--- license: cc-by-4.0 task_categories: - image-to-image tags: - neural-rendering - differentiable-rendering - synthetic-data - 3d size_categories: - 1M.000.webp .. .013.webp GT renders, 512x512 uint8 sRGB, lossless WebP .latents.safetensors coords + per-role feats for all 14 frames .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//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//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