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 1.74k | 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 the paper's outward-condition start, seen from the far side of the room by the ... | 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 the paper's outward-condition start, seen from the far side of the room by the ... | 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: a high camera looking diagonally down at a flat light gray floor enclosed by low dark walls. In the middle of the floor, a square grid of many glossy yellow spheres with alleys between rows; one small, highly reflective chrome mirror ball (the player) sits at the centre of the gri... | 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 the paper's outward-condition start; the chrome sphere is in the centre... | 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 the paper's outward-condition start; the chrome sphere is in the centre... | 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 behind the camera, with no ground behind it—only open sky, as if the road is suspended in space. A yellow sports car with two black raci... | 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 a raised eye height, approximately 2.3 metres above the floor, looking slightly down at the table. 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 radius of about 2.8 metres, completing ... | 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 away from the main cherry tree, toward the rockery waterfall and pond in front of a lit wooden building, with a stone lantern on the left. Two stone garden lanterns and foreground and back... | 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 away from the main cherry tree, toward the rockery waterfall and pond in front of a lit wooden building, with a stone lantern on the left. Two stone garden lanterns and foreground and back... | 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 away from the main cherry tree, toward the rockery waterfall and pond in front of a lit wooden building, with a stone lantern on the left. Two stone garden lanterns and foreground and back... | 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 away from the main cherry tree, toward the rockery waterfall and pond in front of a lit wooden building, with a stone lantern on the left. Two stone garden lanterns and foreground and back... | 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 away from the main cherry tree, toward the rockery waterfall and pond in front of a lit wooden building, with a stone lantern on the left. Two stone garden lanterns and foreground and back... | 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 away from the main cherry tree, toward the rockery waterfall and pond in front of a lit wooden building, with a stone lantern on the left. Two stone garden lanterns and foreground and back... | 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 away from the main cherry tree, toward the rockery waterfall and pond in front of a lit wooden building, with a stone lantern on the left. Two stone garden lanterns and foreground and back... | 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 a raised eye height, approximately 2.3 metres above the floor, looking slightly down at the table. No body, hands, or held items are visible in frame. The viewer stays on a circle of about 2.8 metres radius around a wooden round dining table, continuously keeping the table near the centre of t... | 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 a raised eye height, approximately 2.3 metres above the floor, looking slightly down at the table. No body, hands, or held items are visible in frame. The viewer stays on a circle of about 2.8 metres radius around a wooden round dining table, continuously keeping the table near the centre of t... | 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 a raised eye height, approximately 2.3 metres above the floor, looking slightly down at the table. No body, hands, or held items are visible in frame. The viewer stays on a circle of about 2.8 metres radius around a wooden round dining table, continuously keeping the table near the centre of t... | 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 a raised eye height, approximately 2.3 metres above the floor, looking slightly down at the table. No body, hands, or held items are visible in frame. The viewer stays on a circle of about 2.8 metres radius around a wooden round dining table, continuously keeping the table near the centre of t... | 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 a raised eye height, approximately 2.3 metres above the floor, looking slightly down at the table. No body, hands, or held items are visible in frame. The viewer stays on a circle of about 2.8 metres radius around a wooden round dining table, continuously keeping the table near the centre of t... | 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 a raised eye height, approximately 2.3 metres above the floor, looking slightly down at the table. No body, hands, or held items are visible in frame. The viewer stays on a circle of about 2.8 metres radius around a wooden round dining table, continuously keeping the table near the centre of t... | 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 a raised eye height, approximately 2.3 metres above the floor, looking slightly down at the table. No body, hands, or held items are visible in frame. The viewer stays on a circle of about 2.8 metres radius around a wooden round dining table, continuously keeping the table near the centre of t... | 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 a raised eye height, approximately 2.3 metres above the floor, looking slightly down at the table. No body, hands, or held items are visible in frame. The viewer stays on a circle of about 2.8 metres radius around a wooden round dining table, continuously keeping the table near the centre of t... | 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 a raised eye height, approximately 2.3 metres above the floor, looking slightly down at the table. No body, hands, or held items are visible in frame. The viewer stays on a circle of about 2.8 metres radius around a wooden round dining table, continuously keeping the table near the centre of t... | 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 a raised eye height, approximately 2.3 metres above the floor, looking slightly down at the table. No body, hands, or held items are visible in frame. The viewer stays on a circle of about 2.8 metres radius around a wooden round dining table, continuously keeping the table near the centre of t... | 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 a raised eye height, approximately 2.3 metres above the floor, looking slightly down at the table. No body, hands, or held items are visible in frame. The viewer stays on a circle of about 2.8 metres radius around a wooden round dining table, continuously keeping the table near the centre of t... | 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 a raised eye height, approximately 2.3 metres above the floor, looking slightly down at the table. No body, hands, or held items are visible in frame. The viewer stays on a circle of about 2.8 metres radius around a wooden round dining table, continuously keeping the table near the centre of t... | 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 a raised eye height, approximately 2.3 metres above the floor, looking slightly down at the table. No body, hands, or held items are visible in frame. The viewer stays on a circle of about 2.8 metres radius around a wooden round dining table, continuously keeping the table near the centre of t... | 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 a raised eye height, approximately 2.3 metres above the floor, looking slightly down at the table. No body, hands, or held items are visible in frame. The viewer stays on a circle of about 2.8 metres radius around a wooden round dining table, continuously keeping the table near the centre of t... | 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 a raised eye height, approximately 2.3 metres above the floor, looking slightly down at the table. No body, hands, or held items are visible in frame. The viewer stays on a circle of about 2.8 metres radius around a wooden round dining table, continuously keeping the table near the centre of t... | 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 a raised eye height, approximately 2.3 metres above the floor, looking slightly down at the table. No body, hands, or held items are visible in frame. The viewer stays on a circle of about 2.8 metres radius around a wooden round dining table, continuously keeping the table near the centre of t... | 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 a raised eye height, approximately 2.3 metres above the floor, looking slightly down at the table. No body, hands, or held items are visible in frame. The viewer stays on a circle of about 2.8 metres radius around a wooden round dining table, continuously keeping the table near the centre of t... | 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 a raised eye height, approximately 2.3 metres above the floor, looking slightly down at the table. No body, hands, or held items are visible in frame. The viewer stays on a circle of about 2.8 metres radius around a wooden round dining table, continuously keeping the table near the centre of t... | 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 a raised eye height, approximately 2.3 metres above the floor, looking slightly down at the table. No body, hands, or held items are visible in frame. The viewer stays on a circle of about 2.8 metres radius around a wooden round dining table, continuously keeping the table near the centre of t... | 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 a raised eye height, approximately 2.3 metres above the floor, looking slightly down at the table. No body, hands, or held items are visible in frame. The viewer stays on a circle of about 2.8 metres radius around a wooden round dining table, continuously keeping the table near the centre of t... | 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 behind the camera, with no ground behind it—only open sky, as if the road is suspended in space. A yellow sports car with two black raci... | 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 behind the camera, with no ground behind it—only open sky, as if the road is suspended in space. A yellow sports car with two black raci... | 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 behind the camera, with no ground behind it—only open sky, as if the road is suspended in space. A yellow sports car with two black raci... | RacingCar/kinematics_third | synthetic/ego_vehicle/RacingCar__kinematics_third/s02_wait_drive/reference/reference.mp4 | cases/RacingCar/kinematics_third/reference/ref.png | synthetic/ego_vehicle/RacingCar__kinematics_third/s02_wait_drive/trajectory.yaml | match_reference | unity_rendered |
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