, lighting, materials | |
| ``` | |
| The latents hold three roles sharing one coordinate grid per frame (a unified-proxy | |
| encode): | |
| | Role | Meaning | | |
| |---|---| | |
| | `shape` | geometry | | |
| | `slat1` | PBR: albedo / metallic / roughness / alpha | | |
| | `slat2` | emissive / normal / occlusion + light flag | | |
| | `slat3` | caustic: $\sigma_t$ (extinction) / IOR / $\xi$ (transmittance) / albedo (scattering) | | |
| Frames are concatenated along the token axis with a `frame_offsets` index rather | |
| than stored separately, so frame `i` is `coords[frame_offsets[i]:frame_offsets[i+1]]`. | |
| Token count varies slightly per frame (~2750) because light proxies are voxelized | |
| in per frame. | |
| ## Loading | |
| ```python | |
| from datasets import load_dataset | |
| ds = load_dataset("eternity304/procgen-renderformer", "validation", split="validation", streaming=True) | |
| sample = next(iter(ds)) | |
| ``` | |
| Fields arrive as raw bytes. Decode them with: | |
| ```python | |
| import io, json | |
| import numpy as np | |
| from PIL import Image | |
| from safetensors.torch import load as st_load | |
| ROLES = ("shape", "slat1", "slat2", "slat3") | |
| def decode(sample): | |
| frames = np.stack([ | |
| np.array(Image.open(io.BytesIO(sample[k])).convert("RGB")) | |
| for k in sorted(k for k in sample if k.endswith(".webp")) | |
| ]) # uint8 [14, 512, 512, 3] | |
| tensors = st_load(sample["latents.safetensors"]) | |
| return frames, tensors, json.loads(sample["json"]) | |
| def frame_latents(tensors, i): | |
| """coords [N,3] int32 and {role: feats [N,32] fp16} for frame i.""" | |
| a, b = tensors["frame_offsets"][i], tensors["frame_offsets"][i + 1] | |
| return tensors["coords"][a:b], {r: tensors[f"{r}_feats"][a:b] for r in ROLES} | |
| ``` | |
| `coords` are integer latent-voxel indices in `[0, latent_grid)` where | |
| `latent_grid = resolution // VAE_SPATIAL_DOWNSAMPLE`. Map them to `[-0.5, 0.5]` | |
| centres at model time. | |
| ## Composed 3D scenes (`test`) | |
| For benchmarking other renderers, `test_assets/` holds every mesh and texture the `test` | |
| scenes use: 1,947 Objaverse GLBs (byte-identical to `allenai/objaverse`) and 624 texture | |
| folders, 9.6 GB, with `manifest.json` listing each file's sha256 and the scenes using it. | |
| Each sample's JSON references them relatively: `assets[].glb_rel` under | |
| `test_assets/objaverse/`, `scene.surfaces[*].dir_rel` under `test_assets/texture_zoo/`. | |
| Compose them with neural-rendering's `export_composed_scenes.py`: | |
| ```bash | |
| hf download eternity304/procgen-renderformer --repo-type dataset \ | |
| --include "test/*" "test_assets/*" --local-dir procgen | |
| python scripts/objaverse/procgen_vae/export_composed_scenes.py \ | |
| --shards 'procgen/test/shard-*.tar' --assets-root procgen/test_assets --out-dir composed | |
| ``` | |
| which writes, per sample: | |
| - `composed/<key>/scene.glb`: the static world-space scene (room + posed assets, PBR | |
| materials, embedded textures), exactly the mesh the VAE encoder voxelized. It is glTF | |
| Y-up: the scene JSON's Z-up world mapped by `(x, y, z) -> (x, z, -y)`, which Blender's | |
| glTF importer undoes, so the per-frame cameras and point lights in the JSON `timeline` | |
| (Z-up) line up with it. Only cameras and lights move between frames. | |
| - `composed/<key>/mitsuba/gtc.json` + meshes + textures (relative paths): the Mitsuba scene | |
| the GT frames were rendered from (`render_diamond_orbit.py --scene .../gtc.json`). | |
| ## Provenance | |
| Scenes compose meshes from **Objaverse-LVIS** with PBR materials from | |
| **PolyHaven**, **ambientCG**, and **cgbookcase** (all CC0). Every scene records | |
| the source asset UIDs under `assets[].uid` in its JSON, so individual renders | |
| remain traceable to their source meshes. | |
| Renders are derivative works of the source meshes. Objaverse licenses are | |
| per-asset and mixed; consult `assets[].uid` against the Objaverse annotations | |
| for the terms covering any particular scene. | |
| ## Generation | |
| Rendered at 64 spp, 512x512, 14 frames per scene at 12 fps, Blender/OpenGL camera | |
| convention. Full generator configuration is embedded per scene under | |
| `generator_config` and `_dataset`. | |
| [RenderFormer]: https://arxiv.org/abs/2505.21925 | |
| [WebDataset]: https://github.com/webdataset/webdataset | |