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BallRoller/ctrl
BallRoller
ctrl
core
core
ball
[ "wmeval_lite_v1" ]
[ "lpips", "action_controllability", "environment_object_consistency", "kinematics_mechanics" ]
third_person
Starting world must match the supplied BallRoller sketch frame: a compact square arena with a flat blue-gray floor, low white walls, and a fixed side-table camera looking diagonally across the arena. The player is a smooth white ball staged close to a tight rack of billiard-style balls so an immediate collision is plau...
BallRoller/ctrl
cases/BallRoller/ctrl/reference/reference.mp4
cases/BallRoller/ctrl/reference/reference.mp4
cases/BallRoller/ctrl/reference/artifacts/trajectory.yaml
none
unity_rendered
BeamDomino/causal
BeamDomino
causal
core
core
rolling_ball
[ "wmeval_lite_v1" ]
[ "lpips", "action_controllability", "physical_causality" ]
third_person
Starting world must match the BeamDomino Unity scene from a third-person follow camera: a blue controllable ball on the floor in the foreground, a small three-pillar structure with a triangular roof directly ahead, a gold ball resting on top of the roof, and a radial ring of dominoes arranged around the structure beyon...
BeamDomino/causal
cases/BeamDomino/causal/reference/reference.mp4
cases/BeamDomino/causal/reference/reference.mp4
cases/BeamDomino/causal/reference/artifacts/trajectory.yaml
beamdomino_native
unity_rendered
BeamDomino/causal_direct_strike
BeamDomino
causal_direct_strike
core
core
rolling_ball
[ "wmeval_lite_v1" ]
[ "physical_causality" ]
third_person
Starting world must match the BeamDomino Unity scene from a third-person follow camera: a blue controllable ball on the floor in the foreground, a small three-pillar structure with a triangular roof directly ahead, a gold ball resting on top of the roof, and a radial ring of dominoes arranged around the structure beyon...
BeamDomino/causal_direct_strike
cases/BeamDomino/causal_direct_strike/reference/reference.mp4
cases/BeamDomino/causal_direct_strike/reference/reference.mp4
cases/BeamDomino/causal_direct_strike/reference/artifacts/trajectory.yaml
beamdomino_native
unity_rendered
BeamDomino/causal_glancing
BeamDomino
causal_glancing
core
core
rolling_ball
[ "wmeval_lite_v1" ]
[ "physical_causality" ]
third_person
Starting world must match the BeamDomino Unity scene from a third-person follow camera: a blue controllable ball on the floor in the foreground, a small three-pillar structure with a triangular roof directly ahead, a gold ball resting on top of the roof, and a radial ring of dominoes arranged around the structure beyon...
BeamDomino/causal_glancing
cases/BeamDomino/causal_glancing/reference/reference.mp4
cases/BeamDomino/causal_glancing/reference/reference.mp4
cases/BeamDomino/causal_glancing/reference/artifacts/trajectory.yaml
beamdomino_native
unity_rendered
BilliardGame/kinematics_first
BilliardGame
kinematics_first
core
core
cue_ball
[ "wmeval_lite_v1" ]
[ "kinematics_mechanics" ]
first_person
A first-person ball-level view across a carom-billiard table with a white controllable cue ball, a yellow ball, and a red ball. WASD directly controls the white ball; keep the camera following the ball and preserve collisions with the other balls and rails.
BilliardGame/kinematics_first
cases/BilliardGame/kinematics_first/reference/reference.mp4
cases/BilliardGame/kinematics_first/reference/ref.png
cases/BilliardGame/kinematics_first/reference/artifacts/trajectory.yaml
match_reference
unity_rendered
BilliardGame/scene_360_in
BilliardGame
scene_360_in
core
core
camera
[ "wmeval_lite_v1" ]
[ "environment_object_consistency" ]
third_person
A carom-billiard table contains a white cue ball, a yellow ball, and a red ball on dark gray felt bordered by light rails with diamond sight markers. The white cue ball is the persistent target object. The initial Unity conditioning view is inward-facing toward the scene's designated target objects and anchors. From th...
BilliardGame/scene_360_in
cases/BilliardGame/scene_360_in/reference/reference.mp4
cases/BilliardGame/scene_360_in/reference/ref.png
cases/BilliardGame/scene_360_in/reference/artifacts/trajectory.yaml
match_reference
unity_rendered
BilliardGame/scene_360_out
BilliardGame
scene_360_out
core
core
camera
[ "wmeval_lite_v1" ]
[ "environment_object_consistency" ]
third_person
A carom-billiard table contains a white cue ball, a yellow ball, and a red ball on dark gray felt bordered by light rails with diamond sight markers. The white cue ball is the persistent target object. The initial Unity conditioning view is 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