--- license: other license_name: cc-nc-sa license_link: https://creativecommons.org/licenses/by-nc-sa/4.0/deed.en task_categories: - object-detection - depth-estimation - image-segmentation tags: - warehouse - synthetic - isaac-sim - walkthrough - stereo - 3d-bounding-boxes size_categories: - n>100K # The automatic dataset viewer cannot interpret per-frame video; left on it # latches onto the timestamp CSVs and shows columns that misrepresent the # dataset. The Space linked below is the real previewer. viewer: false --- # Staer Warehouses โ€” v0.5 Synthetic stereo walkthroughs through procedurally-generated and curated warehouses, rendered with NVIDIA Isaac Sim. Each scene includes RGB, depth, semantic segmentation, instance segmentation, IMU, and a scene-graph JSON with per-asset class labels and oriented bounding boxes (OBBs) in world coordinates. ๐Ÿ‘‰ **Interactive preview:** https://huggingface.co/spaces/staerrobotics/warehouses-viewer ![overview](./overview.png) ## What's new in this release - **Full per-pixel ground truth now ships with every walkthrough** โ€” 16-bit inverse depth, semantic segmentation, and instance segmentation as lossless FFV1 videos (`depth0/`, `semantic0/`, `instance0/`), plus IMU (`imu0/data.csv`). Previous releases included only the RGB stream and a lossy preview grid; the depth shown there was a visualisation, not data. - **Stereo** โ€” both cameras of the ZED-X-like rig (`cam0`/`cam1`) are now included per walkthrough. - **Structured scene descriptions** โ€” every scene ships with a `scene_graph.json` that enumerates each object in the warehouse with its class label, oriented bounding box (OBB) in world coordinates, axis-aligned bounding box, and pose (position + quaternion). One file per scene, shared across all walkthroughs of that scene. - **All authored trajectories shipped per scene** โ€” all 147 authored trajectories across 15 scenes, giving substantially more pose / viewpoint diversity for the same set of warehouse environments. ## Contents - 15 scenes, 147 walkthrough trajectories total - Per walkthrough: stereo cam0/cam1, ~300โ€“2400 frames at 20 fps (โ‰ˆ15sโ€“2min camera paths) - 1920ร—1080 H.265 RGB per camera; 16-bit inverse depth, semantic and instance ID maps as lossless FFV1 (`gray16le`) videos - Per-scene `scene_graph.json` with OBB + class for every object - IMU + ground-truth poses per camera, EuRoC-ASL convention ## Scenes | # | Name | Walkthroughs | Objects | Top classes | |---|------|--------------|---------|-------------| | 01 | scene01 | 9 | 33254 | box(14128), crate(12614), pallet(2728) | | 02 | scene02 | 11 | 11599 | box(3742), crate(2421), pallet(1512) | | 03 | scene03 | 10 | 14661 | rack(4150), box(2430), pallet(2010) | | 04 | scene04 | 9 | 18339 | box(5067), rack(3240), crate(2713) | | 05 | scene05 | 9 | 15653 | box(4583), rack(3300), crate(2595) | | 06 | scene06 | 12 | 4303 | box(587), ceiling_light(448), rack(440) | | 07 | scene07 | 8 | 15294 | box(5341), crate(2850), pallet(2305) | | 08 | scene08 | 8 | 5085 | box(1655), crate(1041), pallet(534) | | 09 | scene09 | 10 | 360 | drum(150), jerrican(52), railing(36) | | 10 | scene10 | 10 | 945 | conveyor(417), belt_item(144), box(142) | | 11 | scene11 | 10 | 471 | box(206), pallet(66), crate(36) | | 12 | scene12 | 11 | 441 | box(177), belt_item(43), tote(36) | | 13 | scene13 | 10 | 677 | box(189), shelving(153), bin(107) | | 14 | scene14 | 10 | 643 | box(246), pallet(60), bin(54) | | 15 | scene15 | 10 | 567 | box(145), tote(66), drum(63) | ## Class taxonomy 51 unique classes across the release. Top 20 by count: | Class | Count | |---|---| | `box` | 38,638 | | `crate` | 26,046 | | `pallet` | 14,809 | | `rack` | 13,769 | | `ceiling_light` | 4,620 | | `pipe` | 3,588 | | `wall` | 2,964 | | `fire_equipment` | 2,312 | | `wiring` | 2,236 | | `ceiling` | 1,576 | | `truss` | 1,320 | | `floor` | 1,320 | | `decor` | 1,172 | | `camera` | 692 | | `ventilation` | 660 | | `phone` | 660 | | `column` | 660 | | `wall_light` | 576 | | `electrical_panel` | 576 | | `alarm` | 552 | ## File layout ``` warehouse-v0.5/ โ”œโ”€โ”€ README.md โ”œโ”€โ”€ overview.png # 5ร—3 montage of scene thumbnails โ”œโ”€โ”€ scene01/ โ”‚ โ”œโ”€โ”€ thumbnail.jpg # representative frame for the scene โ”‚ โ”œโ”€โ”€ scene_graph.json # objects[]: class, OBB, pose (per-scene) โ”‚ โ””โ”€โ”€ walkthroughs/ โ”‚ โ”œโ”€โ”€ 001/ โ”‚ โ”‚ โ”œโ”€โ”€ preview.mp4 # 2ร—2 grid: RGB | depth | semantic | instance โ”‚ โ”‚ โ”œโ”€โ”€ manifest.json # EuRoC-ASL header (timestamps, fps, frameCount) โ”‚ โ”‚ โ”œโ”€โ”€ metadata.json # asset metadata (modalities, resolution, โ€ฆ) โ”‚ โ”‚ โ”œโ”€โ”€ cam0/ โ”‚ โ”‚ โ”‚ โ”œโ”€โ”€ poses.csv # T_WC (Hamilton w,x,y,z) at frame timestamps โ”‚ โ”‚ โ”‚ โ”œโ”€โ”€ sensor.yaml # intrinsics, T_BS โ”‚ โ”‚ โ”‚ โ”œโ”€โ”€ data.csv # frame index: timestamp per video frame โ”‚ โ”‚ โ”‚ โ””โ”€โ”€ video.mp4 # RGB (H.265) โ”‚ โ”‚ โ”œโ”€โ”€ cam1/ โ€ฆ # stereo right camera, same files โ”‚ โ”‚ โ”œโ”€โ”€ depth0/ โ”‚ โ”‚ โ”‚ โ”œโ”€โ”€ video.mkv # 16-bit inverse depth (FFV1 gray16le) โ”‚ โ”‚ โ”‚ โ”œโ”€โ”€ depth_ranges.json # per-frame inv_min/inv_max (see below) โ”‚ โ”‚ โ”‚ โ””โ”€โ”€ data.csv โ”‚ โ”‚ โ”œโ”€โ”€ semantic0/ โ”‚ โ”‚ โ”‚ โ”œโ”€โ”€ video.mkv # 16-bit class IDs (FFV1 gray16le) โ”‚ โ”‚ โ”‚ โ”œโ”€โ”€ id_to_labels.json # class ID โ†’ label name โ”‚ โ”‚ โ”‚ โ””โ”€โ”€ data.csv โ”‚ โ”‚ โ”œโ”€โ”€ instance0/ โ”‚ โ”‚ โ”‚ โ”œโ”€โ”€ video.mkv # 16-bit instance IDs (FFV1 gray16le) โ”‚ โ”‚ โ”‚ โ”œโ”€โ”€ id_to_labels.json # instance ID โ†’ prim path โ”‚ โ”‚ โ”‚ โ””โ”€โ”€ data.csv โ”‚ โ”‚ โ””โ”€โ”€ imu0/ โ”‚ โ”‚ โ””โ”€โ”€ data.csv # gyro + accel at 400 Hz, EuRoC columns โ”‚ โ”œโ”€โ”€ 002/ โ€ฆ โ”‚ โ””โ”€โ”€ NNN/ โ€ฆ โ””โ”€โ”€ scene02/ โ€ฆ scene15/ ``` scene_graph.json is shared across all walkthroughs of a scene (same underlying USD); cam poses differ per walkthrough. Depth and segmentation are rendered from cam0 (the left camera). Row *i* of each `data.csv` gives the timestamp of video frame *i*. ## Decoding the 16-bit streams `video.mkv` files are lossless FFV1, one 16-bit grayscale plane per frame โ€” every pixel value is exactly the value the renderer wrote. Extract frames with ffmpeg or read them directly with PyAV: ```bash ffmpeg -i depth0/video.mkv -f image2 -pix_fmt gray16be depth_%06d.png ``` ```python import av, numpy as np frames = [f.to_ndarray() for f in av.open('depth0/video.mkv').decode(video=0)] ``` **Depth** is stored as per-frame-normalised inverse depth. To recover metric depth for frame `i` with 16-bit value `v` (0 = invalid / no hit): ```python r = depth_ranges[i] # depth_ranges.json, ordered like the video frames inv = r['inv_min'] + (v - 1) / 65534.0 * (r['inv_max'] - r['inv_min']) depth_m = 1.0 / inv # metres ``` **Semantic / instance** pixel values are integer IDs; map them to labels via the adjacent `id_to_labels.json`. ## Coordinate conventions - Right-handed world frame, +Z up. - Camera convention: T_WC = T_WB ยท T_BS where T_BS comes from `sensor.yaml`. - Quaternions are Hamilton, `(w, x, y, z)`, with positive-w convention. - Distances in metres; timestamps in nanoseconds (EuRoC-ASL). ## Rolling releases This dataset is on a rolling-release cadence: minor versions ship regularly with quality improvements and bug fixes layered onto the previous release rather than waiting for a single large drop. The scene set and modalities are stable across minor versions; what changes is per-scene asset quality, trajectory authoring, and annotation coverage. Known issues we are actively addressing in subsequent minor releases: - **Trajectory coverage** โ€” a small number of authored walkthroughs are still missing from individual scenes and will be backfilled in the next minor release. - **Asset material quality** โ€” a subset of NVIDIA SimReady props ship with incomplete MDL/texture chains that fall back to default (white or near-black) shaders; we are auditing and patching these per scene. - **Lighting consistency** โ€” the curated NVIDIA themed shells (scenes 09โ€“15) have noticeably dimmer baked lighting than the procedural scenes (01โ€“08); we are normalising exposure across the set. - **Trajectory smoothness** โ€” a few canvas-authored trajectories include sharp orientation changes that can confuse motion estimators; we are re-authoring with stricter smoothness constraints. Subscribe to the dataset on Hugging Face to be notified when a new minor version is published. Each release ships with its own version tag and a short changelog summarising the deltas from the previous release. ## Citation If you use this dataset, please cite Staer Robotics. ```bibtex @dataset{staer_warehouses_v0.5, title={Staer Warehouses (v0.5)}, year={2026}, publisher={Staer Robotics}, url={https://huggingface.co/datasets/staerrobotics/warehouses}}} ```