case_id stringlengths 15 82 | scene stringclasses 9
values | variant stringlengths 4 29 | group stringclasses 2
values | family stringclasses 9
values | action_target stringclasses 7
values | suites listlengths 1 1 | dimensions listlengths 1 4 | perspective stringclasses 2
values | prompt stringlengths 257 1.68k | conditioning_case stringclasses 32
values | reference_video stringlengths 45 106 | first_frame stringclasses 32
values | trajectory stringlengths 57 98 | candidate_normalization stringclasses 4
values | reference_status stringclasses 1
value |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
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, versionv1, release idwmeval-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_coreplus 220 synthetic action trajectories undersynthetic/(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.jsonstores the description and its steps. Each also has a Unity reference in itsreference/folder, rendered by replaying the same actions in the core case's Unity scene (reference_status: unity_rendered);synthetic/references.jsonin the code repository records checksums, render provenance and how closely frame 0 matches the core frame (reference_quality: weak_first_framebelow 20 dB). Theirsuitesvalue iswmeval_v1; core rows carry the Lite suite they belong to (wmeval_lite_v1).run_wmeval_lite.py run --split synthetic(orfull) scores them on their declared dimensions with the conditioning case's protocol, against their own reference and itsreference/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, withreference_qualityon 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.
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>Generate one video per case and seed from the case's conditions:
- the prompt:
case.yamlprompt; - the conditioning frame:
reference/ref.pngif present, otherwise frame 0 of the reference video; - the controls:
reference/artifacts/actions.txt(and the numericaction.npy/action.npz, ortrajectory.yamlwhere 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
protocolblock (candidate_normalization,min_duration_sec,min_duration_ratio). The case'sprotocoldecides when a clip counts as truncated.- the prompt:
Lay the videos out as
<model_root>/<model>/<Scene>/<variant>/<seed>.mp4, or write a JSONL manifest withmodel,case_id,seed,candidate_video[, params].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-rootThe output directory receives
per_case_results.jsonl,aggregate_summary.jsonandaggregate_summary.csv. To check a prompt-judge run against the human study, usepython 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.sha256and byMANIFEST.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.jsonin 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.jsonin the six prompt cases holds the Unity video's frozen scores, reported as*_unity. The judge rubrics ship inreference/artifacts/rubrics/. - LPIPS contact events:
reference/artifacts/contact_events.jsonholds the frozen reference-side contact events forMirrorRollingBall/lpips_collision,BeamDomino/causalandBallRoller/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.
- Physical causality:
- 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.jsonholds 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 throughtorch.hub, which needs network access to GitHub on first use. - A hosted VLM judge (OpenAI API,
OPENAI_API_KEY) for the candidate side ofprompt_scene_consistency,physical_causalityand causallpips. The judge models are pinned insuite.yaml(gpt-5.4, plusgpt-5.4-minifor 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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