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# MoGe-2 monocular depth — qualitative previews
Full-length monocular depth over the clips published in this bucket, rendered as a
2x2 panel video (2560x1440, 15 fps): **RGB | depth (global range) | the same depth at a
near-field range | normal**, each panel at the clip's native 1280x720.
These are previews for judging detail by eye. They are **not** a dataset tier and
nothing in the pipeline consumes them — the pipeline's own depth comes from
PointWorld `scene_flows` (sparse metric 3D tracks), not from MoGe.
## Model
`Ruicheng/moge-2-vitl-normal`, `resolution_level=9`.
`resolution_level=9` is the default and already maps to the **top** of MoGe-2's
`num_tokens_range` (3600 tokens) — the finest setting the model offers.
**MoGe-3 is not used, because it does not exist as runnable code.** The paper
(arXiv 2607.17967, "Fine-Detail Monocular Geometry Estimation…") was announced in
the upstream README on 2026-07-21, but at pinned commit `925b8ed` — still
`origin/main` as of this run — there is no `moge/model/v3.py` and the pretrained
table lists `moge-3-vitg`/`moge-3-vitl` as "coming soon" with no HF repo id.
## How to read the panels
* **Depth** uses **one global normalisation for the whole clip** (robust 2/98
percentiles over every valid pixel of every frame), never per frame. Per-frame
normalisation makes the panel breathe as the near/far extremes move, which by eye
is indistinguishable from the model's own temporal instability — the exact thing
these videos exist to let someone judge. The colour range in metres is burned into
the panel label.
* **Normal** is where fine detail actually shows. Depth is dominated by the
metre-scale front-to-back ramp of the workbench; the normal map spends its whole
colour budget on surface relief instead.
* **No `fov_x` was passed**, so MoGe estimates its own FOV per frame even though this
project knows the true DROID intrinsics. That is the out-of-the-box path — priming
the model with the calibration would measure a best case that arbitrary video would
not get.
* Videos are muxed at **15 fps**, the DROID trajectory rate. The source mp4
containers advertise 60/1, but their frames are the 15 Hz trajectory samples (this
repo indexes poses per video frame at `DEFAULT_TRAJECTORY_FPS = 15.0`). Playing at
60 would look like temporal jitter that is not there.
## Clips
| file | camera / class | frames | depth range (m) | near mm/level | size |
| --- | --- | --- | --- | --- | --- |
| `IRIS+226b9f35+2023-07-11-12h-01m-54s.mp4` | IRIS / rigid_symmetric | 358 | 0.23–1.24 | 0.8 | 35.9 MB |
| `RAD+62828209+2023-09-09-09h-01m-13s.mp4` | RAD / rigid_thin | 602 | 0.53–4.22 | 1.1 | 42.0 MB |
| `RAIL+80edfcb1+2023-04-26-15h-45m-39s.mp4` | RAIL / deformable | 191 | 0.32–3.07 | 2.2 | 18.7 MB |
| `RAIL+80edfcb1+2023-06-29-12h-44m-09s.mp4` | RAIL / articulated | 428 | 0.30–5.05 | 1.6 | 38.8 MB |
The **near mm/level** column is the one to read before trusting a panel: it is the
millimetres of depth per colour level in the near-field panel. Scenes with a deep
background push the *global* panel to 15–19 mm/level, where nothing object-sized is
visible at all; the near-field panel is what stays readable.
These clips come from the diversity sample: different labs, different object classes,
different scene depths. That is what makes them worth looking at — and also why the
per-clip colour ranges differ so much. Do not compare colours between two clips; only
the near-field range printed in each panel makes a panel's colours mean anything.

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