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  license: cc-by-4.0
 
 
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  ---
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+ language:
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+ - en
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+ tags:
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+ - relighting
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+ - multi-view
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+ - 3d
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+ - objaverse
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+ - hdr
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+ - rendering
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+ - depth-maps
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+ task_categories:
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+ - image-to-image
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+ - depth-estimation
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+ - image-generation
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  license: cc-by-4.0
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+ size_categories:
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+ - 100K<n<1M
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  ---
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+
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+ <h1 align="center">Laval Objaverse Dataset</h1>
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+
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+ <p align="center">
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+ <strong>vLAR Group</strong> | <em>SIGGRAPH 2026</em>
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+ </p>
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+
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+ <p align="center">
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+ <img src="https://raw.githubusercontent.com/vLAR-group/RelightFormer/main/demo/teaser.jpg" alt="Teaser" width="80%">
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+ </p>
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+
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+ <p align="center">
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+ <strong>vLAR Group</strong> | <em>SIGGRAPH 2026</em>
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+ </p>
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+
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+ <p align="center">
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+ <a href="https://github.com/vLAR-group/RelightFormer">
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+ <img src="https://img.shields.io/badge/Code-GitHub-black" alt="Code">
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+ </a>
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+ <a href="https://huggingface.co/datasets/vLAR/LavalObjaverseDataset">
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+ <img src="https://img.shields.io/badge/Dataset-Hugging%20Face-yellow" alt="Dataset">
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+ </a>
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+ </p>
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+
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+ <p align="center">
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+ <strong>A large-scale, high-quality dataset for multi-view relighting.</strong>
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+ </p>
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+
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+ ---
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+
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+ ## πŸ“– Dataset Summary
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+
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+ The **Laval Objaverse Dataset** is a comprehensive dataset designed for multi-view relighting and novel view synthesis tasks. It combines high-quality 3D assets from Objaverse with realistic, diverse illumination conditions from the Laval Indoor and Outdoor HDR datasets. Each render includes synchronized multi-view images, depth maps, and complete lighting metadata.
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+
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+ πŸ“Š Key Statistics
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+ Total Environment Maps: 39,008 unique maps (indoor + outdoor)
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+ Lighting Variants: 16 rotations per environment map
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+ Views per Object: Multiple viewpoints (V18, V23, etc.) at 1.8 and 2.2 unit distances
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+ Split Ratio: Training/Validation/Test with strict disjointness
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+ Output Formats: PNG (RGB), EXR (Depth)
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+
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+ ## πŸ—οΈ Dataset Construction
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+
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+ We structured our dataset through a rigorous four-step pipeline:
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+
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+ 1. **🎯 Object Filtering:**
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+ We source base meshes from the [Objaverse](https://objaverse.allenai.org/) dataset. To ensure high visual fidelity, we exclude meshes with poor geometry or materials by adopting the strict object selection criteria from the relitObjaverse dataset [[1]](#references).
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+
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+ 2. **πŸ’‘ Lighting Selection:**
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+ We employ open-source illumination datasets, specifically the *Laval Indoor HDR Dataset* [[2]](#references) and the *Laval Outdoor HDR Dataset* [[3]](#references). Each illumination map is uniformly rotated 16 times to maximize lighting diversity. For every object, we sample 16 environment maps with a balanced 1:1 ratio of indoor and outdoor lighting conditions.
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+
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+ 3. **πŸ“· Rendering Protocol:**
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+ All objects are normalized to unit size (largest bounding box dimension = 1) and placed at the origin. Cameras are uniformly distributed on a sphere at distances of 1.8 or 2.2 units from the center, oriented toward the scene center.
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+
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+ 4. **πŸ›‘οΈ Dataset Partitioning:**
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+ The dataset is split into **training, validation, and test sets** with strict disjointness: no camera poses, illumination conditions, or 3D objects overlap between splits. The division information are under **`laval/info`** and **`objaverse/info`**, for lighting map and objects respecitively.
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+
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+ ## πŸ“‚ Dataset Structure
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+
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+ ```text
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+ LavalObjaverseDataset/
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+ └── rendered/
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+ β”œβ”€β”€ training/
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+ β”‚ └── subset_{subset_uid}/
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+ β”‚ └── {object_uid_0}.zip
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+ β”‚ β”œβ”€β”€ info.json
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+ β”‚ β”œβ”€β”€ V18-Indoor_9C4A5417-f5d395fb63_6_image.png
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+ β”‚ β”œβ”€β”€ V18-Outdoor_9C4A0573-f5d395fb63_6_image.png
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+ β”‚ β”œβ”€β”€ V18_depth_0001.exr
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+ β”‚ β”œβ”€β”€ V23-Indoor_9C4A5417-f5d395fb63_6_image.png
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+ β”‚ └── V23_depth_0001.exr
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+ β”œβ”€β”€ testing/
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+ β”‚ β”œβ”€β”€ {object_uid_1}.zip
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+ β”‚ β”œβ”€β”€ {object_uid_2}.zip
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+ β”‚ └── ...
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+ └── validation/
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+ β”œβ”€β”€ {object_uid_3}.zip
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+ β”œβ”€β”€ {object_uid_4}.zip
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+ └── ...
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+ ```
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+
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+ ### Inside Each Object Folder / Unzipped Archive:
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+
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+ - **`info.json`**: Metadata containing object information, rendering parameters, camera poses, and lighting conditions.
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+ - **`Vxxx-yyy_image.png`**: Rendered RGB images where:
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+ - `Vxxx` indicates the camera pose/viewpoint (e.g., `V18`, `V23`).
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+ - `yyy` is the lighting map name (e.g., `Indoor_9C4A5417-f5d395fb63_6` or `Outdoor_9C4A0573-f5d395fb63_6`).
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+ - **`Vxxx_depth_*.exr`**: Corresponding ground-truth depth maps in OpenEXR format for each viewpoint.
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+
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+ ### File Naming Convention Example:
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+ ```text
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+ V18-Indoor_9C4A5417-f5d395fb63_6_image.png
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+ β”‚ β”‚ β”‚ β”‚
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+ β”‚ β”‚ β”‚ └─ Rotating number (0,1,...,15)
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+ β”‚ β”‚ β”‚
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+ β”‚ β”‚ └─ Lighting map identifier
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+ β”‚ └─ Lighting type (Indoor/Outdoor)
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+ └─ Viewpoint ID (V18, V23, etc.)
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+ ```
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+
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+ ## πŸ“š References
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+
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+ If you use this dataset in your research, please cite our work along with the prior work we built upon:
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+ ```bibtex
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+ @article{Jin2024,
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+ author = {Jin, Haian and Li, Yuan and Luan, Fujun and Xiangli, Yuanbo and Bi, Sai and Zhang, Kai and Xu, Zexiang and Sun, Jin and Snavely, Noah},
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+ journal = {NeurIPS},
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+ title = {{Neural Gaffer: Relighting Any Object via Diffusion}},
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+ year = {2024}
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+ }
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+
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+ @article{laval_indoor,
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+ author = {Marc-Andr\'{e} Gardner and Kalyan Sunkavalli and Ersin Yumer and Xiaohui Shen and Emiliano Gambaretto and Christian Gagn\'{e} and Jean-Fran\c{c}ois Lalonde},
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+ title = {Learning to Predict Indoor Illumination from a Single Image},
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+ journal = {SIGGRAPH Asia},
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+ year = {2017}
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+ }
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+
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+ @INPROCEEDINGS{laval_outdoor,
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+ author={Hold-Geoffroy, Yannick and Athawale, Akshaya and Lalonde, Jean-FranΓ§ois},
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+ booktitle={CVPR},
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+ title={Deep Sky Modeling for Single Image Outdoor Lighting Estimation},
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+ year={2019}
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+ }
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+ ```
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+
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+ ---
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+ *For rendering code, models, and further details, please visit our [GitHub Repository](https://github.com/vLAR-group/RelightFormer).*