SAM3Dvid / data_format.md
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# Synthetic video dataset: data format (v0.1)
This describes the data we generate for extending SAM 3D (image -> 3D objects) to short videos. It is meant to be everything a consumer needs. If anything is unclear, ask Julian.
## 1. What a sample is
One sample is a **clip**: 32 RGB frames at 512x512 of a static scene with N in {1,2,3,4} rigid objects floating in space (no ground, random orientations), seen by a camera that orbits the scene. The rendered objects are alpha-composited onto a real photo (SA-1B). Every clip comes with exact ground truth:
- per object: its shape (a 64^3 voxel grid and a textured mesh, in a canonical object frame) and its pose in the world;
- per frame: camera pose and intrinsics, visible instance masks, amodal masks, depth.
The scene never changes during a clip; only the camera moves. So each object's pose **in camera coordinates** changes from frame to frame, and that per-frame camera-frame pose (rotation, translation, scale) is the layout target SAM 3D predicts.
| Split | Objects | Backgrounds | Clips | Where generated |
|---|---|---|---|---|
| `eval` | Google Scanned Objects (GSO) | SA-1B eval pool | 500 | locally, shipped as a tarball |
| `train` | Objaverse-XL (TRELLIS-500K subset, filtered) | SA-1B train pool | 10,000 | on a cluster, later |
Both splits use the identical format. Objects and backgrounds never cross splits: object sets come from different sources, and SA-1B images are assigned to a pool by a fixed hash of their image ID.
## 2. Directory layout
```
dataset/
manifest.jsonl one line per clip: {clip_id, split, N, arc_span_deg, seed, path}
config.yaml generator config used
assets/{train|eval}/{asset_id}/
mesh.glb normalized textured mesh (see 3.3)
voxels.npy bool (64,64,64) surface occupancy (see 3.3)
meta.json source, source_name (original GSO/Objaverse name), license,
normalization (scale, offset, raw bbox), num_voxels, filter_scores
clips/{split}/{clip_id}/
rgb/000.png ... 031.png uint8 RGB, composited final frames <- model input
rgba_fg/000.png ... uint8 RGBA, objects only, straight (non-premultiplied) alpha
mask_visible/000.png ... uint8 instance map: 0 = background, k = object 1..N
mask_amodal/obj{k}/000.png uint8 {0,255}: full silhouette of object k
depth/000.npz ... key "depth": float32 (512,512) z-depth, NaN = background
cameras.json
objects.json
meta.json
```
All paths stored inside JSON files are relative to `dataset/`. Clips reference shared assets and don't copy them.
## 3. Conventions (read this carefully)
### 3.1 Frames and naming
- `R_ab`, `t_ab`, `T_ab` map coordinates **from frame b into frame a**: `x_a = R_ab x_b + t_ab`. `w` = world, `c` = camera, `o` = object.
- **World:** right-handed, Z up. Units are arbitrary "scene units" (no metric scale; see 3.4).
- **Camera:** OpenCV (x right, y down, z forward, looking along +z).
### 3.2 Camera (`cameras.json`)
```json
{"convention": "opencv", "width": 512, "height": 512,
"K": [[548.993, 0, 255.5], [0, 548.993, 255.5], [0, 0, 1]],
"frames": [{"t": 0, "T_cw": [[4x4]]}, ..., {"t": 31, "T_cw": [[4x4]]}]}
```
- `T_cw` is **world -> camera** (extrinsics), 4x4 with last row `[0,0,0,1]`.
- `K` is identical for all frames and clips: horizontal FOV 50 degrees, `f = 256 / tan(25 deg)`, square pixels, no distortion.
- **Pixel centers are at integer coordinates** (OpenCV convention). The principal point `255.5` is the exact image center, and pixel `(u, v)` covers `[u-0.5, u+0.5]`. A point `x_c` projects to `u = fx * x/z + cx`, `v = fy * y/z + cy`.
### 3.3 Objects: canonical frame, shape, pose
**Canonical object frame.** Each asset is normalized exactly as TRELLIS does it:
- Z up, as Blender sees the asset after import.
- The longest bounding-box side is scaled to 1 and the box is centered.
- Vertices therefore lie in `[-0.5, 0.5]^3`. For GSO they touch both faces along the longest axis. For Objaverse assets made of several rotated parts, TRELLIS's box can be slightly larger than the true vertex extent.
**`voxels.npy`**
- `bool[64,64,64]` holding **surface** occupancy (TRELLIS-style, not solid), in the canonical frame.
- Index `[i,j,k]` is along `(x,y,z)`; the voxel center is `(index + 0.5) / 64 - 0.5`.
**`mesh.glb`**
- A standard glTF file, which is Y-up by glTF convention. To get canonical coordinates outside Blender, multiply the vertices:
```
CANONICAL_FROM_GLTF = [[1,0,0],[0,0,-1],[0,1,0]] # (x, y, z)_gltf -> (x, -z, y)
```
Blender's glTF importer applies this automatically; trimesh, Open3D and PyTorch3D do not.
- One mesh object with an identity transform, already triangulated. Materials and textures are kept as in the source (GSO: one texture).
**Pose in the world (`objects.json`)**, one entry per object, `k` = 1..N, matching the mask ids:
```json
[{"k": 1, "asset_id": "...", "source": "gso|objaverse",
"mesh": "assets/eval/<id>/mesh.glb", "voxels": "assets/eval/<id>/voxels.npy",
"R_wo": [[3x3]], "t_wo": [x, y, z], "s_wo": [s, s, s]}]
```
- `x_w = R_wo (s_wo * x_o) + t_wo`, with `*` elementwise.
- `s_wo` is always isotropic (all three entries equal) but stored as a 3-vector to match SAM 3D's `s in R^3`.
- `t_wo` is where the canonical origin (the bbox center) ends up, not the center of mass.
- All rotations are stored as 3x3 matrices.
**Per-frame camera-frame target** (what to train on):
```
R_co = R_cw @ R_wo
t_co = R_cw @ t_wo + t_cw
s_co = s_wo
x_c = R_co @ (s_co * x_o) + t_co
```
**This is our convention, not SAM 3D's.** SAM 3D's layout uses PyTorch3D camera axes (x left, y up), row vectors and a wxyz quaternion: `x_cam = (s * x_o) @ R(q) + t`. Its canonical frame and scale are the same as ours. Convert with `sam3dvid.sam3d.ours_to_sam3d(R_co, t_co, s_co) -> (q, t, s)` and `sam3d_to_ours`, which were verified against SAM 3D's own outputs in test T6 (`DATASET.md` Section 7).
### 3.4 Scale
There is no metric scale. The canonical object fits a unit cube, `s ~ U(0.4, 1.0)`, and the camera distance is chosen relative to the scene size. `t_co` and `s_co` are in this generator's scene units, not meters.
## 4. Per-frame images and masks
| File | Content | Notes |
|---|---|---|
| `rgb/t.png` | final frame, sRGB uint8 | lit by the scene light, Blender "Standard" view transform |
| `rgba_fg/t.png` | objects only | anti-aliased alpha; `rgb = fg*a + bg*(1-a)` |
| `mask_visible/t.png` | which object owns each pixel | not anti-aliased; values 0..N |
| `mask_amodal/obj{k}/t.png` | object k's silhouette as if no other object existed | clipped to the image; visible pixels of k are always a subset |
| `depth/t.npz` | z-depth along the optical axis (the OpenCV `z` of the surface point), **not** distance along the ray | finite exactly where `mask_visible > 0`, NaN elsewhere; the background has no depth |
Because the alpha in `rgba_fg` is anti-aliased, it can extend about 1 px beyond `mask_visible`. Those edge pixels have no depth (NaN).
## 5. `meta.json` (per clip)
| Key | Meaning |
|---|---|
| `clip_id`, `split`, `seed`, `attempt` | identity; the clip is fully reproducible from `seed` |
| `num_objects` | N |
| `arc_span_deg`, `arc_direction` | total orbit angle (10-70 deg) and its sign |
| `start_azimuth_deg`, `start_elevation_deg`, `elevation_drift_deg` | trajectory parameters |
| `orbit_radius`, `scene_center` | camera distance to and look-at point (world) |
| `hfov_deg` | 50 |
| `light` | `sun_direction` (unit vector *towards* the sun, world frame), `sun_strength`, `ambient_strength` |
| `background` | `image_id` (SA-1B), `width`, `height`, `virtual_hfov_deg` (130), `K_bg`. Frame t's background is the photo warped by the homography `K @ R_cw(t) @ R_cw,ref^T @ inv(K_bg)` |
| `reference_T_cw` | virtual camera at the arc midpoint that the background is aligned to |
| `visibility` | `visible_px`, `amodal_px`, `visible_frac`, each a `[32][N]` array |
| `render`, `timing`, `git_commit`, `generator_version`, `arc_retries`, `rejections` | provenance; ignore for training |
## 6. Guarantees
Enforced by the generator (failing clips are resampled) and re-checked by the test suite on every released eval clip:
- **Visibility:** every object in every frame has at least 524 visible pixels (0.2% of the image) and at least 10% of its amodal area visible. Objects can be partly occluded but never vanish.
- **Background:** it covers every pixel of every frame.
Enforced by construction:
- **No interpenetration:** objects' bounding spheres (radius `s * sqrt(3) / 2`) are disjoint.
Checked by the test suite:
- **Geometry**, on every eval clip, object and frame: the GT-posed mesh is ray-cast independently of Blender (one ray per pixel center).
- The amodal mask matches the ray-cast silhouette to at most 0.05 mismatched pixels per boundary pixel (typically ≤ 0.007).
- Rendered depth matches the ray-cast depth to a median error of at most 5e-4 · s (typically 1e-5 · s).
- A half-pixel principal-point offset, a 5 degree rotation or a 0.1 · s shift all fail this check, so masks and depth agree with `K`, `T_cw` and the poses to sub-pixel accuracy.
- **Determinism**, on one clip regenerated from its seed:
- poses, masks and JSON are identical (except `meta.json` `timing` and `git_commit`);
- depth matches to 1e-5 relative;
- RGB matches up to renderer noise.
## 7. How the data is distributed
| Quantity | Distribution |
|---|---|
| N | 1, 2, 3, 4 with p = 0.30, 0.30, 0.25, 0.15 |
| object rotation `R_wo` | uniform on SO(3) |
| scale `s` | U(0.4, 1.0) |
| object positions | uniform in a ball of radius N^(1/3), resampled until no overlap |
| camera | looks at the centroid of the object centers, Z up, no roll; distance `r / tan(25 deg) * U(1.0, 1.4)`, where r is the radius of the objects' actual geometry around that centroid |
| object size in image | median 2.5% of the frame (N=1 larger, N=4 smaller); about 3% of objects are slightly cut off by the frame edge in some frames |
| start azimuth / elevation | U(0, 360) / U(10, 45) deg (with drift, camera elevation spans 0-55 deg) |
| arc span / elevation drift | U(10, 70) deg with random sign / U(-10, 10) deg |
| camera timing | eased: `u(t) = (1 - cos(pi t / 31)) / 2`, so motion is slow at both ends |
| light | one sun (uniform on the upper hemisphere) plus low ambient, fixed in world for the clip |
| background | an SA-1B photo treated as a plane at infinity, i.e. warped by the camera's rotation only (no parallax) |
These are the distributions *before* rejection. N, the assets, the background and the light are drawn once per seed and never resampled, so their distributions are exact. Rotations, scales, positions and the camera are redrawn when a clip fails the visibility or background checks, so released clips lean slightly towards less-occluded configurations and arcs that keep the background covered.
The model side is expected to subsample 16 of the 32 frames.
## 8. Minimal loader (numpy only)
```python
import json, numpy as np
from PIL import Image
root, clip = "dataset", "dataset/clips/eval/00000000"
cams = json.load(open(f"{clip}/cameras.json"))
objs = json.load(open(f"{clip}/objects.json"))
K = np.array(cams["K"])
t, k = 0, 1
T_cw = np.array(cams["frames"][t]["T_cw"])
o = objs[k - 1]
R_wo, t_wo, s_wo = np.array(o["R_wo"]), np.array(o["t_wo"]), np.array(o["s_wo"])
R_co = T_cw[:3, :3] @ R_wo
t_co = T_cw[:3, :3] @ t_wo + T_cw[:3, 3]
rgb = np.asarray(Image.open(f"{clip}/rgb/{t:03d}.png"))
visible_k = np.asarray(Image.open(f"{clip}/mask_visible/{t:03d}.png")) == k
amodal_k = np.asarray(Image.open(f"{clip}/mask_amodal/obj{k}/{t:03d}.png")) > 0
depth = np.load(f"{clip}/depth/{t:03d}.npz")["depth"]
# Sanity check: project the voxel centers; typically >90% land on the amodal mask (voxel
# centers sit up to half a voxel off the surface, which matters for small objects).
vox = np.load(f"{root}/{o['voxels']}")
x_o = (np.argwhere(vox) + 0.5) / 64 - 0.5
x_c = (x_o * s_wo) @ R_co.T + t_co
uv = np.round(x_c[:, :2] / x_c[:, 2:] @ K[:2, :2].T + K[:2, 2]).astype(int)
inside = (uv >= 0).all(1) & (uv < 512).all(1)
print("voxel centers on amodal mask:", amodal_k[uv[inside, 1], uv[inside, 0]].mean())
```
## 9. Training export
The model team does not train on the full format. A packed export holds RGB, visible masks, per-frame object poses and voxels only (no depth, amodal masks or `rgba_fg`). It is built from the clip folders with:
```
uv run python -m sam3dvid.export --dataset dataset --split train --out <dir> --clips-per-shard 100 [--workers N]
```
Export is deterministic (same input, byte-identical shards) and resumable: a shard that already exists is skipped, and files are written to a temp name and renamed. One `--out` directory holds one split.
```
<out>/
train-000000.tar ... WebDataset shards, --clips-per-shard clips each, sorted by clip id
voxels_train.npz asset_id -> packed voxels, only the assets the split uses
index.json shards with clip ids and byte sizes, format version, conventions
```
### 9.1 Shards
One sample per clip, keyed by clip id. A sample is 65 tar members:
| Member | Content |
|---|---|
| `<clip_id>.rgb.000.jpg ... 031.jpg` | RGB frame, JPEG quality 95, 4:4:4 chroma (PSNR above 40 dB against the PNG) |
| `<clip_id>.visible.000.png ... 031.png` | uint8 instance map, lossless, identical to `mask_visible`: 0 = background, k = object k |
| `<clip_id>.json` | everything below |
### 9.2 Sample JSON
| Key | Meaning |
|---|---|
| `clip_id`, `split`, `seed`, `num_objects`, `generator_version`, `git_commit` | from `meta.json`; `blender_version` only when the clip's meta has it |
| `K` | 3x3 intrinsics, same as `cameras.json` |
| `T_cw` | `[32][4][4]` world -> camera, same as `cameras.json` |
| `objects` | one entry per object, index `k - 1`, matching the mask ids (below) |
| `visibility` | `visible_px`, `amodal_px`, `visible_frac`, each `[32][N]`, from `meta.json` |
Each entry of `objects`:
| Key | Shape | Meaning |
|---|---|---|
| `k`, `asset_id` | | mask id (1-based) and the key into the voxels file |
| `R_wo`, `t_wo`, `s_wo` | 3x3, 3, 3 | world pose, as in `objects.json` |
| `R_co`, `t_co`, `s_co` | `[32][3][3]`, `[32][3]`, `[32][3]` | per-frame camera-frame pose, computed with `pose_in_camera` (section 3.3) |
Poses are in **our** convention, as everywhere in this document; the SAM 3D converter is applied at load time, not at export.
### 9.3 Voxels
`voxels_<split>.npz` maps `asset_id` to `np.packbits` of the flattened (C order) bool `(64,64,64)` grid, i.e. a `uint8[32768]`. Voxels belong to assets, not clips, so they are stored once.
### 9.4 Reading
`src/sam3dvid/export_reader.py` needs only numpy and PIL:
```python
from sam3dvid.export_reader import iter_samples, load_voxels
for clip_id, rgb, visible, info in iter_samples("export/train/train-000000.tar"):
# rgb (32,512,512,3) uint8, visible (32,512,512) uint8, info = the JSON above
obj = info["objects"][0]
R_co, t_co, s_co = np.array(obj["R_co"]), np.array(obj["t_co"]), np.array(obj["s_co"])
voxels = load_voxels("export/train/voxels_train.npz", obj["asset_id"]) # bool (64,64,64)
```
Shards are plain tars, so `webdataset` reads them too (keys are the clip ids).
## 10. Known limitations and things that may change
- **Version 0.1.** The file format is stable; the sampling distributions in section 7 are final for M1 unless the test runs reveal a problem.
- **No de-lit texture target.** Texture ground truth is out of scope; `rgb` is lit.
- **No metric scale.** Scene units are arbitrary, whereas SAM 3D's MoGe pointmaps are metric (one of our units comes out at about 0.29 in MoGe's reconstruction, median over T6, varying per scene). Without a pointmap input, use scale-invariant translation and scale targets.
- **Train split not generated yet** (M2). Its format will be identical; the assets are filtered Objaverse objects (`DATASET.md` Section 1).
## CC0 background update (2026-10-28)
New M2 runs use `data/bg_pools_polyhaven` via `configs/m2.yaml`. Prepare it on a CPU
node with `uv run python scripts/prepare_polyhaven.py --limit 200 --views 4`.
Powered by Poly Haven (https://polyhaven.com); assets: CC0 (https://polyhaven.com/license).
The script converts tone-mapped equirectangular panoramas into 2048x1024 perspective
JPEGs at 130 degree HFOV, keeping the existing compositor and lighting unchanged.
It freezes the source selection/settings, verifies downloads, records source URLs and
checksums, and splits by panorama before creating views. Do not rebuild these pools
with the legacy image-ID-based `build_bg_pools.py`. Freeze pools before rendering.
Background provenance is included in new clip metadata and exported sample JSON.
Earlier SA-1B descriptions and M1/T6 results are historical. Preserve those clips, but
exclude them from the HF release. Regenerate eval into a fresh dataset root using
`configs/m1_polyhaven.yaml`, link its assets, and rerun coverage/visual validation.
The source swap does not clear Objaverse/GSO license obligations; audit them before
upload, including private HF hosting. Background preparation does not upload anything.