Download scripts/README.md from yanmorona/UE4-Stereo: direct link, hf CLI and curl.
- Browser
- Download file 6.63 kB
-
https://huggingface.co/datasets/yanmorona/UE4-Stereo/resolve/main/scripts/README.md
- Command line
-
hf download hf://datasets/yanmorona/UE4-Stereo/scripts/README.md
-
curl -L -o README.md https://huggingface.co/datasets/yanmorona/UE4-Stereo/resolve/main/scripts/README.md
UE4-Stereo — acquisition and example scripts
Scripts used to generate the UE4-Stereo dataset in Unreal Engine 4.27 with Microsoft AirSim, plus a small example showing how to read a sequence.
| File | Purpose |
|---|---|
settings.json |
AirSim configuration: camera resolution, field of view and initial rig placement |
acquire_stepwise.py |
Acquisition for Scenes 1 and 2 stop at each waypoint, rotate in place, proceed |
acquire_continuous.py |
Acquisition for Scenes 3 and 4 continuous velocity with rate-limited heading |
load_sequence.py |
Example loader: reads images, depth, poses and camera parameters |
Requirements
airsim numpy opencv-python matplotlib
settings.json goes in Documents/AirSim/ (Windows) or ~/Documents/AirSim/
(Linux) before starting the simulator. The acquisition scripts connect to a
simulator that is already running.
Why two acquisition scripts
The two groups of scenes were captured with different motion strategies, which is the source of their different trajectory characteristics.
acquire_stepwise.py commands the vehicle through successive position and
heading targets. It flies to a waypoint, stops, rotates in place towards the
next heading, and only then proceeds, so heading changes are concentrated in
pure-rotation segments.
acquire_continuous.py drives the vehicle with continuous velocity commands,
interpolating the heading along each segment and limiting it to a maximum yaw
rate, so the vehicle never stops. It also runs capture and disk writing in
separate threads, which keeps the sampling rate stable at the requested value.
The stepwise script writes frames in the capture loop itself, so its achieved
rate is lower than the nominal one, roughly 3 Hz with the default settings.
Usage
# Scene 1, sequence01: centred route, 24 cm baseline, parallel cameras
python acquire_stepwise.py --output scene_1/sequence01 \
--route route_a_dir1 --baseline 0.24
# Scene 1, sequence05: 32 cm baseline
python acquire_stepwise.py --output scene_1/sequence05 \
--route route_a_dir1 --baseline 0.32
# Scene 1, sequence07: converging cameras, 5 degrees inward each
python acquire_stepwise.py --output scene_1/sequence07 \
--route route_a_dir1 --baseline 0.24 --convergence 5
# Scene 3, sequence01: same route, continuous motion at 10 Hz
python acquire_continuous.py --output scene_3/sequence01 \
--route route_a_dir1 --baseline 0.24 --rate 10
Reading a sequence back:
python load_sequence.py --sequence scene_1/sequence01
python load_sequence.py --sequence scene_1/sequence05 --baseline 0.32 --show 0
Run any script with --help for the full list of options, including
--depth-visual, which additionally writes 8-bit depth previews. Those
previews are not metric and are provided in the published dataset for Scenes 1
and 2 only; the metric .npy arrays are available for all sequences.
Routes
Both scripts define the same eight routes, following the pattern
route_{a|b}_dir{1|2}[_offset]:
route_aandroute_bare the two loop geometries.dir1anddir2traverse the same loop in opposite directions._offsetmarks the laterally displaced variants. Inroute_bthese are also flown 0.5 m higher.
The waypoint coordinates of route_b differ slightly between the two scripts,
reflecting the adjustments made between the two acquisition campaigns; each
script carries the values used for its own scenes.
Waypoints are (x, y, z, yaw) in the AirSim world frame: metres, z negative
upwards, yaw in degrees.
Output format
Each run produces one sequence directory:
sequence01/
left_rgb/000000.png ... 8-bit BGR, 640x480
right_rgb/000000.png ... 8-bit BGR, 640x480
depth_npy/000000.npy ... float32 planar depth in metres
depth_visual/000000.png ... optional 8-bit preview, not metric
groundtruth.txt timestamp tx ty tz qx qy qz qw
associate_rgb.txt left/right pairing
associate_rgbd.txt left/depth pairing
Left image, right image, depth array and pose of a frame share a single timestamp, so no temporal interpolation is needed to align them.
Camera model and reference frames
The virtual cameras are ideal pinhole cameras with no lens distortion, so their intrinsics are exact by construction rather than estimated by calibration:
fx = fy = (W / 2) / tan(hFOV / 2) = 320.0 px for 640x480 at 90 degrees
cx, cy = 320.0, 240.0 px
Depth is planar measured along the optical axis, not radially so depth and
disparity are related by Z = fx * B / d. A depth of exactly 0.0 marks an
invalid pixel.
groundtruth.txt follows the TUM RGB-D convention. The recorded pose is that
of the vehicle body frame, expressed in the AirSim world frame: right-handed
North-East-Down, in metres, with the origin at the spawn point. This differs
from the native Unreal Engine world frame, which is left-handed and in
centimetres.
To obtain the left camera optical frame, compose the recorded pose with the rig
extrinsics: a translation of (1.00, -B/2, 0.10) m in the body frame followed
by a -23° pitch rotation. Use +B/2 for the right camera. With
--convergence C, the left camera additionally yaws by +C and the right by
-C, toeing them inwards.
Reproducibility
The scenes are static and the acquisition involves no stochastic component or random seed, so trajectories are geometrically repeatable across runs. Frame capture is paced against wall-clock time while the simulator runs in real time, so the exact number of frames recorded along a given route varies slightly with host load. This is why otherwise equivalent sequences differ by a few frames.
The published sequences were generated on a laptop with an Intel Core i7-10750H, 32 GB of RAM and an NVIDIA RTX 2070 Max-Q, taking roughly three minutes per sequence.
Two notes on settings.json. The Pitch values it declares for the cameras are
overridden at runtime by the acquisition scripts, which set the rig pose through
simSetCameraPose. The scripts are the authoritative source for the extrinsics.
Citation
@misc{morona2026ue4stereo,
author = {Morona, Yan Medeiros and Pinto, Tiago Loureiro Figaro da Costa and Regner, Daniel Juchem},
title = {UE4-Stereo: A Photorealistic Synthetic Stereo Dataset with Ground-Truth Depth and 6-DoF Poses},
year = {2026},
publisher = {Hugging Face},
doi = {10.57967/hf/8959},
url = {https://huggingface.co/datasets/yanmorona/UE4-Stereo}
}