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| license: other | |
| license_name: mixed | |
| license_details: Annotations CC BY 4.0; images are Minecraft screenshots under Mojang's usage guidelines; Sundial Lite renders made with a GPL-3.0 shader | |
| pretty_name: Minecraft vanilla frames with depth, camera, traced sun shadows and Sundial Lite renders | |
| task_categories: | |
| - image-to-image | |
| - depth-estimation | |
| tags: | |
| - minecraft | |
| - webdataset | |
| - depth | |
| - shadows | |
| - shaders | |
| size_categories: | |
| - 10K<n<100K | |
| configs: | |
| - config_name: preview | |
| default: true | |
| data_files: | |
| - split: train | |
| path: preview/train-*.tar | |
| - split: test | |
| path: preview/test-*.tar | |
| # Minecraft vanilla frames with depth, camera, traced sun shadows and Sundial Lite renders | |
| 20 787 frames of Minecraft Java Edition 1.21.1 rendered **without shaders** at 1280×720, each with | |
| its depth buffer, its camera, the block under every pixel and the sun shadow traced in the saved | |
| world, and for 16 363 of them the **same frame rendered with the Sundial Lite shader pack**. They | |
| were captured with a Fabric mod that teleports the player through a plan of poses with the world | |
| frozen (no weather, fixed time of day). | |
| Capture tool (the mod, its configuration, the shader options and the contribution validator): | |
| **<https://github.com/stevenijm777/nrmc-capture>** | |
| *Resumen en español: 20 787 fotogramas de Minecraft 1.21.1 sin shaders, con profundidad, cámara, | |
| bloque por píxel y la sombra del sol trazada en el mundo guardado; 16 363 de ellos también con el | |
| shader Sundial Lite, para aprender el paso de vanilla a shader.* | |
| ## Paired renders: Sundial Lite | |
| `sundial0/` holds the target half for the first capture round: the same pose, time and camera | |
| rendered with **Sundial Lite v1.2.0** | |
| ([Modrinth](https://modrinth.com/shader/sundial-lite), by geforcelegend, GPL-3.0) through Iris | |
| 1.8.14. Settings that change from the pack defaults, so that | |
| the render is a function of the pose alone and the sun follows the same path as in vanilla: | |
| ``` | |
| sunPathRotation=0.0 (the pack tilts the sun 40° by default) | |
| DEPTH_OF_FIELD=false MOTION_BLUR=false AVERAGE_EXPOSURE=false | |
| VOLUMETRIC_FOG=false RAIN_RIPPLES=false PLANT_WAVE=false CAULDRON_WAVE=false | |
| CLOUD_SPEED=0.00 PLANE_CLOUD=false PLANE_CLOUD_SPEED=0.00 WATER_WAVE_SPEED=0.0 CLOUD_TYPE=0 | |
| ``` | |
| Two captures of the same pose differ by about 43 dB PSNR (temporal accumulation inside the pack): | |
| that is the ceiling for any model of this target. The Sundial renders of the second capture round | |
| (`-r2` shards) are not captured yet. One scene of the first round has no Sundial render. | |
| The renders of Complementary Reimagined used in the accompanying work are not included: its | |
| licence does not clearly allow redistributing them. | |
| ## Splits | |
| | Split | Scenes | World | | |
| |---|---|---| | |
| | train | 16 706 | `minesr_atlas` | | |
| | test | 3 381 | `minesr_atlas`, in cells of the map not used for training | | |
| | test | 700 | `minesr_test2` (swamp), a different world | | |
| | Biome | Scenes | of them, second round | | |
| |---|---|---| | |
| | forest | 3 990 | | | |
| | plains | 3 990 | 1 190 | | |
| | taiga | 3 990 | 644 | | |
| | desert | 3 989 | 2 589 | | |
| | swamp | 3 430 | | | |
| | snowy_plains | 1 398 | | | |
| World seeds: `minesr_atlas` 5277617577473417202, `minesr_test2` 7308878374753708357. | |
| Every position is captured at seven times of day (`time_of_day`, in game ticks: 0, 1000, 3000, | |
| 6000, 9000, 11000, 12000). The split is by area: the map is cut into cells of 512×512 blocks and | |
| each plan of poses belongs to one split. | |
| **Second round (October 2026).** Shards named `-r2` hold three new areas: `taiga_2`, `plains_2` | |
| and `desert_2`. The poses of `taiga_2_test` turned out to lie in the area of the first-round taiga | |
| training set (4 blocks from a training pose), so they were moved to **train**; the second-round | |
| test sets are `plains_2_test` and `desert_2_test`. Nothing of the first round changed: same scenes, | |
| same shards, same split. | |
| **Known overlap.** Three cells of the first round hold poses of both splits, near the edges of | |
| their areas: forest test and swamp train (closest poses 35 blocks apart), plains test and swamp | |
| train (32 blocks), and snowy plains train and taiga test (182 blocks). They are kept so that | |
| results on this test set stay comparable with published ones. | |
| **Animals.** Removing entities did not work reliably before mod 0.6.1. In the first round 224 | |
| scenes (32 positions) were removed by hand because an animal or a dropped item was in view, and a | |
| detector based on depth and the saved world still finds an entity in 3 584 of the 16 364 frames | |
| (0.05 % of the pixels). In the second round, `taiga_2` and `plains_2` were captured with animals | |
| (mod 0.6.0); `desert_2` with mod 0.6.1, without them. | |
| ## Files | |
| WebDataset shards, up to 500 scenes and about 1 GB each: | |
| - `data/<split>/<world>-<biome>[-r2]-<nnn>.tar`: the vanilla frame and its annotations; | |
| - `sundial0/<split>/<same name>.tar`: the Sundial Lite render of the scenes of the data shard of | |
| the same name. | |
| `manifest.jsonl` has one line per scene (pose, biome, time, split, `shard` and `sundial0_shard`, | |
| null when there is no render). | |
| The dataset viewer shows `preview/`: a 640×360 JPEG thumbnail and the manifest line of every | |
| first-round scene. It is only for browsing; the data is in `data/` and `sundial0/`. | |
| Inside a data shard, per scene: | |
| | File | Content | | |
| |---|---| | |
| | `<scene_id>.vanilla.png` | the frame, RGB, 1280×720 | | |
| | `<scene_id>.depth.npz` | `depth` float32 (720, 1280): OpenGL window-space depth in [0, 1], 1 = far plane or sky, origin top left | | |
| | `<scene_id>.json` | pose, biome, weather, `time_of_day`, and `camera`: `position`, `view_matrix` and `projection_matrix` (4×4, column major) | | |
| | `<scene_id>.blocks.npz` | `ids` uint16 (720, 1280): index into `names`, the block under each pixel (`nrmc:sky` for the sky) | | |
| | `<scene_id>.shadow.npz` | sun shadow of each pixel, traced through the blocks of the saved world (see below) | | |
| Inside a `sundial0` shard: `<scene_id>.sundial0.png` (RGB, 1280×720) and `<scene_id>.sundial0.json` | |
| (the capture metadata of that pass, with the shader options). | |
| Linearise the depth with `camera.projection_matrix`; with the view matrix this gives the world | |
| position of every pixel. | |
| ### `shadow.npz` | |
| One ray per pixel from its surface towards the sun, through the block grid of the saved world. | |
| This is information the renderer has and the image alone does not: the occluder can be outside | |
| the frame. | |
| | Array | Content | | |
| |---|---| | |
| | `bits` uint8 | flags of what the ray crossed: 1 solid block, 2 leaves, 4 plant; 8 the first occluder projects inside the frame; 16 it is also visible in the frame | | |
| | `first` float16 | distance in blocks to the first occluder, `inf` if none | | |
| | `leaves` uint8 | number of leaf cells crossed (capped at 255) | | |
| | `screen_test` uint8 | internal flag of the tracer | | |
| ## Loading | |
| Download the shards (`hf download stemjara/minecraft-vanilla-frames --repo-type dataset | |
| --include "data/*" --include "sundial0/*"`) and read them with `webdataset` or `tarfile`: | |
| ```python | |
| import io, json, numpy as np, webdataset as wds | |
| name = "train/minesr_atlas-forest-000.tar" | |
| renders = {s["__key__"]: s["sundial0.png"] for s in wds.WebDataset(f"sundial0/{name}")} | |
| for s in wds.WebDataset(f"data/{name}"): | |
| meta = json.loads(s["json"]) | |
| depth = np.load(io.BytesIO(s["depth.npz"]))["depth"] | |
| shadow = np.load(io.BytesIO(s["shadow.npz"])) | |
| vanilla_png, sundial_png = s["vanilla.png"], renders.get(s["__key__"]) | |
| break | |
| ``` | |
| ## Licence | |
| - The images are screenshots of Minecraft, © Mojang AB, shared under Mojang's usage guidelines. | |
| This dataset is not an official Minecraft product and is not approved by or associated with | |
| Mojang or Microsoft. | |
| - The `sundial0` renders were made with Sundial Lite v1.2.0, a shader pack under GPL-3.0-or-later. | |
| The licence covers the pack's code, not the images it renders; the pack is credited here, and | |
| the renders are shared under the same terms as the rest of the images. | |
| - Everything derived by the authors (metadata, block maps, shadow traces, manifest) is released | |
| under CC BY 4.0. | |