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| license: other | |
| license_name: origin-lab-data-license | |
| license_link: LICENSE.md | |
| extra_gated_heading: "Request access to Origin Lab Game-Depth" | |
| extra_gated_prompt: >- | |
| Two access tracks, defined in LICENSE.md. Track A, Internal Evaluation: 90 days to train and | |
| evaluate models internally to assess the data. No obligation to publish anything. Track B, | |
| Non-Commercial Research: research use with attribution; publish freely. Under both tracks there | |
| is no commercial use, no deployment, and no redistribution in any form. Commercial licensing | |
| requires a direct agreement with Origin Lab: originlab.ai/hf. | |
| extra_gated_fields: | |
| Name: text | |
| Organization: text | |
| Work email: text | |
| Access track: | |
| type: select | |
| options: | |
| - Track A, Internal Evaluation (90 days) | |
| - Track B, Non-Commercial Research | |
| Intended use: text | |
| I agree to the terms of my selected track in the LICENSE file: checkbox | |
| task_categories: | |
| - depth-estimation | |
| - image-to-image | |
| tags: | |
| - depth | |
| - monocular-depth | |
| - relative-depth | |
| - rgbd | |
| - depth-pretraining | |
| - game-engine | |
| - dense-ground-truth | |
| - synthetic-data | |
| - zero-shot-transfer | |
| - world-models | |
| - spatial-intelligence | |
| - pretraining | |
| arxiv: | |
| - 2409.18124 | |
| - 2312.02145 | |
| - 2406.09414 | |
| - 2011.02523 | |
| - 2001.10773 | |
| size_categories: | |
| - 10K<n<100K | |
| pretty_name: "Origin Lab Game-Depth: RGB paired with dense engine z-buffer depth" | |
| configs: | |
| - config_name: default | |
| data_files: | |
| - split: train | |
| path: data/train-*.parquet | |
| - split: test | |
| path: data/test-*.parquet | |
| - split: extra | |
| path: data/extra-*.parquet | |
| <p align="center"> | |
| <img src="https://huggingface.co/datasets/originlab/game-depth/resolve/main/assets/logo.png" alt="OriginLab" width="320"> | |
| </p> | |
| # Origin Lab Game-Depth: RGB + Dense Z-Buffer Depth | |
| Dense depth from game engines, as a scalable substitute for scarce real depth ground truth. | |
| Depth is one of ten frame-locked modalities Origin Lab captures in-engine (pre- and post-HUD RGB, depth, | |
| surface normals, camera pose, keyboard/mouse inputs, in-engine events, game state, audio, and per-frame | |
| training tables) - this release isolates the depth channel; the full multimodal corpus is | |
| [`originlab/game-recordings-v3`](https://huggingface.co/datasets/originlab/game-recordings-v3). All | |
| gameplay is captured under license from the rights holders by consenting, compensated | |
| players. The engine measures absolute geometry: this release ships relative log-nearness, and metric depth | |
| is the next release. | |
| Website: [originlab.ai](https://originlab.ai) | |
| **Data:** this repo (load with `load_dataset("originlab/game-depth")`).<br> | |
| **Models / checkpoints:** [`originlab/lotus-game-depth`](https://huggingface.co/originlab/lotus-game-depth). | |
| ## Abstract | |
| Dense depth ground truth is the bottleneck in monocular depth estimation. Real sensors are sparse, noisy, | |
| or indoor-only, and purpose-built synthetic datasets are expensive and narrow. Game engines already render | |
| a dense, exact z-buffer for every frame, for free. We ask whether that signal can stand in for real data. | |
| Training a depth model from scratch on ~17.8k game frames, roughly a quarter of the synthetic corpus behind | |
| the Lotus baseline, we find it transfers to real outdoor scenes better than that baseline (KITTI AbsRel | |
| 0.191 vs 0.224). The comparison is against the publicly released Lotus checkpoint, trained by its authors | |
| under their own schedule - a released-baseline comparison, not a controlled retrain. Indoor scenes remain | |
| this dataset's frontier. The reason is geometric rather than cosmetic: the | |
| game corpus teaches an outdoor ground-plane structure that real driving data shares, even though its pixels | |
| look nothing alike. We therefore position game z-buffers as a scalable pre-training substrate, a cheap | |
| geometric prior for initializing models before fine-tuning on limited real data, rather than a replacement | |
| for real data. | |
| ## Dataset structure | |
| Each example is one RGB frame paired with dense depth from the engine z-buffer: | |
| - `image` : RGB frame (1080x1920), PNG. | |
| - `depth_nearness` : relative log-nearness stored as a 16-bit PNG. Decode with | |
| `nearness = numpy.array(x) / 65535.0` (in [0,1], near = 1). This is relative, not metric. | |
| - `valid` : per-pixel validity mask (0 or 255). Game z-buffers are fully dense, so for this dataset | |
| every pixel is valid and the mask is all-255 (appears all-white in the Viewer). It is included only | |
| for format compatibility with real-sensor depth datasets, which have holes; you can ignore it here. | |
| - `game`, `session`, `frame`, `split` : metadata. | |
| Splits (48,615 frames total): | |
| - `train` (17,799) : the session-capped, stride-sampled curated training split used in the results below. | |
| - `test` (999) : session-disjoint held-out test set. | |
| - `extra` (29,815) : the remaining frames. Do not evaluate on `extra` - it shares sessions with `train`. | |
| Released so you can build your own curation instead of ours. | |
| ### Usage | |
| ```python | |
| from datasets import load_dataset | |
| import numpy as np | |
| ds = load_dataset("originlab/game-depth", split="train", streaming=True) | |
| ex = next(iter(ds)) | |
| rgb = ex["image"] # PIL RGB | |
| nearness = np.array(ex["depth_nearness"]).astype("float32") / 65535.0 # [0,1], near = 1 (relative) | |
| valid = np.array(ex["valid"]) > 0 | |
| ``` | |
| ## 1. Depth data is the bottleneck | |
| Every monocular-depth model is limited by the depth labels it can learn from. LiDAR is sparse and costly; | |
| structured-light sensors are indoor-only and noisy; pseudo-labels inherit a teacher's blind spots. | |
| Synthetic datasets such as Hypersim and Virtual KITTI give dense, exact depth, which is why the strongest | |
| open diffusion-depth models train on them, but they are hand-authored, fixed in size, and narrow in domain | |
| (photoreal interiors, or a driving simulator). | |
| Game engines sidestep the labeling problem entirely: the z-buffer that produces every rendered frame is | |
| dense per-pixel depth, available at capture time at no additional cost. Unlike a curated synthetic dataset, | |
| game capture is open-ended across any title, session, or environment, so the supply of dense depth grows | |
| with recording rather than with annotation budget. The question this card answers is whether depth learned | |
| from that source actually transfers to the real world. | |
| ## 2. A depth dataset from game engines | |
| The dataset is 48,615 RGB frames (1080x1920) from 10 games across 98 sessions, each paired with dense | |
| per-pixel depth from the engine z-buffer (stored as log-nearness, `nearness = luma/65535`, near = 1; relative, not | |
| metric). Splits are session-disjoint, so no scene leaks between train and test. Frames are stride-sampled to | |
| cut the temporal redundancy of contiguous gameplay (raw 3-fps extraction is about 21% near-duplicates; the | |
| sampled training split about 8%), and the training split is session-capped so no single session dominates. | |
| The composition is deliberately outdoor-heavy and 0% indoor, a fact that turns out to explain most of the | |
| results below. A per-game breakdown is in Section 8. | |
| The comparison that frames the rest of the card is with the data behind the Lotus baseline: | |
| | | Lotus training data | This dataset (ours) | | |
| |---|---|---| | |
| | Sources | Hypersim + Virtual KITTI (2 curated datasets) | 10 commercial games, 98 sessions | | |
| | Train size | about 74k (54k + 20k) | 48,615 total; 17,799 used here | | |
| | Origin | purpose-built renders / driving sim | off-the-shelf gameplay capture | | |
| | Scenes | indoor + road | outdoor: forest, off-road, driving, FPS, party | | |
| | Depth GT | metric | relative log-nearness | | |
| | Scaling | fixed datasets | grows with capture, not labeling | | |
| Our model is trained from scratch on roughly 4x fewer frames, entirely from games. That the resulting model | |
| is competitive at all is the first hint that the signal is dense and clean enough to matter. | |
| ## 3. Game depth transfers to real outdoor scenes | |
| The central test is zero-shot transfer to a real benchmark the model never saw. On KITTI (1000-image | |
| annotated validation set), evaluated in a single fixed harness, the game-trained model has the lowest error | |
| of the diffusion-family models: | |
| | Model (zero-shot) | AbsRel (lower better) | delta1 (higher better) | | |
| |---|---|---| | |
| | Ours (game, from scratch) | 0.191 | 0.720 | | |
| | Lotus (released) | 0.224 | 0.585 | | |
| | Marigold | 0.244 | 0.570 | | |
| | Depth-Anything-V2 (real-data reference) | 0.075 | 0.947 | | |
| The gap is statistically clear, not noise: 95% bootstrap confidence intervals are [0.189, 0.194] for ours | |
| and [0.221, 0.226] for Lotus, which do not overlap. These intervals cover test-set sampling only, not | |
| run-to-run training variance; all results are single-seed. One confound should be named plainly: Lotus | |
| trains on 54k indoor frames plus 20k driving-sim frames while our training data is 0% indoor, so this | |
| result is equally consistent with "domain match wins" as with "game data wins" - the outdoor-only control | |
| (ours vs Virtual KITTI alone at matched size, Section 7) will settle which. | |
| A model that has only ever seen rendered game frames predicts real outdoor depth more accurately than one | |
| trained on purpose-built synthetic data, and it does so on real photographs, which tells us synthetic-RGB | |
| fidelity is not the limiting factor. The advantage is not superficial: it is strongest exactly where outdoor | |
| scene understanding lives, on the receding ground plane and at long range, and it holds when noisy boundary | |
| pixels are removed, so it reflects structure the model understands rather than sensor noise it happens to | |
| fit. Depth-Anything-V2, a discriminative model trained on massive labeled real data, sits far ahead of all | |
| diffusion models; it is a reference ceiling, not a same-recipe competitor. | |
|  | |
| Zero-shot KITTI predictions across models (inverse-depth visualization; near bright, far dark; selected | |
| examples). The game-trained model recovers road geometry and vehicles cleanly, ahead of the other diffusion | |
| models on these frames. Depth-Anything-V2 (the real-data reference) remains strongest overall (Table above). | |
| ## 4. The mechanism: geometry, not appearance | |
| Why would game frames transfer to real driving scenes? The intuitive guess, that the game RGB simply looks | |
| like KITTI, is wrong, and measuring it is what makes the real explanation clear. | |
| Embedding every image with DINOv2 and comparing distributions, the game data is in fact closest in | |
| appearance to indoor NYU, not outdoor KITTI: | |
| | Pair | DINOv2 Frechet distance | | |
| |---|---| | |
| | game vs NYU | 0.98 | | |
| | game vs KITTI | 1.32 | | |
| If appearance drove transfer, the model would do best on NYU, the opposite of what happens. What the game | |
| data actually shares with KITTI is 3-D structure. Measuring the ground-plane signature of each dataset, how | |
| strongly distance increases from the bottom of the image to the top, the game corpus looks outdoor: its | |
| per-image ground-plane strength (median rho) clusters near KITTI (-0.79 vs -0.82) and far from indoor NYU | |
| (-0.56). | |
|  | |
| A depth model learns geometry, not texture, so the game corpus hands it an outdoor ground-plane prior that | |
| happens to be exactly right for real driving scenes and exactly wrong for cluttered interiors. This single | |
| mechanism explains the whole pattern of results: the outdoor win, the indoor gap, and the value of the data | |
| as a prior. This is a correlation grounded in the mechanism a monocular depth model actually learns; a | |
| direct causal test (holding the game RGB fixed while destroying the depth geometry and measuring the drop | |
| in transfer) is described as future work in Section 7. | |
| ## 5. Indoor is the frontier | |
| The same prior that wins outdoors is a liability indoors. With no indoor frames in training, NYU is out of | |
| distribution, and the model loses zero-shot (AbsRel 0.149 vs Lotus 0.133). Fine-tuning on real NYU closes | |
| the gap. Under a matched learning-rate sweep (best checkpoint for each initialization), the game-pretrained | |
| model reaches AbsRel 0.116, statistically tied with the fine-tuned Lotus baseline (0.115), despite having no | |
| indoor data and roughly 4x less pre-training. We take the honest reading: indoor performance needs indoor | |
| data, and here game-pretraining matches, rather than beats, a curated-synthetic baseline. That parity is | |
| still a useful data-efficiency result, and it maps where the approach helps today (outdoor geometry) and | |
| where the next dataset version has to grow (indoor and more varied scenes). | |
| | Model | NYU AbsRel, zero-shot | NYU AbsRel, + NYU fine-tune | | |
| |---|---|---| | |
| | Ours (game, from scratch) | 0.149 | 0.116 | | |
| | Lotus (released) | 0.133 | 0.115 | | |
| | Marigold | 0.197 | not fine-tuned | | |
| | Depth-Anything-V2 (real-data reference) | 0.055 | not fine-tuned | | |
| (654-image Eigen test, cap 10 m, lower is better. Fine-tuned numbers use the matched learning-rate sweep, | |
| best checkpoint per initialization; ours and Lotus are statistically tied.) | |
|  | |
| Game pre-training alone is weak indoors (third column, zero-shot: the outdoor prior is out of distribution | |
| for cluttered rooms), but it is a strong starting point. Fine-tuning on real NYU recovers the room layout | |
| and furniture (fourth column). Selected examples with the largest zero-shot-to-fine-tuned improvement. | |
| An earlier comparison at a single higher learning rate had suggested a larger game-pretraining advantage; | |
| that turned out to be an under-tuned Lotus baseline, which the matched sweep corrects. We report the | |
| matched, fair numbers. | |
|  | |
| NYU predictions with both models fine-tuned on real NYU under an identical fine-tune recipe applied to both initializations (selected examples). | |
| The game-pretrained model produces indoor depth as close to the ground truth as the fine-tuned Lotus | |
| baseline, consistent with the tied metrics above. | |
| ## 6. What this is: a scalable pre-training substrate | |
| Read together, the results describe a specific and useful role for game-engine depth. It is not a | |
| replacement for real data; Depth-Anything-V2, trained on real labels, is far more accurate on the | |
| real-world benchmarks. It is a cheap, scalable geometric prior: dense and exact, free at capture time, and, as the KITTI result shows, | |
| carrying structure that transfers to the real world. The natural use is to pre-train on game depth and then | |
| fine-tune on whatever small real dataset a task allows, getting the benefit of a strong prior without the | |
| cost of collecting real dense depth. | |
| Two in-domain observations reinforce this. First, the pre-training learns genuine structure: on held-out | |
| game frames our model predicts depth well ahead of Lotus. Second, and more telling, the real-data model | |
| that dominates the benchmarks is the weakest on our frames, which means the data carries structure that | |
| existing models have not already absorbed. | |
| | Model on our game test set | SSI-MAE (lower better) | AbsRel | | |
| |---|---|---| | |
| | Ours (game) | 0.029 | 0.050 | | |
| | Lotus | 0.035 | 0.064 | | |
| | Marigold | 0.041 | 0.074 | | |
| | Depth-Anything-V2 (real-data SOTA elsewhere) | 0.055 | 0.098 | | |
| ## 7. Where this goes (v0.3.0) | |
| - Data-scaling curve: accuracy across roughly 2k to 48.6k frames, step-matched - the direct test of | |
| whether accuracy is still climbing with capture. | |
| - Outdoor-only synthetic control: ours vs Virtual KITTI alone at matched size, to separate "domain match | |
| wins" from "game data wins" on KITTI. | |
| - Coverage: indoor and more varied scenes, to convert the indoor frontier into a strength. | |
| - Causal test: a depth-corruption ablation (holding RGB fixed, destroying the depth geometry, and measuring | |
| the drop in transfer) to move the geometry mechanism from correlation to causation. | |
| - Confidence: multi-seed variance and confidence intervals on every headline number. | |
| ## 8. Dataset composition | |
| The training split (17,799 frames) spans 10 games; no single game dominates. The held-out game test set | |
| (999 frames) is session-disjoint and drawn from 5 of the games. | |
| | Game | Train frames | Train % | Test frames | | |
| |---|---|---|---| | |
| | Game1 | 1,600 | 9.0 | 0 | | |
| | Game2 | 2,000 | 11.2 | 200 | | |
| | Game3 | 1,600 | 9.0 | 0 | | |
| | Game4 | 2,000 | 11.2 | 200 | | |
| | Game5 | 800 | 4.5 | 200 | | |
| | Game6 | 1,400 | 7.9 | 200 | | |
| | Game8 | 2,000 | 11.2 | 200 | | |
| | Game9 | 2,800 | 15.7 | 0 | | |
| | Game10 | 1,800 | 10.1 | 0 | | |
| | Game11 | 1,800 | 10.1 | 0 | | |
| | Total | 17,799 | 100 | 999 | | |
| Full corpus before session-capping and the train split is 48,615 frames. Machine-readable counts in | |
| [`results/game_distribution.json`](results/game_distribution.json). | |
| ## Released models | |
| Both models trained with this dataset are released (same license) in one repo: **[`originlab/lotus-game-depth`](https://huggingface.co/originlab/lotus-game-depth)** - the game-pretrained checkpoint (`pretrained/`, zero-shot KITTI 0.191) and the NYU fine-tuned checkpoint (`nyu-ft/`, NYU 0.116). Load with `UNet2DConditionModel.from_pretrained('originlab/lotus-game-depth', subfolder='pretrained/unet')`. | |
| ## Methodology and scope | |
| Full detail in [`METHODOLOGY.md`](METHODOLOGY.md); machine-readable metrics (including per-frame) in | |
| [`results/`](results/). In brief: all models run through one harness with per-model output conventions | |
| handled explicitly, and predictions aligned to ground truth by least-squares scale-shift. The harness is | |
| validated by Depth-Anything-V2 reproducing its published NYU number (about 0.055). KITTI is processed at | |
| native resolution for every model identically, because its roughly 3.4:1 frames are otherwise squashed and | |
| blurred. Ours shares the Lotus architecture and training recipe, but the headline comparison is against the | |
| publicly released Lotus checkpoint trained by its authors under their own schedule - we did not retrain | |
| Lotus, so this is a released-baseline comparison, not a controlled same-recipe experiment. Marigold and | |
| Depth-Anything-V2 are external checkpoints included as reference points, with inference settings | |
| disclosed. Depth only; normals | |
| are out of scope. Point estimates are single-seed; multi-seed variance is noted as future work in Section 7. | |
| Training footprint: the trained component is the SD2-base UNet (about 0.87B trainable parameters; VAE and | |
| text encoder frozen), run for 6000 steps at effective batch 32, so roughly 192k images are seen, about 11 | |
| passes over the 17,799-frame split. Compute cost is a separate axis from data amount: under a step-matched | |
| budget it stays fixed as the data is scaled down, so the data-utilization question (whether accuracy keeps | |
| rising with more data) is answered by the data-scaling curve in Section 7, not by compute; the only coupling | |
| is that smaller fractions imply more passes over the data (a memorization caveat for those points). | |
| ## License | |
| Origin Lab Data License ([`LICENSE.md`](LICENSE.md)). Two tracks; select one | |
| when requesting access. | |
| - **Track A, Internal Evaluation.** 90 days to train and evaluate models | |
| internally in order to assess the data. Origin Lab does not require you to | |
| publish or open-source anything you train. Delete at the end, or convert to | |
| a commercial agreement. | |
| - **Track B, Non-Commercial Research.** Research use with attribution. | |
| Papers, open weights, and benchmarks are welcome. | |
| Under both tracks: no commercial use, no deployment, and no redistribution of | |
| the data in any form. Any commercial use of the data, or of a model trained | |
| on it, requires a direct license from Origin Lab: | |
| [originlab.ai/hf](https://originlab.ai/hf). | |
| ## References | |
| 1. N. Silberman, D. Hoiem, P. Kohli, R. Fergus. "Indoor Segmentation and Support Inference from RGBD | |
| Images." ECCV, 2012. (NYU Depth V2) | |
| 2. A. Geiger, P. Lenz, R. Urtasun. "Are We Ready for Autonomous Driving? The KITTI Vision Benchmark Suite." | |
| CVPR, 2012. A. Geiger, P. Lenz, C. Stiller, R. Urtasun. "Vision Meets Robotics: The KITTI Dataset." | |
| IJRR, 2013. | |
| 3. M. Roberts, J. Ramapuram, A. Ranjan, et al. "Hypersim: A Photorealistic Synthetic Dataset for Holistic | |
| Indoor Scene Understanding." ICCV, 2021. | |
| 4. A. Gaidon, Q. Wang, Y. Cabon, E. Vig. "Virtual Worlds as Proxy for Multi-Object Tracking Analysis." | |
| CVPR, 2016. Y. Cabon, N. Murray, M. Humenberger. "Virtual KITTI 2." arXiv:2001.10773, 2020. | |
| 5. J. He, H. Li, W. Yin, et al. "Lotus: Diffusion-based Visual Foundation Model for High-quality Dense | |
| Prediction." arXiv:2409.18124, 2024. | |
| 6. B. Ke, A. Obukhov, S. Huang, N. Metzger, R. C. Daudt, K. Schindler. "Repurposing Diffusion-Based Image | |
| Generators for Monocular Depth Estimation (Marigold)." CVPR, 2024. | |
| 7. L. Yang, B. Kang, Z. Huang, Z. Zhao, X. Xu, J. Feng, H. Zhao. "Depth Anything V2." NeurIPS, 2024. | |
| arXiv:2406.09414. | |
| 8. M. Oquab, T. Darcet, T. Moutakanni, et al. "DINOv2: Learning Robust Visual Features without | |
| Supervision." TMLR, 2023. | |
| ## Citation | |
| ```bibtex | |
| @misc{originlab2026gamedepth, | |
| title = {Origin Lab Game-Depth: RGB + Dense Z-Buffer Depth}, | |
| author = {Origin Lab}, | |
| year = {2026}, | |
| url = {https://app.originlab.ai} | |
| } | |
| ``` | |