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- ---
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- license: other
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- license_name: mixed
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- license_details: Annotations CC BY 4.0; images are Minecraft screenshots under Mojang's usage guidelines
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- pretty_name: Minecraft vanilla frames with depth, camera and traced sun shadows
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- task_categories:
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- - image-to-image
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- - depth-estimation
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- tags:
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- - minecraft
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- - webdataset
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- - depth
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- - shadows
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- size_categories:
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- - 10K<n<100K
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- configs:
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- - config_name: default
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- data_files:
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- - split: train
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- path: data/train/*.tar
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- - split: test
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- path: data/test/*.tar
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- ---
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-
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- # Minecraft vanilla frames with depth, camera and traced sun shadows
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-
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- 16 364 frames of Minecraft Java Edition 1.21.1 rendered **without shaders** at 1280×720, each with
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- its depth buffer, its camera, the block under every pixel and the sun shadow traced in the saved
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- world. They were captured with a Fabric mod that teleports the player through a plan of poses with
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- the world frozen (no weather, no entities, fixed time of day).
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-
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- *Resumen en español: 16 364 fotogramas de Minecraft 1.21.1 sin shaders, con profundidad, cámara,
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- bloque por píxel y la sombra del sol trazada en el mundo guardado. Solo el pase vanilla.*
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-
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- ## What is not here
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-
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- This is the input half of a paired dataset (vanilla frame → the same frame rendered with a shader
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- pack). The shader renders are **not included**: their licence does not clearly allow
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- redistributing them. With the poses and seeds below, the same frames can be rendered again with
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- any shader pack.
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-
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- ## Splits
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-
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- | Split | Scenes | World |
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- |---|---|---|
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- | train | 13 039 | `minesr_atlas` |
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- | test | 2 625 | `minesr_atlas`, in cells of the map not used for training |
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- | test | 700 | `minesr_test2` (swamp), a different world |
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-
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- | Biome | Scenes |
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- |---|---|
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- | forest | 3 990 |
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- | swamp | 3 430 |
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- | taiga | 3 346 |
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- | plains | 2 800 |
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- | desert | 1 400 |
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- | snowy_plains | 1 398 |
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-
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- World seeds: `minesr_atlas` 5277617577473417202, `minesr_test2` 7308878374753708357.
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-
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- Every position is captured at several times of day (`time_of_day`, in game ticks). 224 scenes
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- (32 positions) were removed by hand because an animal or a dropped item was in view.
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-
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- ## Files
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-
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- WebDataset shards, up to 500 scenes and about 1 GB each: `data/<split>/<world>-<biome>-<nnn>.tar`.
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- `manifest.jsonl` has one line per scene (pose, biome, time, split and the shard that holds it).
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-
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- Inside a shard, per scene:
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-
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- | File | Content |
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- |---|---|
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- | `<scene_id>.vanilla.png` | the frame, RGB, 1280×720 |
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- | `<scene_id>.depth.npz` | `depth` float32 (720, 1280): OpenGL window-space depth in [0, 1], 1 = far plane or sky, origin top left |
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- | `<scene_id>.json` | pose, biome, weather, `time_of_day`, and `camera`: `position`, `view_matrix` and `projection_matrix` (4×4, column major) |
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- | `<scene_id>.blocks.npz` | `ids` uint16 (720, 1280): index into `names`, the block under each pixel (`nrmc:sky` for the sky) |
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- | `<scene_id>.shadow.npz` | sun shadow of each pixel, traced through the blocks of the saved world (see below) |
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-
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- Linearise the depth with `camera.projection_matrix`; with the view matrix this gives the world
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- position of every pixel.
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-
82
- ### `shadow.npz`
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-
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- One ray per pixel from its surface towards the sun, through the block grid of the saved world.
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- This is information the renderer has and the image alone does not: the occluder can be outside
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- the frame.
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-
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- | Array | Content |
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- |---|---|
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- | `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 |
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- | `first` float16 | distance in blocks to the first occluder, `inf` if none |
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- | `leaves` uint8 | number of leaf cells crossed (capped at 255) |
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- | `screen_test` uint8 | internal flag of the tracer |
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-
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- ## Loading
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-
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- ```python
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- import io, json, numpy as np, webdataset as wds
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-
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- ds = wds.WebDataset("data/train/minesr_atlas-forest-000.tar")
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- for s in ds:
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- meta = json.loads(s["json"])
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- depth = np.load(io.BytesIO(s["depth.npz"]))["depth"]
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- shadow = np.load(io.BytesIO(s["shadow.npz"]))
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- png_bytes = s["vanilla.png"]
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- break
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- ```
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-
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- ## Licence
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-
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- - The images are screenshots of Minecraft, © Mojang AB, shared under Mojang's usage guidelines.
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- This dataset is not an official Minecraft product and is not approved by or associated with
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- Mojang or Microsoft.
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- - Everything derived by the authors (metadata, block maps, shadow traces, manifest) is released
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- under CC BY 4.0.
 
 
 
 
 
 
 
 
1
+ ---
2
+ license: other
3
+ license_name: mixed
4
+ license_details: Annotations CC BY 4.0; images are Minecraft screenshots under Mojang's usage guidelines
5
+ pretty_name: Minecraft vanilla frames with depth, camera and traced sun shadows
6
+ task_categories:
7
+ - image-to-image
8
+ - depth-estimation
9
+ tags:
10
+ - minecraft
11
+ - webdataset
12
+ - depth
13
+ - shadows
14
+ size_categories:
15
+ - 10K<n<100K
16
+ configs:
17
+ - config_name: preview
18
+ default: true
19
+ data_files:
20
+ - split: train
21
+ path: preview/train-*.tar
22
+ - split: test
23
+ path: preview/test-*.tar
24
+ ---
25
+
26
+ # Minecraft vanilla frames with depth, camera and traced sun shadows
27
+
28
+ 16 364 frames of Minecraft Java Edition 1.21.1 rendered **without shaders** at 1280×720, each with
29
+ its depth buffer, its camera, the block under every pixel and the sun shadow traced in the saved
30
+ world. They were captured with a Fabric mod that teleports the player through a plan of poses with
31
+ the world frozen (no weather, no entities, fixed time of day).
32
+
33
+ *Resumen en español: 16 364 fotogramas de Minecraft 1.21.1 sin shaders, con profundidad, cámara,
34
+ bloque por píxel y la sombra del sol trazada en el mundo guardado. Solo el pase vanilla.*
35
+
36
+ ## What is not here
37
+
38
+ This is the input half of a paired dataset (vanilla frame → the same frame rendered with a shader
39
+ pack). The shader renders are **not included**: their licence does not clearly allow
40
+ redistributing them. With the poses and seeds below, the same frames can be rendered again with
41
+ any shader pack.
42
+
43
+ ## Splits
44
+
45
+ | Split | Scenes | World |
46
+ |---|---|---|
47
+ | train | 13 039 | `minesr_atlas` |
48
+ | test | 2 625 | `minesr_atlas`, in cells of the map not used for training |
49
+ | test | 700 | `minesr_test2` (swamp), a different world |
50
+
51
+ | Biome | Scenes |
52
+ |---|---|
53
+ | forest | 3 990 |
54
+ | swamp | 3 430 |
55
+ | taiga | 3 346 |
56
+ | plains | 2 800 |
57
+ | desert | 1 400 |
58
+ | snowy_plains | 1 398 |
59
+
60
+ World seeds: `minesr_atlas` 5277617577473417202, `minesr_test2` 7308878374753708357.
61
+
62
+ Every position is captured at several times of day (`time_of_day`, in game ticks). 224 scenes
63
+ (32 positions) were removed by hand because an animal or a dropped item was in view.
64
+
65
+ ## Files
66
+
67
+ WebDataset shards, up to 500 scenes and about 1 GB each: `data/<split>/<world>-<biome>-<nnn>.tar`.
68
+ `manifest.jsonl` has one line per scene (pose, biome, time, split and the shard that holds it).
69
+
70
+ The dataset viewer shows `preview/`: a 640×360 JPEG thumbnail and the manifest line of every
71
+ scene. It is only for browsing; the data is in `data/`.
72
+
73
+ Inside a shard, per scene:
74
+
75
+ | File | Content |
76
+ |---|---|
77
+ | `<scene_id>.vanilla.png` | the frame, RGB, 1280×720 |
78
+ | `<scene_id>.depth.npz` | `depth` float32 (720, 1280): OpenGL window-space depth in [0, 1], 1 = far plane or sky, origin top left |
79
+ | `<scene_id>.json` | pose, biome, weather, `time_of_day`, and `camera`: `position`, `view_matrix` and `projection_matrix` (4×4, column major) |
80
+ | `<scene_id>.blocks.npz` | `ids` uint16 (720, 1280): index into `names`, the block under each pixel (`nrmc:sky` for the sky) |
81
+ | `<scene_id>.shadow.npz` | sun shadow of each pixel, traced through the blocks of the saved world (see below) |
82
+
83
+ Linearise the depth with `camera.projection_matrix`; with the view matrix this gives the world
84
+ position of every pixel.
85
+
86
+ ### `shadow.npz`
87
+
88
+ One ray per pixel from its surface towards the sun, through the block grid of the saved world.
89
+ This is information the renderer has and the image alone does not: the occluder can be outside
90
+ the frame.
91
+
92
+ | Array | Content |
93
+ |---|---|
94
+ | `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 |
95
+ | `first` float16 | distance in blocks to the first occluder, `inf` if none |
96
+ | `leaves` uint8 | number of leaf cells crossed (capped at 255) |
97
+ | `screen_test` uint8 | internal flag of the tracer |
98
+
99
+ ## Loading
100
+
101
+ Download the shards (`hf download stemjara/minecraft-vanilla-frames --repo-type dataset
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+ --include "data/*"`) and read them with `webdataset` or `tarfile`:
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+
104
+ ```python
105
+ import io, json, numpy as np, webdataset as wds
106
+
107
+ ds = wds.WebDataset("data/train/minesr_atlas-forest-000.tar")
108
+ for s in ds:
109
+ meta = json.loads(s["json"])
110
+ depth = np.load(io.BytesIO(s["depth.npz"]))["depth"]
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+ shadow = np.load(io.BytesIO(s["shadow.npz"]))
112
+ png_bytes = s["vanilla.png"]
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+ break
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+ ```
115
+
116
+ ## Licence
117
+
118
+ - The images are screenshots of Minecraft, © Mojang AB, shared under Mojang's usage guidelines.
119
+ This dataset is not an official Minecraft product and is not approved by or associated with
120
+ Mojang or Microsoft.
121
+ - Everything derived by the authors (metadata, block maps, shadow traces, manifest) is released
122
+ under CC BY 4.0.