Unreal Engine Outdoor 10K
10,011 synthetic outdoor videos rendered with Unreal Engine 5.7 in four city maps, with per-frame RGB, metric
depth, camera intrinsics and poses, instance masks and per-frame 3D oriented boxes (street furniture, trees and every
car, including traffic that drives through the shot). Same format as
vveicao/astra-collect-20k and
vveicao/infinigen-collect-10k: the native scene-JSON
format of SpatialEncoder v2 Small (spatial_encoder_v2_small), plus WebDataset shards that its HF/WDS training loader
can stream. Only the source name differs (UnrealEngine, root $UNREALENGINE_ROOT).
| train | val | total | |
|---|---|---|---|
| Videos | 9,019 | 992 | 10,011 |
| Frames | 541,140 | 59,520 | 600,660 |
| Object tracks | 945,318 (55 categories) | ||
| WDS shards / samples | 421 / 9,019 | 42 / 992 | 466.4 GB |
One folder per map, named by its video count:
| Folder | Map | UE project / level | train | val | videos |
|---|---|---|---|---|---|
downtown_west_1k |
Downtown West | DowntownWest /Game/Downtown_West/Maps/Demo_Environment |
862 | 138 | 1,000 |
small_city_5k |
City Sample Small City | CitySample /Game/Map/Small_City_LVL |
4,374 | 626 | 5,000 |
city_park_2k |
City Park | CityPark /Game/CityPark/Maps/Showcase |
2,011 | 0 | 2,011 |
big_city_2k |
City Sample Big City | CitySample /Game/Map/Big_City_LVL |
1,772 | 228 | 2,000 |
- 60 frames per video, 1024 × 1024, nominal 10 fps (only the order of frames matters to the model).
- Field of view (square, horizontal = vertical) fixed per video, p10 / median / p90 47.1 / 61.6 / 124°; pinhole, no distortion.
- Start-to-end camera distance per video, p10 / median / p90 0.571 / 1.83 / 14.1 m.
- The split follows the camera sequence a video was cut from (about 10 % val), so neighbouring videos never straddle train and val.
city_park_2khas only 7 camera sequences, none of which fell into val, so it is train only. - Pedestrians are removed from the maps. All released videos passed a pedestrian detector check (Faster R-CNN, every
5th frame, then a visual check); 51 videos with a remaining distant pedestrian or a dropped frame were removed
(
metadata/selections/dropped_and_topup.json). - Most frequent categories (tracks): bollard (132,482), tree (116,795), car (114,006), street light (89,373), fence (83,398), parking meter (49,723), litter (46,710), barricade (41,305), sign (31,558), bench (27,460).
Layout
README.md
manifest.json WDS shard manifest (schema spatialencoder-wds-native-v1, pinned URLs)
catalog.json training catalog with the "UnrealEngine" source ($UNREALENGINE_ROOT paths)
dataset/UnrealEngine.json index: [["train-json/<map folder>/<video>.json", num_frames, "train"|"val"], ...]
UnrealEngine/train-json/<map folder>/<video>.json one scene JSON per video (all splits; the index gives the split)
videos/<map folder>/<video>.tar per-video package, extracts to <video>/...
<video>/render/rgb_frames/NNNNNN.jpg RGB
<video>/render/rgb.mp4 the same frames as a video
<video>/depth/depth_mm_uint16/NNNNNN.png depth, uint16 millimetres, 0 = invalid (sky or farther than 65.535 m)
<video>/depth/depth_preview.mp4
<video>/instance/instance_id_png/NNNNNN.png instance ids (uint16, 0 = unannotated)
<video>/annotations/ video_annotation.json, per_frame/*.json, categories, source
<video>/trajectory.json camera path of the video
wds/UnrealEngine/unrealengine-<split>-NNNNNN.tar ~1 GB WebDataset shards (rgb + depth + metadata)
metadata/registry.jsonl every video: map, source sequence, split, end cameras, FOV, object counts
metadata/selections/ the released video list, folder of each video, dropped videos and top-ups
metadata/stats.json counts and the category histogram
metadata/videos_sha256.json size and sha256 of every videos/*.tar
All tars extract into one videos/ folder, so the frame paths in the scene JSON need no change. Video ids are
ue_<map>_<sequence>_<index>.
Conventions
Identical to the Astra and Infinigen releases. Scene JSON frames[frame_id]:
| Field | Meaning |
|---|---|
rgb_path, depth_path, instance_path |
relative to videos/ (after extracting the tars) |
rgb_intrinsic, depth_intrinsic |
3 × 3 K in pixels, pixel centres at integer coordinates (cx = cy = 511.5); fx = fy, per video |
camera_pose |
4 × 4 camera-to-world, metres, OpenCV camera axes (+X right, +Y down, +Z forward), world +Z up (Unreal world with Y flipped) |
original_width, original_height |
1024, 1024 |
time_s |
frame time at the nominal 10 fps |
Scene JSON objects[object_id][frame_id] (only frames where the object is visible):
| Field | Meaning |
|---|---|
camera_center |
box centre in the camera frame, metres |
camera_scale |
full side lengths, metres, in the order of camera_R's columns |
camera_R |
box-local → camera rotation; local Y is the box axis closest to world vertical, pointing down |
camera_box_2d_rend |
2D prompt / 2D target used by the loader: envelope of the projected cuboid, clipped to the image [-0.5, W-0.5] × [-0.5, H-0.5] |
camera_box_2d_visible |
box of the visible instance mask |
camera_box_2d_proj |
envelope of the projected cuboid, not clipped |
category_name, visible_pixels |
query text and visible pixel count |
Boxes come from the meshes placed in the level (static props) and from the traffic actors logged at every frame (vehicles), so moving cars have exact per-frame boxes. Instance masks are the pixels whose back-projected depth falls inside a box (props also match the renderer's per-mesh stencil id); where boxes overlap the nearer box wins.
Source content
Rendered from Epic Games' City Sample (Small City, Big City) and the Downtown West and City Park environments from Fab. Check the Unreal Engine EULA and the Fab content licences before use.
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