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DiVE — cluttered shelf scenes
Data for DiVE: Learning Decomposed Visibility for Efficient Active Exploration of Cluttered Scenes (CoRL 2026).
- Project page: https://lee-su-yun.github.io/DiVE/
- Code: https://github.com/lee-su-yun/DiVE
- Checkpoints: https://huggingface.co/leesuyun/DiVE
What is here
Cluttered shelf scenes collected in NVIDIA Isaac Sim with YCB objects. Each scene holds 5 pushes;
each push holds the pre-push state and 20 candidate post-push states, observed from 98 candidate
viewpoints on a 7x14 grid. The voxel grid is (D, H, W) = (60, 120, 80) at 5 mm.
scenes/low/{scene}.tar.zst 320 low-occlusion scenes
scenes/high/{scene}.tar.zst 320 high-occlusion scenes
scenes/{split}/fallen_log.txt objects that fell during a push
scenes/{split}/tipped_log.txt objects that tipped over
test/low_occlusion_test_v1.tar.zst 100 held-out evaluation episodes
Each archive expands to one scene directory:
{scene}/
├── episode_log.txt
└── push_{1..5}/
├── camera_poses.npz 98 candidate camera poses
├── pre_occ.npz per-view occupancy, stacked
├── pre_semantic_occ.npz per-view semantic labels
├── pre_gt.npz ground-truth occupancy
├── semantic_map.npz ground-truth semantics
└── post_{00..19}/ the same, after executing candidate push NN
├── occ.npz
├── post_semantic_occ.npz
├── gt.npz
└── action.npz push parameters and swept volume
What is not here, and why
These archives hold what the simulator wrote. Everything the training pipeline needs on top of it is derived, and the code regenerates it bit-identically:
| Not included | Regenerated by |
|---|---|
per-view pre_occ/*.npz, post_occ/*.npz |
preprocessing/visibility/data_preprocessing.py |
pre_ray_casting.npy, post_ray_casting.npy |
preprocessing/visibility/making_ray_casting_per_view.py |
push_visibility_all_marginal.npy (the push-resolvable target) |
preprocessing/visibility/making_push_visibility_per_view_all_marginal.py |
ua_reward_dataset, ub_reward_dataset |
preprocessing/reward_dataset/UAB_reward_generate_gt.py |
Regeneration takes about 80 seconds per scene on 32 cores, and shrinks the download from roughly 1.1 TB to 169 GB. RGB-D frames and 2D semantic masks are also left out: no training or preprocessing step reads them, and they do not compress.
Usage
# one scene
huggingface-cli download leesuyun/DiVE-data scenes/low/000000000.tar.zst \
--repo-type dataset --local-dir .
mkdir -p data_root && tar -I zstd -xf scenes/low/000000000.tar.zst -C data_root
# everything
huggingface-cli download leesuyun/DiVE-data --repo-type dataset --local-dir dive_data
Then unpack every archive of a split into one directory, put that split's fallen_log.txt and
tipped_log.txt at its root, and run the preprocessing:
bash preprocessing/visibility/preprocessing_run_all.sh data_root
Citation
@inproceedings{lee2026dive,
title = {Learning Decomposed Visibility for Efficient Active Exploration of Cluttered Scenes},
author = {Lee, Suyun and Choi, Minsoo and Gong, Jihwan and Nam, Unghui and Bae, Minji and Shim, Byonghyo},
booktitle = {Conference on Robot Learning (CoRL)},
year = {2026},
}
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