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BallRoller/ctrl
BallRoller
ctrl
core
core
ball
[ "wmeval_lite_v1" ]
[ "lpips", "action_controllability", "environment_object_consistency", "kinematics_mechanics" ]
third_person
Starting world must match the supplied BallRoller sketch frame: a compact square arena with a flat blue-gray floor, low white walls, and a fixed side-table camera looking diagonally across the arena. The player is a smooth white ball staged close to a tight rack of billiard-style balls so an immediate collision is plau...
BallRoller/ctrl
cases/BallRoller/ctrl/reference/reference.mp4
cases/BallRoller/ctrl/reference/reference.mp4
cases/BallRoller/ctrl/reference/artifacts/trajectory.yaml
none
unity_rendered
BeamDomino/causal
BeamDomino
causal
core
core
rolling_ball
[ "wmeval_lite_v1" ]
[ "lpips", "action_controllability", "physical_causality" ]
third_person
Starting world must match the BeamDomino Unity scene from a third-person follow camera: a blue controllable ball on the floor in the foreground, a small three-pillar structure with a triangular roof directly ahead, a gold ball resting on top of the roof, and a radial ring of dominoes arranged around the structure beyon...
BeamDomino/causal
cases/BeamDomino/causal/reference/reference.mp4
cases/BeamDomino/causal/reference/reference.mp4
cases/BeamDomino/causal/reference/artifacts/trajectory.yaml
beamdomino_native
unity_rendered
BeamDomino/causal_direct_strike
BeamDomino
causal_direct_strike
core
core
rolling_ball
[ "wmeval_lite_v1" ]
[ "physical_causality" ]
third_person
Starting world must match the BeamDomino Unity scene from a third-person follow camera: a blue controllable ball on the floor in the foreground, a small three-pillar structure with a triangular roof directly ahead, a gold ball resting on top of the roof, and a radial ring of dominoes arranged around the structure beyon...
BeamDomino/causal_direct_strike
cases/BeamDomino/causal_direct_strike/reference/reference.mp4
cases/BeamDomino/causal_direct_strike/reference/reference.mp4
cases/BeamDomino/causal_direct_strike/reference/artifacts/trajectory.yaml
beamdomino_native
unity_rendered
BeamDomino/causal_glancing
BeamDomino
causal_glancing
core
core
rolling_ball
[ "wmeval_lite_v1" ]
[ "physical_causality" ]
third_person
Starting world must match the BeamDomino Unity scene from a third-person follow camera: a blue controllable ball on the floor in the foreground, a small three-pillar structure with a triangular roof directly ahead, a gold ball resting on top of the roof, and a radial ring of dominoes arranged around the structure beyon...
BeamDomino/causal_glancing
cases/BeamDomino/causal_glancing/reference/reference.mp4
cases/BeamDomino/causal_glancing/reference/reference.mp4
cases/BeamDomino/causal_glancing/reference/artifacts/trajectory.yaml
beamdomino_native
unity_rendered
BilliardGame/kinematics_first
BilliardGame
kinematics_first
core
core
cue_ball
[ "wmeval_lite_v1" ]
[ "kinematics_mechanics" ]
first_person
A first-person ball-level view across a carom-billiard table with a white controllable cue ball, a yellow ball, and a red ball. WASD directly controls the white ball; keep the camera following the ball and preserve collisions with the other balls and rails.
BilliardGame/kinematics_first
cases/BilliardGame/kinematics_first/reference/reference.mp4
cases/BilliardGame/kinematics_first/reference/ref.png
cases/BilliardGame/kinematics_first/reference/artifacts/trajectory.yaml
match_reference
unity_rendered
BilliardGame/scene_360_in
BilliardGame
scene_360_in
core
core
camera
[ "wmeval_lite_v1" ]
[ "environment_object_consistency" ]
third_person
A carom-billiard table contains a white cue ball, a yellow ball, and a red ball on dark gray felt bordered by light rails with diamond sight markers. The white cue ball is the persistent target object. The initial Unity conditioning view is inward-facing toward the scene's designated target objects and anchors. From th...
BilliardGame/scene_360_in
cases/BilliardGame/scene_360_in/reference/reference.mp4
cases/BilliardGame/scene_360_in/reference/ref.png
cases/BilliardGame/scene_360_in/reference/artifacts/trajectory.yaml
match_reference
unity_rendered
BilliardGame/scene_360_out
BilliardGame
scene_360_out
core
core
camera
[ "wmeval_lite_v1" ]
[ "environment_object_consistency" ]
third_person
A carom-billiard table contains a white cue ball, a yellow ball, and a red ball on dark gray felt bordered by light rails with diamond sight markers. The white cue ball is the persistent target object. The initial Unity conditioning view is outward-facing away from the scene's designated target objects and anchors. Fro...
BilliardGame/scene_360_out
cases/BilliardGame/scene_360_out/reference/reference.mp4
cases/BilliardGame/scene_360_out/reference/ref.png
cases/BilliardGame/scene_360_out/reference/artifacts/trajectory.yaml
match_reference
unity_rendered
BilliardGame/scene_perturb_in
BilliardGame
scene_perturb_in
core
core
camera
[ "wmeval_lite_v1" ]
[ "environment_object_consistency" ]
third_person
A carom-billiard table contains a white cue ball, a yellow ball, and a red ball on dark gray felt bordered by light rails with diamond sight markers. The white cue ball is the persistent target object. The initial Unity conditioning view is inward-facing toward the scene's designated target objects and anchors. From th...
BilliardGame/scene_perturb_in
cases/BilliardGame/scene_perturb_in/reference/reference.mp4
cases/BilliardGame/scene_perturb_in/reference/ref.png
cases/BilliardGame/scene_perturb_in/reference/artifacts/trajectory.yaml
match_reference
unity_rendered
BilliardGame/scene_perturb_out
BilliardGame
scene_perturb_out
core
core
camera
[ "wmeval_lite_v1" ]
[ "environment_object_consistency" ]
third_person
A carom-billiard table contains a white cue ball, a yellow ball, and a red ball on dark gray felt bordered by light rails with diamond sight markers. The white cue ball is the persistent target object. The initial Unity conditioning view is outward-facing away from the scene's designated target objects and anchors. Fro...
BilliardGame/scene_perturb_out
cases/BilliardGame/scene_perturb_out/reference/reference.mp4
cases/BilliardGame/scene_perturb_out/reference/ref.png
cases/BilliardGame/scene_perturb_out/reference/artifacts/trajectory.yaml
match_reference
unity_rendered
ChessBoard/prompt_first
ChessBoard
prompt_first
core
core
camera
[ "wmeval_lite_v1" ]
[ "prompt_scene_consistency" ]
first_person
A surreal, clean, high-contrast chess environment. The ground is a giant black-and-white chessboard under a flat gray sky. Oversized glossy black and white chess pieces surround the board. A large reflective chrome sphere stands near the center as a key landmark. Bright overhead lighting. First person view.
ChessBoard/prompt_first
cases/ChessBoard/prompt_first/reference/unity_groundtruth.mp4
cases/ChessBoard/prompt_first/reference/ref.png
cases/ChessBoard/prompt_first/reference/artifacts/trajectory.yaml
none
unity_rendered
ChessBoard/prompt_third
ChessBoard
prompt_third
core
core
camera
[ "wmeval_lite_v1" ]
[ "prompt_scene_consistency" ]
third_person
A surreal, clean, high-contrast chess environment. The ground is a giant black-and-white chessboard under a flat gray sky. Oversized glossy black and white chess pieces surround the board. A large reflective chrome sphere stands near the center as a key landmark. A gray humanoid mannequin is standing in the chessboard ...
ChessBoard/prompt_third
cases/ChessBoard/prompt_third/reference/unity_groundtruth.mp4
cases/ChessBoard/prompt_third/reference/ref.png
cases/ChessBoard/prompt_third/reference/artifacts/trajectory.yaml
none
unity_rendered
ChessBoard/walk_third
ChessBoard
walk_third
core
core
character
[ "wmeval_lite_v1" ]
[ "environment_object_consistency" ]
third_person
A row of large glossy chess-piece statues (black and white pieces plus gold, copper-metal, and marble-finished king statues) standing on a raised platform, with a large reflective chrome/glass sphere near the center as a distinct landmark. A gray humanoid mannequin character walks and jogs along the platform in third-p...
ChessBoard/walk_third
cases/ChessBoard/walk_third/reference/unity_groundtruth.mp4
cases/ChessBoard/walk_third/reference/ref.png
cases/ChessBoard/walk_third/reference/artifacts/trajectory.yaml
none
unity_rendered
LiquidContainer/fluid_chirp_strafe
LiquidContainer
fluid_chirp_strafe
core
core
liquid_container
[ "wmeval_lite_v1" ]
[ "lpips", "fluid_mechanics" ]
third_person
A photorealistic outdoor daytime scene. The viewpoint is roughly at waist height, with a slight low-angle pitch, framing a single object at the center. The ground is a large flat checkerboard tile floor extending to the horizon, alternating light-grey and dark-grey squares; each tile is stamped with a small colored cro...
LiquidContainer/fluid_chirp_strafe
cases/LiquidContainer/fluid_chirp_strafe/reference/reference.mp4
cases/LiquidContainer/fluid_chirp_strafe/reference/reference.mp4
cases/LiquidContainer/fluid_chirp_strafe/reference/artifacts/trajectory.yaml
liquid_832x464_16fps
unity_rendered
LiquidContainer/fluid_impulse_decay
LiquidContainer
fluid_impulse_decay
core
core
liquid_container
[ "wmeval_lite_v1" ]
[ "lpips", "fluid_mechanics" ]
third_person
A photorealistic outdoor daytime scene. The viewpoint is roughly at waist height, with a slight low-angle pitch, framing a single object at the center. The ground is a large flat checkerboard tile floor extending to the horizon, alternating light-grey and dark-grey squares; each tile is stamped with a small colored cro...
LiquidContainer/fluid_impulse_decay
cases/LiquidContainer/fluid_impulse_decay/reference/reference.mp4
cases/LiquidContainer/fluid_impulse_decay/reference/reference.mp4
cases/LiquidContainer/fluid_impulse_decay/reference/artifacts/trajectory.yaml
liquid_832x464_16fps
unity_rendered
LiquidContainer/fluid_rest
LiquidContainer
fluid_rest
core
core
liquid_container
[ "wmeval_lite_v1" ]
[ "lpips", "fluid_mechanics" ]
third_person
A photorealistic outdoor daytime scene. The viewpoint is roughly at waist height, with a slight low-angle pitch, framing a single object at the center. The ground is a large flat checkerboard tile floor extending to the horizon, alternating light-grey and dark-grey squares; each tile is stamped with a small colored cro...
LiquidContainer/fluid_rest
cases/LiquidContainer/fluid_rest/reference/reference.mp4
cases/LiquidContainer/fluid_rest/reference/reference.mp4
cases/LiquidContainer/fluid_rest/reference/artifacts/trajectory.yaml
liquid_832x464_16fps
unity_rendered
LiquidContainer/fluid_step_hold
LiquidContainer
fluid_step_hold
core
core
liquid_container
[ "wmeval_lite_v1" ]
[ "lpips", "fluid_mechanics" ]
third_person
A photorealistic outdoor daytime scene. The viewpoint is roughly at waist height, with a slight low-angle pitch, framing a single object at the center. The ground is a large flat checkerboard tile floor extending to the horizon, alternating light-grey and dark-grey squares; each tile is stamped with a small colored cro...
LiquidContainer/fluid_step_hold
cases/LiquidContainer/fluid_step_hold/reference/reference.mp4
cases/LiquidContainer/fluid_step_hold/reference/reference.mp4
cases/LiquidContainer/fluid_step_hold/reference/artifacts/trajectory.yaml
liquid_832x464_16fps
unity_rendered
MirrorRollingBall/lpips_collision
MirrorRollingBall
lpips_collision
core
core
ball
[ "wmeval_lite_v1" ]
[ "lpips", "action_controllability" ]
third_person
Starting world must match this layout: low camera near a flat light gray floor. Center foreground: one highly reflective chrome mirror ball (the player). Surrounding it, a grid of many glossy yellow spheres stretching into the distance with alleys between rows. Strong light from upper right; soft shadows toward lower l...
MirrorRollingBall/lpips_collision
cases/MirrorRollingBall/lpips_collision/reference/reference.mp4
cases/MirrorRollingBall/lpips_collision/reference/reference.mp4
cases/MirrorRollingBall/lpips_collision/reference/artifacts/trajectory.yaml
none
unity_rendered
MirrorRollingBall/prompt_first
MirrorRollingBall
prompt_first
core
core
camera
[ "wmeval_lite_v1" ]
[ "prompt_scene_consistency" ]
first_person
A flat, light-colored ground populated with many large, glossy yellow spheres arranged in a regular grid-like pattern, appearing roughly evenly spaced across the surface. The scene is enclosed by low gray boundary walls. Bright daylight produces clear cast shadows. The environment is clean and simple. The character is ...
MirrorRollingBall/prompt_first
cases/MirrorRollingBall/prompt_first/reference/unity_groundtruth.mp4
cases/MirrorRollingBall/prompt_first/reference/ref.png
cases/MirrorRollingBall/prompt_first/reference/artifacts/trajectory.yaml
none
unity_rendered
MirrorRollingBall/prompt_third
MirrorRollingBall
prompt_third
core
core
camera
[ "wmeval_lite_v1" ]
[ "prompt_scene_consistency" ]
third_person
A flat, light-colored ground populated with many large, glossy yellow spheres arranged in a regular grid-like pattern, appearing roughly evenly spaced across the surface. A single highly reflective chrome sphere stands near the center as a distinct central landmark. The scene is enclosed by low gray boundary walls. Bri...
MirrorRollingBall/prompt_third
cases/MirrorRollingBall/prompt_third/reference/unity_groundtruth.mp4
cases/MirrorRollingBall/prompt_third/reference/ref.png
cases/MirrorRollingBall/prompt_third/reference/artifacts/trajectory.yaml
none
unity_rendered
MirrorRollingBall/scene_360_in
MirrorRollingBall
scene_360_in
core
core
camera
[ "wmeval_lite_v1" ]
[ "environment_object_consistency" ]
third_person
A third-person view of a reflective chrome sphere among many glossy yellow spheres on a light-colored ground enclosed by low gray walls in bright daylight. The chrome sphere is the persistent target character. The initial Unity conditioning view is inward-facing toward the scene's designated target objects and anchors....
MirrorRollingBall/scene_360_in
cases/MirrorRollingBall/scene_360_in/reference/reference.mp4
cases/MirrorRollingBall/scene_360_in/reference/ref.png
cases/MirrorRollingBall/scene_360_in/reference/artifacts/trajectory.yaml
match_reference
unity_rendered
MirrorRollingBall/scene_360_out
MirrorRollingBall
scene_360_out
core
core
camera
[ "wmeval_lite_v1" ]
[ "environment_object_consistency" ]
third_person
A third-person view of a reflective chrome sphere among many glossy yellow spheres on a light-colored ground enclosed by low gray walls in bright daylight. The chrome sphere is the persistent target character. The initial Unity conditioning view is outward-facing away from the scene's designated target objects and anch...
MirrorRollingBall/scene_360_out
cases/MirrorRollingBall/scene_360_out/reference/reference.mp4
cases/MirrorRollingBall/scene_360_out/reference/ref.png
cases/MirrorRollingBall/scene_360_out/reference/artifacts/trajectory.yaml
match_reference
unity_rendered
MirrorRollingBall/scene_perturb_in
MirrorRollingBall
scene_perturb_in
core
core
camera
[ "wmeval_lite_v1" ]
[ "environment_object_consistency" ]
third_person
A third-person view of a reflective chrome sphere among many glossy yellow spheres on a light-colored ground enclosed by low gray walls in bright daylight. The chrome sphere is the persistent target character. The initial Unity conditioning view is inward-facing toward the scene's designated target objects and anchors....
MirrorRollingBall/scene_perturb_in
cases/MirrorRollingBall/scene_perturb_in/reference/reference.mp4
cases/MirrorRollingBall/scene_perturb_in/reference/ref.png
cases/MirrorRollingBall/scene_perturb_in/reference/artifacts/trajectory.yaml
match_reference
unity_rendered
MirrorRollingBall/scene_perturb_out
MirrorRollingBall
scene_perturb_out
core
core
camera
[ "wmeval_lite_v1" ]
[ "environment_object_consistency" ]
third_person
A third-person view of a reflective chrome sphere among many glossy yellow spheres on a light-colored ground enclosed by low gray walls in bright daylight. The chrome sphere is the persistent target character. The initial Unity conditioning view is outward-facing away from the scene's designated target objects and anch...
MirrorRollingBall/scene_perturb_out
cases/MirrorRollingBall/scene_perturb_out/reference/reference.mp4
cases/MirrorRollingBall/scene_perturb_out/reference/ref.png
cases/MirrorRollingBall/scene_perturb_out/reference/artifacts/trajectory.yaml
match_reference
unity_rendered
RacingCar/kinematics_third
RacingCar
kinematics_third
core
core
ego_vehicle
[ "wmeval_lite_v1" ]
[ "kinematics_mechanics" ]
third_person
A very wide, straight highway under a clear blue sky, with dark roadside barriers, green grass, and long rows of tall trees on both sides. The road begins abruptly at a starting point, with no ground behind it—only open sky, as if the road is suspended in space. A yellow sports car with two black racing stripes is park...
RacingCar/kinematics_third
cases/RacingCar/kinematics_third/reference/reference.mp4
cases/RacingCar/kinematics_third/reference/ref.png
cases/RacingCar/kinematics_third/reference/artifacts/trajectory.yaml
match_reference
unity_rendered
RacingCar/prompt_first
RacingCar
prompt_first
core
core
camera
[ "wmeval_lite_v1" ]
[ "prompt_scene_consistency" ]
first_person
A very wide, straight highway under a clear blue sky, with dark roadside barriers, green grass, and long symmetrical rows of tall trees on both sides. The road begins abruptly at a starting point, with no ground behind it—only open sky, as if the road is suspended in space. Bright daytime lighting, clean and minimal en...
RacingCar/prompt_first
cases/RacingCar/prompt_first/reference/unity_groundtruth.mp4
cases/RacingCar/prompt_first/reference/ref.png
cases/RacingCar/prompt_first/reference/artifacts/trajectory.yaml
none
unity_rendered
RacingCar/prompt_third
RacingCar
prompt_third
core
core
camera
[ "wmeval_lite_v1" ]
[ "prompt_scene_consistency", "environment_object_consistency" ]
third_person
A very wide, straight highway under a clear blue sky, with dark roadside barriers, green grass, and long rows of tall trees on both sides. The road begins abruptly at a starting point, with no ground behind it—only open sky, as if the road is suspended in space. A yellow sports car with two black racing stripes is park...
RacingCar/prompt_third
cases/RacingCar/prompt_third/reference/unity_groundtruth.mp4
cases/RacingCar/prompt_third/reference/ref.png
cases/RacingCar/prompt_third/reference/artifacts/trajectory.yaml
none
unity_rendered
SunRisesAndSets/lighting
SunRisesAndSets
lighting
core
core
null
[ "wmeval_lite_v1" ]
[ "lighting_shading" ]
first_person
First-person viewpoint at standing adult eye height, approximately 1.6 metres above the floor. No body, hands, or held items are visible in frame. The viewer walks slowly and steadily counter-clockwise around a wooden round dining table at a constant 2-metre radius from the table centre, completing one full loop over t...
SunRisesAndSets/lighting
cases/SunRisesAndSets/lighting/reference/unity_orbit.mp4
cases/SunRisesAndSets/lighting/reference/ref.png
cases/SunRisesAndSets/lighting/reference/artifacts/trajectory.yaml
none
unity_rendered
WanderingGarden/scene_360_in
WanderingGarden
scene_360_in
core
core
camera
[ "wmeval_lite_v1" ]
[ "environment_object_consistency" ]
first_person
A first-person view from a fixed standing position on the small bridge in a traditional Japanese garden courtyard, initially facing the main cherry tree. Two stone garden lanterns and foreground and background rockery ornaments serve as persistent spatial anchors. Warm architectural and garden lighting illuminates the ...
WanderingGarden/scene_360_in
cases/WanderingGarden/scene_360_in/reference/reference.mp4
cases/WanderingGarden/scene_360_in/reference/ref.png
cases/WanderingGarden/scene_360_in/reference/artifacts/trajectory.yaml
match_reference
unity_rendered
WanderingGarden/scene_360_out
WanderingGarden
scene_360_out
core
core
camera
[ "wmeval_lite_v1" ]
[ "environment_object_consistency" ]
first_person
A first-person view from a fixed standing position on the small bridge in a traditional Japanese garden courtyard, initially facing the main cherry tree. Two stone garden lanterns and foreground and background rockery ornaments serve as persistent spatial anchors. Warm architectural and garden lighting illuminates the ...
WanderingGarden/scene_360_out
cases/WanderingGarden/scene_360_out/reference/reference.mp4
cases/WanderingGarden/scene_360_out/reference/ref.png
cases/WanderingGarden/scene_360_out/reference/artifacts/trajectory.yaml
match_reference
unity_rendered
WanderingGarden/scene_first
WanderingGarden
scene_first
core
core
camera
[ "wmeval_lite_v1" ]
[ "environment_object_consistency" ]
first_person
A first-person view inside a traditional Japanese-style building looking out through an open sliding door onto a wandering garden courtyard. A single cherry tree stands directly ahead beyond the doorway, flanked by low stone garden lanterns and landscaping rocks along a stone-walkway courtyard. Warm interior lantern li...
WanderingGarden/scene_first
cases/WanderingGarden/scene_first/reference/reference.mp4
cases/WanderingGarden/scene_first/reference/ref.png
cases/WanderingGarden/scene_first/reference/artifacts/trajectory.yaml
none
unity_rendered
WanderingGarden/scene_perturb_in
WanderingGarden
scene_perturb_in
core
core
camera
[ "wmeval_lite_v1" ]
[ "environment_object_consistency" ]
first_person
A first-person view from a fixed standing position on the small bridge in a traditional Japanese garden courtyard, initially facing the main cherry tree. Two stone garden lanterns and foreground and background rockery ornaments serve as persistent spatial anchors. Warm architectural and garden lighting illuminates the ...
WanderingGarden/scene_perturb_in
cases/WanderingGarden/scene_perturb_in/reference/reference.mp4
cases/WanderingGarden/scene_perturb_in/reference/ref.png
cases/WanderingGarden/scene_perturb_in/reference/artifacts/trajectory.yaml
match_reference
unity_rendered
WanderingGarden/scene_perturb_out
WanderingGarden
scene_perturb_out
core
core
camera
[ "wmeval_lite_v1" ]
[ "environment_object_consistency" ]
first_person
A first-person view from a fixed standing position on the small bridge in a traditional Japanese garden courtyard, initially facing the main cherry tree. Two stone garden lanterns and foreground and background rockery ornaments serve as persistent spatial anchors. Warm architectural and garden lighting illuminates the ...
WanderingGarden/scene_perturb_out
cases/WanderingGarden/scene_perturb_out/reference/reference.mp4
cases/WanderingGarden/scene_perturb_out/reference/ref.png
cases/WanderingGarden/scene_perturb_out/reference/artifacts/trajectory.yaml
match_reference
unity_rendered
synthetic/camera_yaw/WanderingGarden__scene_360_in/s00_look_back
WanderingGarden
s00_look_back
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
first_person
A first-person view from a fixed standing position on the small bridge in a traditional Japanese garden courtyard, initially facing the main cherry tree. Two stone garden lanterns and foreground and background rockery ornaments serve as persistent spatial anchors. Warm architectural and garden lighting illuminates the ...
WanderingGarden/scene_360_in
synthetic/camera_yaw/WanderingGarden__scene_360_in/s00_look_back/reference/reference.mp4
cases/WanderingGarden/scene_360_in/reference/ref.png
synthetic/camera_yaw/WanderingGarden__scene_360_in/s00_look_back/trajectory.yaml
match_reference
unity_rendered
synthetic/camera_yaw/WanderingGarden__scene_360_out/s01_turn
WanderingGarden
s01_turn
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
first_person
A first-person view from a fixed standing position on the small bridge in a traditional Japanese garden courtyard, initially facing the main cherry tree. Two stone garden lanterns and foreground and background rockery ornaments serve as persistent spatial anchors. Warm architectural and garden lighting illuminates the ...
WanderingGarden/scene_360_out
synthetic/camera_yaw/WanderingGarden__scene_360_out/s01_turn/reference/reference.mp4
cases/WanderingGarden/scene_360_out/reference/ref.png
synthetic/camera_yaw/WanderingGarden__scene_360_out/s01_turn/trajectory.yaml
match_reference
unity_rendered
synthetic/camera_yaw/BilliardGame__scene_360_in/s02_sweep
BilliardGame
s02_sweep
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
third_person
A carom-billiard table contains a white cue ball, a yellow ball, and a red ball on dark gray felt bordered by light rails with diamond sight markers. The white cue ball is the persistent target object. The initial Unity conditioning view is inward-facing toward the scene's designated target objects and anchors. From t...
BilliardGame/scene_360_in
synthetic/camera_yaw/BilliardGame__scene_360_in/s02_sweep/reference/reference.mp4
cases/BilliardGame/scene_360_in/reference/ref.png
synthetic/camera_yaw/BilliardGame__scene_360_in/s02_sweep/trajectory.yaml
match_reference
unity_rendered
synthetic/camera_yaw/MirrorRollingBall__prompt_first/s03_sweep
MirrorRollingBall
s03_sweep
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
first_person
A flat, light-colored ground populated with many large, glossy yellow spheres arranged in a regular grid-like pattern, appearing roughly evenly spaced across the surface. The scene is enclosed by low gray boundary walls. Bright daylight produces clear cast shadows. The environment is clean and simple. The character is ...
MirrorRollingBall/prompt_first
synthetic/camera_yaw/MirrorRollingBall__prompt_first/s03_sweep/reference/reference.mp4
cases/MirrorRollingBall/prompt_first/reference/ref.png
synthetic/camera_yaw/MirrorRollingBall__prompt_first/s03_sweep/trajectory.yaml
none
unity_rendered
synthetic/camera_yaw/MirrorRollingBall__prompt_third/s04_turn
MirrorRollingBall
s04_turn
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
third_person
A flat, light-colored ground populated with many large, glossy yellow spheres arranged in a regular grid-like pattern, appearing roughly evenly spaced across the surface. A single highly reflective chrome sphere stands near the center as a distinct central landmark. The scene is enclosed by low gray boundary walls. Bri...
MirrorRollingBall/prompt_third
synthetic/camera_yaw/MirrorRollingBall__prompt_third/s04_turn/reference/reference.mp4
cases/MirrorRollingBall/prompt_third/reference/ref.png
synthetic/camera_yaw/MirrorRollingBall__prompt_third/s04_turn/trajectory.yaml
none
unity_rendered
synthetic/camera_yaw/ChessBoard__prompt_first/s05_sweep
ChessBoard
s05_sweep
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
first_person
A surreal, clean, high-contrast chess environment. The ground is a giant black-and-white chessboard under a flat gray sky. Oversized glossy black and white chess pieces surround the board. A large reflective chrome sphere stands near the center as a key landmark. Bright overhead lighting. First person view. From this ...
ChessBoard/prompt_first
synthetic/camera_yaw/ChessBoard__prompt_first/s05_sweep/reference/reference.mp4
cases/ChessBoard/prompt_first/reference/ref.png
synthetic/camera_yaw/ChessBoard__prompt_first/s05_sweep/trajectory.yaml
none
unity_rendered
synthetic/camera_yaw/ChessBoard__prompt_third/s06_turn
ChessBoard
s06_turn
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
third_person
A surreal, clean, high-contrast chess environment. The ground is a giant black-and-white chessboard under a flat gray sky. Oversized glossy black and white chess pieces surround the board. A large reflective chrome sphere stands near the center as a key landmark. A gray humanoid mannequin is standing in the chessboard ...
ChessBoard/prompt_third
synthetic/camera_yaw/ChessBoard__prompt_third/s06_turn/reference/reference.mp4
cases/ChessBoard/prompt_third/reference/ref.png
synthetic/camera_yaw/ChessBoard__prompt_third/s06_turn/trajectory.yaml
none
unity_rendered
synthetic/camera_yaw/RacingCar__prompt_first/s07_hold_turn
RacingCar
s07_hold_turn
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
first_person
A very wide, straight highway under a clear blue sky, with dark roadside barriers, green grass, and long symmetrical rows of tall trees on both sides. The road begins abruptly at a starting point, with no ground behind it—only open sky, as if the road is suspended in space. Bright daytime lighting, clean and minimal en...
RacingCar/prompt_first
synthetic/camera_yaw/RacingCar__prompt_first/s07_hold_turn/reference/reference.mp4
cases/RacingCar/prompt_first/reference/ref.png
synthetic/camera_yaw/RacingCar__prompt_first/s07_hold_turn/trajectory.yaml
none
unity_rendered
synthetic/camera_yaw/RacingCar__prompt_third/s08_look_back_turn
RacingCar
s08_look_back_turn
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
third_person
A very wide, straight highway under a clear blue sky, with dark roadside barriers, green grass, and long rows of tall trees on both sides. The road begins abruptly at a starting point, with no ground behind it—only open sky, as if the road is suspended in space. A yellow sports car with two black racing stripes is park...
RacingCar/prompt_third
synthetic/camera_yaw/RacingCar__prompt_third/s08_look_back_turn/reference/reference.mp4
cases/RacingCar/prompt_third/reference/ref.png
synthetic/camera_yaw/RacingCar__prompt_third/s08_look_back_turn/trajectory.yaml
none
unity_rendered
synthetic/camera_yaw/WanderingGarden__scene_360_in/s09_hold_look_back
WanderingGarden
s09_hold_look_back
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
first_person
A first-person view from a fixed standing position on the small bridge in a traditional Japanese garden courtyard, initially facing the main cherry tree. Two stone garden lanterns and foreground and background rockery ornaments serve as persistent spatial anchors. Warm architectural and garden lighting illuminates the ...
WanderingGarden/scene_360_in
synthetic/camera_yaw/WanderingGarden__scene_360_in/s09_hold_look_back/reference/reference.mp4
cases/WanderingGarden/scene_360_in/reference/ref.png
synthetic/camera_yaw/WanderingGarden__scene_360_in/s09_hold_look_back/trajectory.yaml
match_reference
unity_rendered
synthetic/camera_yaw/WanderingGarden__scene_360_out/s10_sweep
WanderingGarden
s10_sweep
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
first_person
A first-person view from a fixed standing position on the small bridge in a traditional Japanese garden courtyard, initially facing the main cherry tree. Two stone garden lanterns and foreground and background rockery ornaments serve as persistent spatial anchors. Warm architectural and garden lighting illuminates the ...
WanderingGarden/scene_360_out
synthetic/camera_yaw/WanderingGarden__scene_360_out/s10_sweep/reference/reference.mp4
cases/WanderingGarden/scene_360_out/reference/ref.png
synthetic/camera_yaw/WanderingGarden__scene_360_out/s10_sweep/trajectory.yaml
match_reference
unity_rendered
synthetic/camera_yaw/BilliardGame__scene_360_in/s11_hold_look_back
BilliardGame
s11_hold_look_back
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
third_person
A carom-billiard table contains a white cue ball, a yellow ball, and a red ball on dark gray felt bordered by light rails with diamond sight markers. The white cue ball is the persistent target object. The initial Unity conditioning view is inward-facing toward the scene's designated target objects and anchors. From t...
BilliardGame/scene_360_in
synthetic/camera_yaw/BilliardGame__scene_360_in/s11_hold_look_back/reference/reference.mp4
cases/BilliardGame/scene_360_in/reference/ref.png
synthetic/camera_yaw/BilliardGame__scene_360_in/s11_hold_look_back/trajectory.yaml
match_reference
unity_rendered
synthetic/camera_yaw/MirrorRollingBall__prompt_first/s12_hold_look_back
MirrorRollingBall
s12_hold_look_back
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
first_person
A flat, light-colored ground populated with many large, glossy yellow spheres arranged in a regular grid-like pattern, appearing roughly evenly spaced across the surface. The scene is enclosed by low gray boundary walls. Bright daylight produces clear cast shadows. The environment is clean and simple. The character is ...
MirrorRollingBall/prompt_first
synthetic/camera_yaw/MirrorRollingBall__prompt_first/s12_hold_look_back/reference/reference.mp4
cases/MirrorRollingBall/prompt_first/reference/ref.png
synthetic/camera_yaw/MirrorRollingBall__prompt_first/s12_hold_look_back/trajectory.yaml
none
unity_rendered
synthetic/camera_yaw/MirrorRollingBall__prompt_third/s13_sweep_look_back
MirrorRollingBall
s13_sweep_look_back
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
third_person
A flat, light-colored ground populated with many large, glossy yellow spheres arranged in a regular grid-like pattern, appearing roughly evenly spaced across the surface. A single highly reflective chrome sphere stands near the center as a distinct central landmark. The scene is enclosed by low gray boundary walls. Bri...
MirrorRollingBall/prompt_third
synthetic/camera_yaw/MirrorRollingBall__prompt_third/s13_sweep_look_back/reference/reference.mp4
cases/MirrorRollingBall/prompt_third/reference/ref.png
synthetic/camera_yaw/MirrorRollingBall__prompt_third/s13_sweep_look_back/trajectory.yaml
none
unity_rendered
synthetic/camera_yaw/ChessBoard__prompt_first/s14_turn
ChessBoard
s14_turn
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
first_person
A surreal, clean, high-contrast chess environment. The ground is a giant black-and-white chessboard under a flat gray sky. Oversized glossy black and white chess pieces surround the board. A large reflective chrome sphere stands near the center as a key landmark. Bright overhead lighting. First person view. From this ...
ChessBoard/prompt_first
synthetic/camera_yaw/ChessBoard__prompt_first/s14_turn/reference/reference.mp4
cases/ChessBoard/prompt_first/reference/ref.png
synthetic/camera_yaw/ChessBoard__prompt_first/s14_turn/trajectory.yaml
none
unity_rendered
synthetic/camera_yaw/ChessBoard__prompt_third/s15_sweep_look_back
ChessBoard
s15_sweep_look_back
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
third_person
A surreal, clean, high-contrast chess environment. The ground is a giant black-and-white chessboard under a flat gray sky. Oversized glossy black and white chess pieces surround the board. A large reflective chrome sphere stands near the center as a key landmark. A gray humanoid mannequin is standing in the chessboard ...
ChessBoard/prompt_third
synthetic/camera_yaw/ChessBoard__prompt_third/s15_sweep_look_back/reference/reference.mp4
cases/ChessBoard/prompt_third/reference/ref.png
synthetic/camera_yaw/ChessBoard__prompt_third/s15_sweep_look_back/trajectory.yaml
none
unity_rendered
synthetic/camera_yaw/RacingCar__prompt_first/s16_hold_sweep
RacingCar
s16_hold_sweep
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
first_person
A very wide, straight highway under a clear blue sky, with dark roadside barriers, green grass, and long symmetrical rows of tall trees on both sides. The road begins abruptly at a starting point, with no ground behind it—only open sky, as if the road is suspended in space. Bright daytime lighting, clean and minimal en...
RacingCar/prompt_first
synthetic/camera_yaw/RacingCar__prompt_first/s16_hold_sweep/reference/reference.mp4
cases/RacingCar/prompt_first/reference/ref.png
synthetic/camera_yaw/RacingCar__prompt_first/s16_hold_sweep/trajectory.yaml
none
unity_rendered
synthetic/camera_yaw/RacingCar__prompt_third/s17_turn_look_back
RacingCar
s17_turn_look_back
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
third_person
A very wide, straight highway under a clear blue sky, with dark roadside barriers, green grass, and long rows of tall trees on both sides. The road begins abruptly at a starting point, with no ground behind it—only open sky, as if the road is suspended in space. A yellow sports car with two black racing stripes is park...
RacingCar/prompt_third
synthetic/camera_yaw/RacingCar__prompt_third/s17_turn_look_back/reference/reference.mp4
cases/RacingCar/prompt_third/reference/ref.png
synthetic/camera_yaw/RacingCar__prompt_third/s17_turn_look_back/trajectory.yaml
none
unity_rendered
synthetic/camera_yaw/WanderingGarden__scene_360_in/s18_hold_sweep
WanderingGarden
s18_hold_sweep
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
first_person
A first-person view from a fixed standing position on the small bridge in a traditional Japanese garden courtyard, initially facing the main cherry tree. Two stone garden lanterns and foreground and background rockery ornaments serve as persistent spatial anchors. Warm architectural and garden lighting illuminates the ...
WanderingGarden/scene_360_in
synthetic/camera_yaw/WanderingGarden__scene_360_in/s18_hold_sweep/reference/reference.mp4
cases/WanderingGarden/scene_360_in/reference/ref.png
synthetic/camera_yaw/WanderingGarden__scene_360_in/s18_hold_sweep/trajectory.yaml
match_reference
unity_rendered
synthetic/camera_yaw/WanderingGarden__scene_360_out/s19_turn
WanderingGarden
s19_turn
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
first_person
A first-person view from a fixed standing position on the small bridge in a traditional Japanese garden courtyard, initially facing the main cherry tree. Two stone garden lanterns and foreground and background rockery ornaments serve as persistent spatial anchors. Warm architectural and garden lighting illuminates the ...
WanderingGarden/scene_360_out
synthetic/camera_yaw/WanderingGarden__scene_360_out/s19_turn/reference/reference.mp4
cases/WanderingGarden/scene_360_out/reference/ref.png
synthetic/camera_yaw/WanderingGarden__scene_360_out/s19_turn/trajectory.yaml
match_reference
unity_rendered
synthetic/camera_yaw/BilliardGame__scene_360_in/s20_hold_look_back
BilliardGame
s20_hold_look_back
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
third_person
A carom-billiard table contains a white cue ball, a yellow ball, and a red ball on dark gray felt bordered by light rails with diamond sight markers. The white cue ball is the persistent target object. The initial Unity conditioning view is inward-facing toward the scene's designated target objects and anchors. From t...
BilliardGame/scene_360_in
synthetic/camera_yaw/BilliardGame__scene_360_in/s20_hold_look_back/reference/reference.mp4
cases/BilliardGame/scene_360_in/reference/ref.png
synthetic/camera_yaw/BilliardGame__scene_360_in/s20_hold_look_back/trajectory.yaml
match_reference
unity_rendered
synthetic/camera_yaw/MirrorRollingBall__prompt_first/s21_look_back_sweep_turn
MirrorRollingBall
s21_look_back_sweep_turn
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
first_person
A flat, light-colored ground populated with many large, glossy yellow spheres arranged in a regular grid-like pattern, appearing roughly evenly spaced across the surface. The scene is enclosed by low gray boundary walls. Bright daylight produces clear cast shadows. The environment is clean and simple. The character is ...
MirrorRollingBall/prompt_first
synthetic/camera_yaw/MirrorRollingBall__prompt_first/s21_look_back_sweep_turn/reference/reference.mp4
cases/MirrorRollingBall/prompt_first/reference/ref.png
synthetic/camera_yaw/MirrorRollingBall__prompt_first/s21_look_back_sweep_turn/trajectory.yaml
none
unity_rendered
synthetic/camera_yaw/MirrorRollingBall__prompt_third/s22_turn_sweep
MirrorRollingBall
s22_turn_sweep
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
third_person
A flat, light-colored ground populated with many large, glossy yellow spheres arranged in a regular grid-like pattern, appearing roughly evenly spaced across the surface. A single highly reflective chrome sphere stands near the center as a distinct central landmark. The scene is enclosed by low gray boundary walls. Bri...
MirrorRollingBall/prompt_third
synthetic/camera_yaw/MirrorRollingBall__prompt_third/s22_turn_sweep/reference/reference.mp4
cases/MirrorRollingBall/prompt_third/reference/ref.png
synthetic/camera_yaw/MirrorRollingBall__prompt_third/s22_turn_sweep/trajectory.yaml
none
unity_rendered
synthetic/camera_yaw/ChessBoard__prompt_first/s23_sweep_hold_look_back
ChessBoard
s23_sweep_hold_look_back
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
first_person
A surreal, clean, high-contrast chess environment. The ground is a giant black-and-white chessboard under a flat gray sky. Oversized glossy black and white chess pieces surround the board. A large reflective chrome sphere stands near the center as a key landmark. Bright overhead lighting. First person view. From this ...
ChessBoard/prompt_first
synthetic/camera_yaw/ChessBoard__prompt_first/s23_sweep_hold_look_back/reference/reference.mp4
cases/ChessBoard/prompt_first/reference/ref.png
synthetic/camera_yaw/ChessBoard__prompt_first/s23_sweep_hold_look_back/trajectory.yaml
none
unity_rendered
synthetic/camera_yaw/ChessBoard__prompt_third/s24_sweep_hold_look_back
ChessBoard
s24_sweep_hold_look_back
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
third_person
A surreal, clean, high-contrast chess environment. The ground is a giant black-and-white chessboard under a flat gray sky. Oversized glossy black and white chess pieces surround the board. A large reflective chrome sphere stands near the center as a key landmark. A gray humanoid mannequin is standing in the chessboard ...
ChessBoard/prompt_third
synthetic/camera_yaw/ChessBoard__prompt_third/s24_sweep_hold_look_back/reference/reference.mp4
cases/ChessBoard/prompt_third/reference/ref.png
synthetic/camera_yaw/ChessBoard__prompt_third/s24_sweep_hold_look_back/trajectory.yaml
none
unity_rendered
synthetic/camera_yaw/RacingCar__prompt_first/s25_sweep_turn_look_back
RacingCar
s25_sweep_turn_look_back
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
first_person
A very wide, straight highway under a clear blue sky, with dark roadside barriers, green grass, and long symmetrical rows of tall trees on both sides. The road begins abruptly at a starting point, with no ground behind it—only open sky, as if the road is suspended in space. Bright daytime lighting, clean and minimal en...
RacingCar/prompt_first
synthetic/camera_yaw/RacingCar__prompt_first/s25_sweep_turn_look_back/reference/reference.mp4
cases/RacingCar/prompt_first/reference/ref.png
synthetic/camera_yaw/RacingCar__prompt_first/s25_sweep_turn_look_back/trajectory.yaml
none
unity_rendered
synthetic/camera_yaw/RacingCar__prompt_third/s26_turn_hold_sweep
RacingCar
s26_turn_hold_sweep
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
third_person
A very wide, straight highway under a clear blue sky, with dark roadside barriers, green grass, and long rows of tall trees on both sides. The road begins abruptly at a starting point, with no ground behind it—only open sky, as if the road is suspended in space. A yellow sports car with two black racing stripes is park...
RacingCar/prompt_third
synthetic/camera_yaw/RacingCar__prompt_third/s26_turn_hold_sweep/reference/reference.mp4
cases/RacingCar/prompt_third/reference/ref.png
synthetic/camera_yaw/RacingCar__prompt_third/s26_turn_hold_sweep/trajectory.yaml
none
unity_rendered
synthetic/camera_yaw/WanderingGarden__scene_360_in/s27_turn_hold_sweep
WanderingGarden
s27_turn_hold_sweep
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
first_person
A first-person view from a fixed standing position on the small bridge in a traditional Japanese garden courtyard, initially facing the main cherry tree. Two stone garden lanterns and foreground and background rockery ornaments serve as persistent spatial anchors. Warm architectural and garden lighting illuminates the ...
WanderingGarden/scene_360_in
synthetic/camera_yaw/WanderingGarden__scene_360_in/s27_turn_hold_sweep/reference/reference.mp4
cases/WanderingGarden/scene_360_in/reference/ref.png
synthetic/camera_yaw/WanderingGarden__scene_360_in/s27_turn_hold_sweep/trajectory.yaml
match_reference
unity_rendered
synthetic/camera_yaw/WanderingGarden__scene_360_out/s28_hold_look_back
WanderingGarden
s28_hold_look_back
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
first_person
A first-person view from a fixed standing position on the small bridge in a traditional Japanese garden courtyard, initially facing the main cherry tree. Two stone garden lanterns and foreground and background rockery ornaments serve as persistent spatial anchors. Warm architectural and garden lighting illuminates the ...
WanderingGarden/scene_360_out
synthetic/camera_yaw/WanderingGarden__scene_360_out/s28_hold_look_back/reference/reference.mp4
cases/WanderingGarden/scene_360_out/reference/ref.png
synthetic/camera_yaw/WanderingGarden__scene_360_out/s28_hold_look_back/trajectory.yaml
match_reference
unity_rendered
synthetic/camera_yaw/BilliardGame__scene_360_in/s29_turn_look_back
BilliardGame
s29_turn_look_back
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
third_person
A carom-billiard table contains a white cue ball, a yellow ball, and a red ball on dark gray felt bordered by light rails with diamond sight markers. The white cue ball is the persistent target object. The initial Unity conditioning view is inward-facing toward the scene's designated target objects and anchors. From t...
BilliardGame/scene_360_in
synthetic/camera_yaw/BilliardGame__scene_360_in/s29_turn_look_back/reference/reference.mp4
cases/BilliardGame/scene_360_in/reference/ref.png
synthetic/camera_yaw/BilliardGame__scene_360_in/s29_turn_look_back/trajectory.yaml
match_reference
unity_rendered
synthetic/camera_yaw/MirrorRollingBall__prompt_first/s30_hold_look_back_sweep
MirrorRollingBall
s30_hold_look_back_sweep
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
first_person
A flat, light-colored ground populated with many large, glossy yellow spheres arranged in a regular grid-like pattern, appearing roughly evenly spaced across the surface. The scene is enclosed by low gray boundary walls. Bright daylight produces clear cast shadows. The environment is clean and simple. The character is ...
MirrorRollingBall/prompt_first
synthetic/camera_yaw/MirrorRollingBall__prompt_first/s30_hold_look_back_sweep/reference/reference.mp4
cases/MirrorRollingBall/prompt_first/reference/ref.png
synthetic/camera_yaw/MirrorRollingBall__prompt_first/s30_hold_look_back_sweep/trajectory.yaml
none
unity_rendered
synthetic/camera_yaw/MirrorRollingBall__prompt_third/s31_sweep_turn
MirrorRollingBall
s31_sweep_turn
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
third_person
A flat, light-colored ground populated with many large, glossy yellow spheres arranged in a regular grid-like pattern, appearing roughly evenly spaced across the surface. A single highly reflective chrome sphere stands near the center as a distinct central landmark. The scene is enclosed by low gray boundary walls. Bri...
MirrorRollingBall/prompt_third
synthetic/camera_yaw/MirrorRollingBall__prompt_third/s31_sweep_turn/reference/reference.mp4
cases/MirrorRollingBall/prompt_third/reference/ref.png
synthetic/camera_yaw/MirrorRollingBall__prompt_third/s31_sweep_turn/trajectory.yaml
none
unity_rendered
synthetic/camera_yaw/ChessBoard__prompt_first/s32_sweep_hold_turn
ChessBoard
s32_sweep_hold_turn
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
first_person
A surreal, clean, high-contrast chess environment. The ground is a giant black-and-white chessboard under a flat gray sky. Oversized glossy black and white chess pieces surround the board. A large reflective chrome sphere stands near the center as a key landmark. Bright overhead lighting. First person view. From this ...
ChessBoard/prompt_first
synthetic/camera_yaw/ChessBoard__prompt_first/s32_sweep_hold_turn/reference/reference.mp4
cases/ChessBoard/prompt_first/reference/ref.png
synthetic/camera_yaw/ChessBoard__prompt_first/s32_sweep_hold_turn/trajectory.yaml
none
unity_rendered
synthetic/camera_yaw/ChessBoard__prompt_third/s33_sweep_look_back
ChessBoard
s33_sweep_look_back
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
third_person
A surreal, clean, high-contrast chess environment. The ground is a giant black-and-white chessboard under a flat gray sky. Oversized glossy black and white chess pieces surround the board. A large reflective chrome sphere stands near the center as a key landmark. A gray humanoid mannequin is standing in the chessboard ...
ChessBoard/prompt_third
synthetic/camera_yaw/ChessBoard__prompt_third/s33_sweep_look_back/reference/reference.mp4
cases/ChessBoard/prompt_third/reference/ref.png
synthetic/camera_yaw/ChessBoard__prompt_third/s33_sweep_look_back/trajectory.yaml
none
unity_rendered
synthetic/camera_yaw/RacingCar__prompt_first/s34_look_back_sweep_turn
RacingCar
s34_look_back_sweep_turn
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
first_person
A very wide, straight highway under a clear blue sky, with dark roadside barriers, green grass, and long symmetrical rows of tall trees on both sides. The road begins abruptly at a starting point, with no ground behind it—only open sky, as if the road is suspended in space. Bright daytime lighting, clean and minimal en...
RacingCar/prompt_first
synthetic/camera_yaw/RacingCar__prompt_first/s34_look_back_sweep_turn/reference/reference.mp4
cases/RacingCar/prompt_first/reference/ref.png
synthetic/camera_yaw/RacingCar__prompt_first/s34_look_back_sweep_turn/trajectory.yaml
none
unity_rendered
synthetic/camera_yaw/RacingCar__prompt_third/s35_hold_turn_sweep_look_back
RacingCar
s35_hold_turn_sweep_look_back
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
third_person
A very wide, straight highway under a clear blue sky, with dark roadside barriers, green grass, and long rows of tall trees on both sides. The road begins abruptly at a starting point, with no ground behind it—only open sky, as if the road is suspended in space. A yellow sports car with two black racing stripes is park...
RacingCar/prompt_third
synthetic/camera_yaw/RacingCar__prompt_third/s35_hold_turn_sweep_look_back/reference/reference.mp4
cases/RacingCar/prompt_third/reference/ref.png
synthetic/camera_yaw/RacingCar__prompt_third/s35_hold_turn_sweep_look_back/trajectory.yaml
none
unity_rendered
synthetic/camera_yaw/WanderingGarden__scene_360_in/s36_sweep_look_back_hold_turn
WanderingGarden
s36_sweep_look_back_hold_turn
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
first_person
A first-person view from a fixed standing position on the small bridge in a traditional Japanese garden courtyard, initially facing the main cherry tree. Two stone garden lanterns and foreground and background rockery ornaments serve as persistent spatial anchors. Warm architectural and garden lighting illuminates the ...
WanderingGarden/scene_360_in
synthetic/camera_yaw/WanderingGarden__scene_360_in/s36_sweep_look_back_hold_turn/reference/reference.mp4
cases/WanderingGarden/scene_360_in/reference/ref.png
synthetic/camera_yaw/WanderingGarden__scene_360_in/s36_sweep_look_back_hold_turn/trajectory.yaml
match_reference
unity_rendered
synthetic/camera_yaw/WanderingGarden__scene_360_out/s37_look_back_sweep
WanderingGarden
s37_look_back_sweep
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
first_person
A first-person view from a fixed standing position on the small bridge in a traditional Japanese garden courtyard, initially facing the main cherry tree. Two stone garden lanterns and foreground and background rockery ornaments serve as persistent spatial anchors. Warm architectural and garden lighting illuminates the ...
WanderingGarden/scene_360_out
synthetic/camera_yaw/WanderingGarden__scene_360_out/s37_look_back_sweep/reference/reference.mp4
cases/WanderingGarden/scene_360_out/reference/ref.png
synthetic/camera_yaw/WanderingGarden__scene_360_out/s37_look_back_sweep/trajectory.yaml
match_reference
unity_rendered
synthetic/camera_yaw/BilliardGame__scene_360_in/s38_look_back_turn
BilliardGame
s38_look_back_turn
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
third_person
A carom-billiard table contains a white cue ball, a yellow ball, and a red ball on dark gray felt bordered by light rails with diamond sight markers. The white cue ball is the persistent target object. The initial Unity conditioning view is inward-facing toward the scene's designated target objects and anchors. From t...
BilliardGame/scene_360_in
synthetic/camera_yaw/BilliardGame__scene_360_in/s38_look_back_turn/reference/reference.mp4
cases/BilliardGame/scene_360_in/reference/ref.png
synthetic/camera_yaw/BilliardGame__scene_360_in/s38_look_back_turn/trajectory.yaml
match_reference
unity_rendered
synthetic/camera_yaw/MirrorRollingBall__prompt_first/s39_turn_sweep_hold_look_back
MirrorRollingBall
s39_turn_sweep_hold_look_back
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
first_person
A flat, light-colored ground populated with many large, glossy yellow spheres arranged in a regular grid-like pattern, appearing roughly evenly spaced across the surface. The scene is enclosed by low gray boundary walls. Bright daylight produces clear cast shadows. The environment is clean and simple. The character is ...
MirrorRollingBall/prompt_first
synthetic/camera_yaw/MirrorRollingBall__prompt_first/s39_turn_sweep_hold_look_back/reference/reference.mp4
cases/MirrorRollingBall/prompt_first/reference/ref.png
synthetic/camera_yaw/MirrorRollingBall__prompt_first/s39_turn_sweep_hold_look_back/trajectory.yaml
none
unity_rendered
synthetic/camera_yaw/MirrorRollingBall__prompt_third/s40_turn_sweep_hold_look_back
MirrorRollingBall
s40_turn_sweep_hold_look_back
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
third_person
A flat, light-colored ground populated with many large, glossy yellow spheres arranged in a regular grid-like pattern, appearing roughly evenly spaced across the surface. A single highly reflective chrome sphere stands near the center as a distinct central landmark. The scene is enclosed by low gray boundary walls. Bri...
MirrorRollingBall/prompt_third
synthetic/camera_yaw/MirrorRollingBall__prompt_third/s40_turn_sweep_hold_look_back/reference/reference.mp4
cases/MirrorRollingBall/prompt_third/reference/ref.png
synthetic/camera_yaw/MirrorRollingBall__prompt_third/s40_turn_sweep_hold_look_back/trajectory.yaml
none
unity_rendered
synthetic/camera_yaw/ChessBoard__prompt_first/s41_hold_look_back
ChessBoard
s41_hold_look_back
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
first_person
A surreal, clean, high-contrast chess environment. The ground is a giant black-and-white chessboard under a flat gray sky. Oversized glossy black and white chess pieces surround the board. A large reflective chrome sphere stands near the center as a key landmark. Bright overhead lighting. First person view. From this ...
ChessBoard/prompt_first
synthetic/camera_yaw/ChessBoard__prompt_first/s41_hold_look_back/reference/reference.mp4
cases/ChessBoard/prompt_first/reference/ref.png
synthetic/camera_yaw/ChessBoard__prompt_first/s41_hold_look_back/trajectory.yaml
none
unity_rendered
synthetic/camera_yaw/ChessBoard__prompt_third/s42_turn_sweep_look_back
ChessBoard
s42_turn_sweep_look_back
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
third_person
A surreal, clean, high-contrast chess environment. The ground is a giant black-and-white chessboard under a flat gray sky. Oversized glossy black and white chess pieces surround the board. A large reflective chrome sphere stands near the center as a key landmark. A gray humanoid mannequin is standing in the chessboard ...
ChessBoard/prompt_third
synthetic/camera_yaw/ChessBoard__prompt_third/s42_turn_sweep_look_back/reference/reference.mp4
cases/ChessBoard/prompt_third/reference/ref.png
synthetic/camera_yaw/ChessBoard__prompt_third/s42_turn_sweep_look_back/trajectory.yaml
none
unity_rendered
synthetic/camera_yaw/RacingCar__prompt_first/s43_hold_sweep_turn
RacingCar
s43_hold_sweep_turn
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
first_person
A very wide, straight highway under a clear blue sky, with dark roadside barriers, green grass, and long symmetrical rows of tall trees on both sides. The road begins abruptly at a starting point, with no ground behind it—only open sky, as if the road is suspended in space. Bright daytime lighting, clean and minimal en...
RacingCar/prompt_first
synthetic/camera_yaw/RacingCar__prompt_first/s43_hold_sweep_turn/reference/reference.mp4
cases/RacingCar/prompt_first/reference/ref.png
synthetic/camera_yaw/RacingCar__prompt_first/s43_hold_sweep_turn/trajectory.yaml
none
unity_rendered
synthetic/camera_yaw/RacingCar__prompt_third/s44_sweep_turn_look_back
RacingCar
s44_sweep_turn_look_back
synthetic
camera_yaw
camera
[ "wmeval_v1" ]
[ "environment_object_consistency", "prompt_scene_consistency" ]
third_person
A very wide, straight highway under a clear blue sky, with dark roadside barriers, green grass, and long rows of tall trees on both sides. The road begins abruptly at a starting point, with no ground behind it—only open sky, as if the road is suspended in space. A yellow sports car with two black racing stripes is park...
RacingCar/prompt_third
synthetic/camera_yaw/RacingCar__prompt_third/s44_sweep_turn_look_back/reference/reference.mp4
cases/RacingCar/prompt_third/reference/ref.png
synthetic/camera_yaw/RacingCar__prompt_third/s44_sweep_turn_look_back/trajectory.yaml
none
unity_rendered
synthetic/camera_orbit/SunRisesAndSets__lighting/s00_orbit
SunRisesAndSets
s00_orbit
synthetic
camera_orbit
camera
[ "wmeval_v1" ]
[ "lighting_shading" ]
first_person
First-person viewpoint at standing adult eye height, approximately 1.6 metres above the floor. No body, hands, or held items are visible in frame. The viewer stays on a circle around a wooden round dining table, continuously keeping the table in the field of view. Smooth steady gait, no head bobbing, no jumping, no loo...
SunRisesAndSets/lighting
synthetic/camera_orbit/SunRisesAndSets__lighting/s00_orbit/reference/reference.mp4
cases/SunRisesAndSets/lighting/reference/ref.png
synthetic/camera_orbit/SunRisesAndSets__lighting/s00_orbit/trajectory.yaml
none
unity_rendered
synthetic/camera_orbit/SunRisesAndSets__lighting/s01_orbit
SunRisesAndSets
s01_orbit
synthetic
camera_orbit
camera
[ "wmeval_v1" ]
[ "lighting_shading" ]
first_person
First-person viewpoint at standing adult eye height, approximately 1.6 metres above the floor. No body, hands, or held items are visible in frame. The viewer stays on a circle around a wooden round dining table, continuously keeping the table in the field of view. Smooth steady gait, no head bobbing, no jumping, no loo...
SunRisesAndSets/lighting
synthetic/camera_orbit/SunRisesAndSets__lighting/s01_orbit/reference/reference.mp4
cases/SunRisesAndSets/lighting/reference/ref.png
synthetic/camera_orbit/SunRisesAndSets__lighting/s01_orbit/trajectory.yaml
none
unity_rendered
synthetic/camera_orbit/SunRisesAndSets__lighting/s02_orbit
SunRisesAndSets
s02_orbit
synthetic
camera_orbit
camera
[ "wmeval_v1" ]
[ "lighting_shading" ]
first_person
First-person viewpoint at standing adult eye height, approximately 1.6 metres above the floor. No body, hands, or held items are visible in frame. The viewer stays on a circle around a wooden round dining table, continuously keeping the table in the field of view. Smooth steady gait, no head bobbing, no jumping, no loo...
SunRisesAndSets/lighting
synthetic/camera_orbit/SunRisesAndSets__lighting/s02_orbit/reference/reference.mp4
cases/SunRisesAndSets/lighting/reference/ref.png
synthetic/camera_orbit/SunRisesAndSets__lighting/s02_orbit/trajectory.yaml
none
unity_rendered
synthetic/camera_orbit/SunRisesAndSets__lighting/s03_orbit
SunRisesAndSets
s03_orbit
synthetic
camera_orbit
camera
[ "wmeval_v1" ]
[ "lighting_shading" ]
first_person
First-person viewpoint at standing adult eye height, approximately 1.6 metres above the floor. No body, hands, or held items are visible in frame. The viewer stays on a circle around a wooden round dining table, continuously keeping the table in the field of view. Smooth steady gait, no head bobbing, no jumping, no loo...
SunRisesAndSets/lighting
synthetic/camera_orbit/SunRisesAndSets__lighting/s03_orbit/reference/reference.mp4
cases/SunRisesAndSets/lighting/reference/ref.png
synthetic/camera_orbit/SunRisesAndSets__lighting/s03_orbit/trajectory.yaml
none
unity_rendered
synthetic/camera_orbit/SunRisesAndSets__lighting/s04_pause_orbit
SunRisesAndSets
s04_pause_orbit
synthetic
camera_orbit
camera
[ "wmeval_v1" ]
[ "lighting_shading" ]
first_person
First-person viewpoint at standing adult eye height, approximately 1.6 metres above the floor. No body, hands, or held items are visible in frame. The viewer stays on a circle around a wooden round dining table, continuously keeping the table in the field of view. Smooth steady gait, no head bobbing, no jumping, no loo...
SunRisesAndSets/lighting
synthetic/camera_orbit/SunRisesAndSets__lighting/s04_pause_orbit/reference/reference.mp4
cases/SunRisesAndSets/lighting/reference/ref.png
synthetic/camera_orbit/SunRisesAndSets__lighting/s04_pause_orbit/trajectory.yaml
none
unity_rendered
synthetic/camera_orbit/SunRisesAndSets__lighting/s05_pause_orbit
SunRisesAndSets
s05_pause_orbit
synthetic
camera_orbit
camera
[ "wmeval_v1" ]
[ "lighting_shading" ]
first_person
First-person viewpoint at standing adult eye height, approximately 1.6 metres above the floor. No body, hands, or held items are visible in frame. The viewer stays on a circle around a wooden round dining table, continuously keeping the table in the field of view. Smooth steady gait, no head bobbing, no jumping, no loo...
SunRisesAndSets/lighting
synthetic/camera_orbit/SunRisesAndSets__lighting/s05_pause_orbit/reference/reference.mp4
cases/SunRisesAndSets/lighting/reference/ref.png
synthetic/camera_orbit/SunRisesAndSets__lighting/s05_pause_orbit/trajectory.yaml
none
unity_rendered
synthetic/camera_orbit/SunRisesAndSets__lighting/s06_pause_orbit
SunRisesAndSets
s06_pause_orbit
synthetic
camera_orbit
camera
[ "wmeval_v1" ]
[ "lighting_shading" ]
first_person
First-person viewpoint at standing adult eye height, approximately 1.6 metres above the floor. No body, hands, or held items are visible in frame. The viewer stays on a circle around a wooden round dining table, continuously keeping the table in the field of view. Smooth steady gait, no head bobbing, no jumping, no loo...
SunRisesAndSets/lighting
synthetic/camera_orbit/SunRisesAndSets__lighting/s06_pause_orbit/reference/reference.mp4
cases/SunRisesAndSets/lighting/reference/ref.png
synthetic/camera_orbit/SunRisesAndSets__lighting/s06_pause_orbit/trajectory.yaml
none
unity_rendered
synthetic/camera_orbit/SunRisesAndSets__lighting/s07_pause_orbit
SunRisesAndSets
s07_pause_orbit
synthetic
camera_orbit
camera
[ "wmeval_v1" ]
[ "lighting_shading" ]
first_person
First-person viewpoint at standing adult eye height, approximately 1.6 metres above the floor. No body, hands, or held items are visible in frame. The viewer stays on a circle around a wooden round dining table, continuously keeping the table in the field of view. Smooth steady gait, no head bobbing, no jumping, no loo...
SunRisesAndSets/lighting
synthetic/camera_orbit/SunRisesAndSets__lighting/s07_pause_orbit/reference/reference.mp4
cases/SunRisesAndSets/lighting/reference/ref.png
synthetic/camera_orbit/SunRisesAndSets__lighting/s07_pause_orbit/trajectory.yaml
none
unity_rendered
synthetic/camera_orbit/SunRisesAndSets__lighting/s08_orbit
SunRisesAndSets
s08_orbit
synthetic
camera_orbit
camera
[ "wmeval_v1" ]
[ "lighting_shading" ]
first_person
First-person viewpoint at standing adult eye height, approximately 1.6 metres above the floor. No body, hands, or held items are visible in frame. The viewer stays on a circle around a wooden round dining table, continuously keeping the table in the field of view. Smooth steady gait, no head bobbing, no jumping, no loo...
SunRisesAndSets/lighting
synthetic/camera_orbit/SunRisesAndSets__lighting/s08_orbit/reference/reference.mp4
cases/SunRisesAndSets/lighting/reference/ref.png
synthetic/camera_orbit/SunRisesAndSets__lighting/s08_orbit/trajectory.yaml
none
unity_rendered
synthetic/camera_orbit/SunRisesAndSets__lighting/s09_pause_orbit
SunRisesAndSets
s09_pause_orbit
synthetic
camera_orbit
camera
[ "wmeval_v1" ]
[ "lighting_shading" ]
first_person
First-person viewpoint at standing adult eye height, approximately 1.6 metres above the floor. No body, hands, or held items are visible in frame. The viewer stays on a circle around a wooden round dining table, continuously keeping the table in the field of view. Smooth steady gait, no head bobbing, no jumping, no loo...
SunRisesAndSets/lighting
synthetic/camera_orbit/SunRisesAndSets__lighting/s09_pause_orbit/reference/reference.mp4
cases/SunRisesAndSets/lighting/reference/ref.png
synthetic/camera_orbit/SunRisesAndSets__lighting/s09_pause_orbit/trajectory.yaml
none
unity_rendered
synthetic/camera_orbit/SunRisesAndSets__lighting/s10_orbit_pause
SunRisesAndSets
s10_orbit_pause
synthetic
camera_orbit
camera
[ "wmeval_v1" ]
[ "lighting_shading" ]
first_person
First-person viewpoint at standing adult eye height, approximately 1.6 metres above the floor. No body, hands, or held items are visible in frame. The viewer stays on a circle around a wooden round dining table, continuously keeping the table in the field of view. Smooth steady gait, no head bobbing, no jumping, no loo...
SunRisesAndSets/lighting
synthetic/camera_orbit/SunRisesAndSets__lighting/s10_orbit_pause/reference/reference.mp4
cases/SunRisesAndSets/lighting/reference/ref.png
synthetic/camera_orbit/SunRisesAndSets__lighting/s10_orbit_pause/trajectory.yaml
none
unity_rendered
synthetic/camera_orbit/SunRisesAndSets__lighting/s11_orbit_pause
SunRisesAndSets
s11_orbit_pause
synthetic
camera_orbit
camera
[ "wmeval_v1" ]
[ "lighting_shading" ]
first_person
First-person viewpoint at standing adult eye height, approximately 1.6 metres above the floor. No body, hands, or held items are visible in frame. The viewer stays on a circle around a wooden round dining table, continuously keeping the table in the field of view. Smooth steady gait, no head bobbing, no jumping, no loo...
SunRisesAndSets/lighting
synthetic/camera_orbit/SunRisesAndSets__lighting/s11_orbit_pause/reference/reference.mp4
cases/SunRisesAndSets/lighting/reference/ref.png
synthetic/camera_orbit/SunRisesAndSets__lighting/s11_orbit_pause/trajectory.yaml
none
unity_rendered
synthetic/camera_orbit/SunRisesAndSets__lighting/s12_pause_orbit
SunRisesAndSets
s12_pause_orbit
synthetic
camera_orbit
camera
[ "wmeval_v1" ]
[ "lighting_shading" ]
first_person
First-person viewpoint at standing adult eye height, approximately 1.6 metres above the floor. No body, hands, or held items are visible in frame. The viewer stays on a circle around a wooden round dining table, continuously keeping the table in the field of view. Smooth steady gait, no head bobbing, no jumping, no loo...
SunRisesAndSets/lighting
synthetic/camera_orbit/SunRisesAndSets__lighting/s12_pause_orbit/reference/reference.mp4
cases/SunRisesAndSets/lighting/reference/ref.png
synthetic/camera_orbit/SunRisesAndSets__lighting/s12_pause_orbit/trajectory.yaml
none
unity_rendered
synthetic/camera_orbit/SunRisesAndSets__lighting/s13_orbit_pause
SunRisesAndSets
s13_orbit_pause
synthetic
camera_orbit
camera
[ "wmeval_v1" ]
[ "lighting_shading" ]
first_person
First-person viewpoint at standing adult eye height, approximately 1.6 metres above the floor. No body, hands, or held items are visible in frame. The viewer stays on a circle around a wooden round dining table, continuously keeping the table in the field of view. Smooth steady gait, no head bobbing, no jumping, no loo...
SunRisesAndSets/lighting
synthetic/camera_orbit/SunRisesAndSets__lighting/s13_orbit_pause/reference/reference.mp4
cases/SunRisesAndSets/lighting/reference/ref.png
synthetic/camera_orbit/SunRisesAndSets__lighting/s13_orbit_pause/trajectory.yaml
none
unity_rendered
synthetic/camera_orbit/SunRisesAndSets__lighting/s14_pause_orbit
SunRisesAndSets
s14_pause_orbit
synthetic
camera_orbit
camera
[ "wmeval_v1" ]
[ "lighting_shading" ]
first_person
First-person viewpoint at standing adult eye height, approximately 1.6 metres above the floor. No body, hands, or held items are visible in frame. The viewer stays on a circle around a wooden round dining table, continuously keeping the table in the field of view. Smooth steady gait, no head bobbing, no jumping, no loo...
SunRisesAndSets/lighting
synthetic/camera_orbit/SunRisesAndSets__lighting/s14_pause_orbit/reference/reference.mp4
cases/SunRisesAndSets/lighting/reference/ref.png
synthetic/camera_orbit/SunRisesAndSets__lighting/s14_pause_orbit/trajectory.yaml
none
unity_rendered
synthetic/camera_orbit/SunRisesAndSets__lighting/s15_orbit
SunRisesAndSets
s15_orbit
synthetic
camera_orbit
camera
[ "wmeval_v1" ]
[ "lighting_shading" ]
first_person
First-person viewpoint at standing adult eye height, approximately 1.6 metres above the floor. No body, hands, or held items are visible in frame. The viewer stays on a circle around a wooden round dining table, continuously keeping the table in the field of view. Smooth steady gait, no head bobbing, no jumping, no loo...
SunRisesAndSets/lighting
synthetic/camera_orbit/SunRisesAndSets__lighting/s15_orbit/reference/reference.mp4
cases/SunRisesAndSets/lighting/reference/ref.png
synthetic/camera_orbit/SunRisesAndSets__lighting/s15_orbit/trajectory.yaml
none
unity_rendered
synthetic/camera_orbit/SunRisesAndSets__lighting/s16_pause_orbit
SunRisesAndSets
s16_pause_orbit
synthetic
camera_orbit
camera
[ "wmeval_v1" ]
[ "lighting_shading" ]
first_person
First-person viewpoint at standing adult eye height, approximately 1.6 metres above the floor. No body, hands, or held items are visible in frame. The viewer stays on a circle around a wooden round dining table, continuously keeping the table in the field of view. Smooth steady gait, no head bobbing, no jumping, no loo...
SunRisesAndSets/lighting
synthetic/camera_orbit/SunRisesAndSets__lighting/s16_pause_orbit/reference/reference.mp4
cases/SunRisesAndSets/lighting/reference/ref.png
synthetic/camera_orbit/SunRisesAndSets__lighting/s16_pause_orbit/trajectory.yaml
none
unity_rendered
synthetic/camera_orbit/SunRisesAndSets__lighting/s17_orbit_pause
SunRisesAndSets
s17_orbit_pause
synthetic
camera_orbit
camera
[ "wmeval_v1" ]
[ "lighting_shading" ]
first_person
First-person viewpoint at standing adult eye height, approximately 1.6 metres above the floor. No body, hands, or held items are visible in frame. The viewer stays on a circle around a wooden round dining table, continuously keeping the table in the field of view. Smooth steady gait, no head bobbing, no jumping, no loo...
SunRisesAndSets/lighting
synthetic/camera_orbit/SunRisesAndSets__lighting/s17_orbit_pause/reference/reference.mp4
cases/SunRisesAndSets/lighting/reference/ref.png
synthetic/camera_orbit/SunRisesAndSets__lighting/s17_orbit_pause/trajectory.yaml
none
unity_rendered
synthetic/camera_orbit/SunRisesAndSets__lighting/s18_orbit_pause
SunRisesAndSets
s18_orbit_pause
synthetic
camera_orbit
camera
[ "wmeval_v1" ]
[ "lighting_shading" ]
first_person
First-person viewpoint at standing adult eye height, approximately 1.6 metres above the floor. No body, hands, or held items are visible in frame. The viewer stays on a circle around a wooden round dining table, continuously keeping the table in the field of view. Smooth steady gait, no head bobbing, no jumping, no loo...
SunRisesAndSets/lighting
synthetic/camera_orbit/SunRisesAndSets__lighting/s18_orbit_pause/reference/reference.mp4
cases/SunRisesAndSets/lighting/reference/ref.png
synthetic/camera_orbit/SunRisesAndSets__lighting/s18_orbit_pause/trajectory.yaml
none
unity_rendered
synthetic/camera_orbit/SunRisesAndSets__lighting/s19_pause_orbit
SunRisesAndSets
s19_pause_orbit
synthetic
camera_orbit
camera
[ "wmeval_v1" ]
[ "lighting_shading" ]
first_person
First-person viewpoint at standing adult eye height, approximately 1.6 metres above the floor. No body, hands, or held items are visible in frame. The viewer stays on a circle around a wooden round dining table, continuously keeping the table in the field of view. Smooth steady gait, no head bobbing, no jumping, no loo...
SunRisesAndSets/lighting
synthetic/camera_orbit/SunRisesAndSets__lighting/s19_pause_orbit/reference/reference.mp4
cases/SunRisesAndSets/lighting/reference/ref.png
synthetic/camera_orbit/SunRisesAndSets__lighting/s19_pause_orbit/trajectory.yaml
none
unity_rendered
synthetic/ego_vehicle/RacingCar__kinematics_third/s00_drive
RacingCar
s00_drive
synthetic
ego_vehicle
ego_vehicle
[ "wmeval_v1" ]
[ "kinematics_mechanics", "environment_object_consistency" ]
third_person
A very wide, straight highway under a clear blue sky, with dark roadside barriers, green grass, and long rows of tall trees on both sides. The road begins abruptly at a starting point, with no ground behind it—only open sky, as if the road is suspended in space. A yellow sports car with two black racing stripes is park...
RacingCar/kinematics_third
synthetic/ego_vehicle/RacingCar__kinematics_third/s00_drive/reference/reference.mp4
cases/RacingCar/kinematics_third/reference/ref.png
synthetic/ego_vehicle/RacingCar__kinematics_third/s00_drive/trajectory.yaml
match_reference
unity_rendered
synthetic/ego_vehicle/RacingCar__kinematics_third/s01_wait_drive
RacingCar
s01_wait_drive
synthetic
ego_vehicle
ego_vehicle
[ "wmeval_v1" ]
[ "kinematics_mechanics", "environment_object_consistency" ]
third_person
A very wide, straight highway under a clear blue sky, with dark roadside barriers, green grass, and long rows of tall trees on both sides. The road begins abruptly at a starting point, with no ground behind it—only open sky, as if the road is suspended in space. A yellow sports car with two black racing stripes is park...
RacingCar/kinematics_third
synthetic/ego_vehicle/RacingCar__kinematics_third/s01_wait_drive/reference/reference.mp4
cases/RacingCar/kinematics_third/reference/ref.png
synthetic/ego_vehicle/RacingCar__kinematics_third/s01_wait_drive/trajectory.yaml
match_reference
unity_rendered
synthetic/ego_vehicle/RacingCar__kinematics_third/s02_wait_drive
RacingCar
s02_wait_drive
synthetic
ego_vehicle
ego_vehicle
[ "wmeval_v1" ]
[ "kinematics_mechanics", "environment_object_consistency" ]
third_person
A very wide, straight highway under a clear blue sky, with dark roadside barriers, green grass, and long rows of tall trees on both sides. The road begins abruptly at a starting point, with no ground behind it—only open sky, as if the road is suspended in space. A yellow sports car with two black racing stripes is park...
RacingCar/kinematics_third
synthetic/ego_vehicle/RacingCar__kinematics_third/s02_wait_drive/reference/reference.mp4
cases/RacingCar/kinematics_third/reference/ref.png
synthetic/ego_vehicle/RacingCar__kinematics_third/s02_wait_drive/trajectory.yaml
match_reference
unity_rendered
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WMEval Lite (v1)

Summary

WMEval Lite is the Unity-free evaluation set of WMEval, a benchmark for interactive world models: video generators that take a starting frame, a scene description and a control signal (keyboard / mouse / camera actions) and roll the world forward. Each case is a scene rendered in Unity under a known action script. This dataset ships the generation conditions (prompt, conditioning frame, action script) and the frozen Unity references (videos, ground-truth geometry and frozen judge outputs). You generate videos from the conditions with your model, then score them against the frozen references with the open-source evaluator. You do not need Unity, the private scene projects, or help from the maintainers.

  • Suite: WMEval Lite, version v1, release id wmeval-lite-v1
  • 32 cases across 9 Unity scenes, 8 evaluation dimensions, 43 case-dimension assignments (one case can be scored by several dimensions)
  • Lighting is scored on one case, SunRisesAndSets/lighting, with the paper's own (native) protocol; the case also ships a Unity reference orbit from the same first frame.

Dataset structure

The viewer shows two splits and opens on test_full:

  • test_full (252 rows): test_core plus 220 synthetic action trajectories under synthetic/ (camera yaw, look-at orbit, vehicle, cue ball, rolling ball, beam-domino ball, bottle motion, character). Each is built text first: an action description (a short sequence of steps such as "turns left at 30 degrees per second for 2 seconds") forms the second half of its prompt and is compiled into its action sequence; the first half is the scene description of the core case whose conditioning frame and initial state it reuses. meta.json stores the description and its steps. Each also has a Unity reference in its reference/ folder, rendered by replaying the same actions in the core case's Unity scene (reference_status: unity_rendered); synthetic/references.json in the code repository records checksums, render provenance and how closely frame 0 matches the core frame (reference_quality: weak_first_frame below 20 dB). Their suites value is wmeval_v1; core rows carry the Lite suite they belong to (wmeval_lite_v1). run_wmeval_lite.py run --split synthetic (or full) scores them on their declared dimensions with the conditioning case's protocol, against their own reference and its reference/artifacts/ (Unity ground truth plus the same pre-computed inputs as the core cases: LPIPS contact events, CausalStep QA and recorded reference answers, liquid masks and flow, rubrics); their aggregate is reported apart from the core headline, with reference_quality on every row.
  • test_core (32 rows): the curated WMEval Lite v1 cases, each with a Unity reference rendering. The paper's numbers come from this split.

Each row links to its first frame, trajectory and reference video.

This Hub dataset holds the case data: every file under each case's reference/ directory (reference videos, conditioning frames, action trajectories, Unity ground-truth arrays and frozen judge outputs), at the same paths as in the code repository hao-ai-lab/WMEval. The code repository keeps suite.yaml, each case.yaml and the reference/checksums.sha256 manifests; python tools/sync_lite_data.py download places the files and verifies every checksum.

README.md                         # this card
MANIFEST.json                     # sha256 + size of every file, dataset id/version,
                                  # evaluator code revision, schema versions
suite.yaml                        # dimension-level manifest: which cases each
                                  # dimension scores, metric config, aggregation
cases/<Scene>/<variant>/
  case.yaml                       # prompt, perspective, modules, protocol
                                  # (duration rules), evaluator_lock, per-module params
  reference/
    reference.mp4 | unity_groundtruth.mp4 | unity_orbit.mp4
                                  # the frozen Unity reference video
    ref.png                       # conditioning frame, where it differs from frame 0
    checksums.sha256              # covers every file under reference/
    artifacts/
      actions.txt                 # human-readable action script
      action.npy / action.npz     # numeric actions
      trajectory.yaml             # semantic trajectory (Table 4/7 and newer cases)
      actions.jsonl               # browser key program / camera pose samples
      poses.npy, intrinsics.npy,  # Unity camera and object ground truth
      object_transforms.json, object_masses.json, plane_calibration.json, ...
      rubrics/<Scene>/<provider>_<model>_<version>.json   # prompt-judge rubrics
      judge_answers.json          # frozen causality judge passes (BeamDomino)
      reference_scores.json       # frozen prompt-judge scores of the Unity video
      contact_events.json         # frozen LPIPS reference contact events
      liquid_mask.npz, bottle_mask.npz, raft_pooled_flow.npz   # LiquidContainer
human_alignment/
  prompt_scene_consistency.json   # the human side of the judge-human study
baselines/
  lighting_paper_native.json      # the paper's lighting table: per-run scores of the
                                  # six evaluated models (5 seeds each) on SunRisesAndSets/lighting

Every case bundle can be checked on its own: checksums.sha256 covers its reference/ tree, and case.yaml's evaluator_lock pins the evaluator fingerprint, module configuration and dependency versions it was built with.

Dimensions and case counts

Taken from suite.yaml (dimensions.<id>.cases):

Dimension (suite.yaml id) Cases Needs reference video Headline metric (direction)
LPIPS (causal) (lpips) 7 yes lpips_mean (lower)
Action Controllability (action_controllability) 3 yes relative_epe_dynamic_mean_raw (lower)
Prompt-Scene Consistency (prompt_scene_consistency) 6 no (first frame only) overall_score (higher)
Lighting & Shading (lighting_shading) 1 no shadow_direction_jitter_deg_per_frame (lower)
Environment Object Consistency (environment_object_consistency) 16 yes object_permanence_pct (higher)
Kinematics & Mechanics (kinematics_mechanics) 3 yes fde_m_mean (lower)
Physical Causality (physical_causality) 3 yes csr_delta (lower)
Fluid Mechanics (fluid_mechanics) 4 yes velocity_cosine_similarity (higher)
Total assignments 43

Cases per scene: MirrorRollingBall 7, BilliardGame 5, WanderingGarden 5, LiquidContainer 4, BeamDomino 3, ChessBoard 3, RacingCar 3, BallRoller 1, SunRisesAndSets 1 (SunRisesAndSets/lighting, the paper's native lighting case, scored reference-free exactly as in the paper; its reference/unity_orbit.mp4 is a Unity rendering of the same walk from the same first frame, which the score does not read).

Each dimension's extra_means in suite.yaml lists the secondary metrics that are aggregated alongside the headline. Several dimensions carry caveats on how to read their headline metric, documented in their description field.

How to score a model

The evaluator lives in the WMEval code repository. MANIFEST.json records the code revision (evaluator_code.revision) this package was exported from. Use that revision for results you can compare against published numbers.

  1. Check the download. From a checkout of the evaluator code:

    python tools/export_hf_package.py verify <dataset_dir>
    python tools/run_wmeval_lite.py validate --suite <dataset_dir>
    python tools/run_wmeval_lite.py list-cases --suite <dataset_dir>
    
  2. Generate one video per case and seed from the case's conditions:

    • the prompt: case.yaml prompt;
    • the conditioning frame: reference/ref.png if present, otherwise frame 0 of the reference video;
    • the controls: reference/artifacts/actions.txt (and the numeric action.npy / action.npz, or trajectory.yaml where present).

    Reference-based dimensions compare candidate frame f with Unity frame f. Match the reference's fps, resolution and duration, or follow the case's protocol block (candidate_normalization, min_duration_sec, min_duration_ratio). The case's protocol decides when a clip counts as truncated.

  3. Lay the videos out as <model_root>/<model>/<Scene>/<variant>/<seed>.mp4, or write a JSONL manifest with model, case_id, seed, candidate_video[, params].

  4. Run the suite:

    python tools/run_wmeval_lite.py run \
      --suite <dataset_dir> \
      --model-root <model_root>/<model> \
      --output-dir reports/<model> --resume
    # --dimensions lpips,fluid_mechanics   to run a subset
    # --candidate-manifest rows.jsonl      instead of --model-root
    

    The output directory receives per_case_results.jsonl, aggregate_summary.json and aggregate_summary.csv. To check a prompt-judge run against the human study, use python tools/check_prompt_human_alignment.py --fixture <dataset_dir>/human_alignment/prompt_scene_consistency.json ....

Some metric_config entries in suite.yaml (runs/causal_step_cache, runs/liquid_cache) are cache directories that the evaluator writes to. They resolve against your working directory and are not part of the dataset.

What is frozen

The following are recorded once and shipped. Scoring never recomputes them from Unity:

  • Reference videos and arrays. These are the Unity reference videos and the conditioning frames. They also include Unity camera poses and intrinsics, object transforms, masses and diameters, plane calibrations, and the compiled action arrays. Every file is covered by the bundle's checksums.sha256 and by MANIFEST.json.
  • Frozen judge outputs. Wherever a reference side needs a hosted VLM judge, the reference answers are frozen so that the reference side does not drift between runs or cost API calls:
    • Physical causality: reference/artifacts/judge_answers.json in the three BeamDomino cases holds five recorded judge passes on the Unity reference. A live judge whose model, frame count or prompt version differs from the recording is refused.
    • Prompt-scene consistency: reference/artifacts/reference_scores.json in the six prompt cases holds the Unity video's frozen scores, reported as *_unity. The judge rubrics ship in reference/artifacts/rubrics/.
    • LPIPS contact events: reference/artifacts/contact_events.json holds the frozen reference-side contact events for MirrorRollingBall/lpips_collision, BeamDomino/causal and BallRoller/ctrl. The four LiquidContainer cases ship it too, with 0 consensus events (no candidate contact reached 3 of 5 passes), so LPIPS uses its temporal fallback there.
  • Reference-side CV outputs for fluid mechanics: the SAM2 liquid and bottle masks and the pooled RAFT flow of each LiquidContainer reference (*.npz). Only the candidate side runs SAM2 and RAFT.
  • Human study: human_alignment/prompt_scene_consistency.json.
  • Baselines: baselines/lighting_paper_native.json holds the paper's lighting scores (six models, five seeds, every per-run metric), which the evaluator reproduces exactly.

External requirements

Scoring a new model still needs the following, none of which ship in this dataset:

  • The evaluator code (WMEval repository) at the revision in MANIFEST.json, with its Python dependencies (requirements-*.lock).
  • A GPU for the CV-based dimensions: SAM2, GroundingDINO, Depth Anything, DINOv2, RAFT and LPIPS. Suite validation and dry runs need only PyYAML.
  • CV checkpoints, downloaded on first use from their upstream hosts. The pinned revisions and weight SHA-256s are listed in the evaluator repository's experiments/tables_4_7/evaluator_assets.lock.json. DINOv2 is loaded through torch.hub, which needs network access to GitHub on first use.
  • A hosted VLM judge (OpenAI API, OPENAI_API_KEY) for the candidate side of prompt_scene_consistency, physical_causality and causal lpips. The judge models are pinned in suite.yaml (gpt-5.4, plus gpt-5.4-mini for the LPIPS coarse pass). These calls cost money, and the judge is sampled, not deterministic.

Differences from the paper

See DIFFERENCES_FROM_PAPER.md: roster and prompt-driven rows dropped as N/A, per-dimension action trajectories (including the prompt cases' as-run inputs), frozen judge outputs and their effect on the Unity reference numbers, and evaluation behavior added after the paper. How the frozen judge outputs are produced and re-baselined: FROZEN_JUDGE_OUTPUTS.md.

License

License: to be decided by the maintainers (TODO).

Third-party code and model weights used by the evaluator are listed in THIRD_PARTY_NOTICES.md in the evaluator repository.

Citation

See CITATION.cff in the evaluator repository.

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