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- .gitattributes +2 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/logs/events.json +9 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/manifest.json +0 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/follow/mixed/ids/index.json +792 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/follow/mixed/prompt.txt +38 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/follow/mixed/sample.json +56 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/follow/mixed/verification.json +180 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/follow/prompt-context/appearance.json +14 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/follow/prompt-context/engine.context.json +72 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/follow/prompt-context/engine.description.txt +1 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/follow/prompt-context/first_frame.json +17 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/follow/prompt-context/scene-context.json +224 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/follow/prompt-context/style.json +15 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/follow/white/ids/index.json +792 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/follow/white/prompt.txt +38 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/follow/white/render-profile.json +400 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/follow/white/sample.json +74 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/follow/white/verification.json +173 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/views.html +1 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/views.json +37 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/scene/frames.jsonl.gz +3 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/scene/scene.glb +3 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/source/source-frames.jsonl.gz +3 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/frames/0000.png +3 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/frames/0040.png +3 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/frames/0075.png +3 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/frames/0083.png +3 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/frames/0100.png +3 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/frames/0149.png +3 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0000.png +3 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0001.png +3 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0002.png +3 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0003.png +3 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0004.png +3 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0005.png +3 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0006.png +3 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0007.png +3 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0008.png +3 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0009.png +3 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0010.png +3 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0011.png +3 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0012.png +3 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0013.png +3 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0014.png +3 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0015.png +3 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0016.png +3 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0017.png +3 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0018.png +3 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0019.png +3 -0
- episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0020.png +3 -0
.gitattributes
CHANGED
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@@ -212,3 +212,5 @@ episodes/gunfight/cam-dynamic_obj-dynamic-death-2/scene/scene.glb filter=lfs dif
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| 212 |
episodes/gunfight/cam-static_obj-dynamic-death-4/scene/scene.glb filter=lfs diff=lfs merge=lfs -text
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| 213 |
episodes/gunfight/cam-static_obj-static-death-2/scene/scene.glb filter=lfs diff=lfs merge=lfs -text
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episodes/gunfight/cam-static_obj-dynamic-death-1/scene/scene.glb filter=lfs diff=lfs merge=lfs -text
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| 212 |
episodes/gunfight/cam-static_obj-dynamic-death-4/scene/scene.glb filter=lfs diff=lfs merge=lfs -text
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episodes/gunfight/cam-static_obj-static-death-2/scene/scene.glb filter=lfs diff=lfs merge=lfs -text
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| 214 |
episodes/gunfight/cam-static_obj-dynamic-death-1/scene/scene.glb filter=lfs diff=lfs merge=lfs -text
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| 215 |
+
episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/scene/scene.glb filter=lfs diff=lfs merge=lfs -text
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| 216 |
+
episodes/gunfight/cam-static_obj-enter-death-1/scene/scene.glb filter=lfs diff=lfs merge=lfs -text
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episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/logs/events.json
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@@ -0,0 +1,9 @@
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[
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{
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"type": "source-death",
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"actorId": "enemy-01",
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"frame": 83,
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"time": 2.7666666666666666,
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"source": "recorded perception/status; not caption inference"
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}
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]
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episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/manifest.json
ADDED
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The diff for this file is too large to render.
See raw diff
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episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/follow/mixed/ids/index.json
ADDED
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@@ -0,0 +1,792 @@
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| 1 |
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| 2 |
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|
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|
| 792 |
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}
|
episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/follow/mixed/prompt.txt
ADDED
|
@@ -0,0 +1,38 @@
|
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|
|
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|
|
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|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
| 1 |
+
AWM_PROXY_CONTROL. Two visual references accompany this text. <Video 1> is the conditioning proxy video: treat it as the exact spatiotemporal reference for where every subject is, how large it is and how it moves, but never as an appearance template or literal target geometry. <Picture 1> is the global RGB anchor image: it defines identity and appearance, never motion. <Picture 1> is the ABSOLUTE standard for the worldview, art direction and overall style of the entire take, and on worldview, art direction and style it outranks even the description below. It provides NOTHING about any later frame's camera, composition, motion or interactions. Each subject's position and motion come from <Video 1>. A subject's appearance follows <Picture 1> when that subject is visible in it; subjects not visible in <Picture 1> take their appearance from the text, rendered consistently in <Picture 1>'s worldview and art direction.
|
| 2 |
+
|
| 3 |
+
Human proxies in <Video 1> provide only framewise root position, coarse occupied scale, and whole-body root orientation, which should be followed closely. The proxy figure keeps ONE fixed upright pose for the whole clip: that pose is not an action and carries no information about sitting, crouching, riding, reaching or any limb articulation. They carry no information about character appearance and do not represent identity, face, hairstyle, clothing, materials, colors, visual effects, anatomy, bones, joints, limb articulation, detailed posture, torso or head pose, hand pose, action phase, or physical contact. Reconstruct each character's appearance from <Picture 1> and the text, and reconstruct articulated motion from the timestamped text. Never reproduce a human proxy as a skeleton, stick figure, mannequin, node-connected body, or exposed rig. Left and right refer to each person's own body unless explicitly stated as screen direction.
|
| 4 |
+
|
| 5 |
+
Roads, terrain, buildings, relative depth, rough scale, and layout in <Video 1> provide denser but still approximate structural cues. Conditioning colors, proxy geometry, node markers, rigging structures, and other visualization artifacts must never appear in the final video.
|
| 6 |
+
|
| 7 |
+
When sources conflict, resolve in this order: (1) geometry, camera, position and motion follow <Video 1>; (2) the worldview, art direction and overall style follow <Picture 1> absolutely - above the description below; identity, appearance and materials follow <Picture 1> for subjects visible in it, and follow the text for subjects not visible in it; (3) the timestamped text defines the concrete events, actions and rewrite targets within those constraints.
|
| 8 |
+
|
| 9 |
+
Clip contract: this clip is the very beginning of the take - nothing precedes it. <Picture 1> is the global appearance anchor for the whole take, and the first frame of the target is locked to this exact image: the clip begins at precisely this visual state - identities, appearance, materials, art direction, lighting, camera framing and layout - and continues directly from it while performing the timestamped actions. Do not restart, redesign or re-interpret any identity.
|
| 10 |
+
|
| 11 |
+
subject_definitions:
|
| 12 |
+
<Picture 1> is the first frame of [Shot 1]: the photoreal opening frame of the target video, showing three armed adults stand in a standoff formation on a wet, paved airport apron, facing each other with weapons drawn, surrounded by large industrial hangars under a rainy sky, exactly as they must appear at 00:00.000.
|
| 13 |
+
<Video 1> is the conditioning proxy video of the same 5-second shot (its role is fixed by the control block above). The clip contains exactly 3 blue mannequin proxies standing for <Subject 1> (the protagonist), <Subject 3> (armed person 1), <Subject 4> (armed person 2); nothing else in <Video 1> is a person or an interaction object.
|
| 14 |
+
<Subject 1> is the protagonist: in <Picture 1> a male figure seen from behind, wearing an olive jacket, black trousers, and brown boots, holding a firearm with both hands in a ready stance; in <Video 1> the blue mannequin proxy.
|
| 15 |
+
<Subject 2> is the environment and its fixed spatial arrangement: in <Picture 1> a wide, grey concrete airport apron marked with yellow taxiway lines, featuring visible puddles reflecting the overcast sky. The background consists of large, industrial hangars with segmented metal doors and small rectangular windows. Tall floodlight masts stand between the buildings, and distant mountain ridges are visible through the mist and rain; in <Video 1> the same environment layout is represented by flat semantic-colour proxy geometry: approximate structural cues for layout, relative depth and rough scale, never target materials or conditioning colours.
|
| 16 |
+
<Subject 3> is armed person 1: in <Picture 1> a male figure facing the camera, wearing a grey hoodie, black track pants with a white stripe, and grey sneakers, holding a firearm with both hands; in <Video 1> the blue mannequin proxy.
|
| 17 |
+
<Subject 4> is armed person 2: in <Picture 1> a male figure facing the camera, wearing a brown jacket, khaki trousers, and black shoes, holding a firearm with both hands; in <Video 1> the blue mannequin proxy that starts on the right of the frame.
|
| 18 |
+
|
| 19 |
+
summary:
|
| 20 |
+
[keyframe completion + reference generation] Starting exactly from <Picture 1> as the first frame of [Shot 1], generate a 5.00-second continuous shot in <Subject 2> of <Subject 1> shooting armed person 1 down while armed people on the move fire back, involving <Subject 3> and <Subject 4>. Use <Video 1> for layout, root motion, object trajectories, action timing and the camera path, and keep the appearance, materials and lighting established in <Picture 1>.
|
| 21 |
+
|
| 22 |
+
retention_analysis:
|
| 23 |
+
<Picture 1> ([Shot 1] first frame): fully_preserved - the first frame of the target video reproduces this image exactly, including every person's appearance, the objects, the scene layout, materials, lighting and framing; later frames evolve continuously from it.
|
| 24 |
+
<Video 1> (whole-shot spatial and temporal structure): fully_preserved - geometry, camera, placement, root motion and object trajectories follow <Video 1> as a coarse spatiotemporal reference; appearance, limb articulation, detailed posture and physical contact are not encoded in the proxy.
|
| 25 |
+
<Subject 1> (appears in [Shot 1]): partially_preserved - retain the proxy's framewise root position, occupied scale, root orientation, identity continuity and interaction timing from <Video 1>; reconstruct its appearance from <Picture 1> and its articulated motion from the timeline below.
|
| 26 |
+
<Subject 2> (appears in [Shot 1]): partially_preserved - retain terrain, object layout and architectural forms from <Video 1>; surfaces, materials and lighting come from <Picture 1>.
|
| 27 |
+
<Subject 3> (appears in [Shot 1]): partially_preserved - retain the proxy's framewise root position, occupied scale, root orientation, identity continuity and interaction timing from <Video 1>; reconstruct its appearance from <Picture 1> and its articulated motion from the timeline below.
|
| 28 |
+
<Subject 4> (appears in [Shot 1]): partially_preserved - retain the proxy's framewise root position, occupied scale, root orientation, identity continuity and interaction timing from <Video 1>; reconstruct its appearance from <Picture 1> and its articulated motion from the timeline below.
|
| 29 |
+
|
| 30 |
+
detailed_description:
|
| 31 |
+
Photorealistic natural lighting, physically plausible scale, detailed real-world materials and natural human anatomy; no proxy colours, wireframes, block figures or game UI.
|
| 32 |
+
[Shot 1] The shot opens exactly on <Picture 1> and evolves continuously from that frame. <Subject 2>, the setting, is a wide, grey concrete airport apron marked with yellow taxiway lines, featuring visible puddles reflecting the overcast sky. The background consists of large, industrial hangars with segmented metal doors and small rectangular windows. Tall floodlight masts stand between the buildings, and distant mountain ridges are visible through the mist and rain, keeping the spacing and sizes of <Video 1>. <Subject 1>, the protagonist, is a male figure seen from behind, wearing an olive jacket, black trousers, and brown boots, holding a firearm with both hands in a ready stance, as seen in <Picture 1>. <Subject 3>, armed person 1, is a male figure facing the camera, wearing a grey hoodie, black track pants with a white stripe, and grey sneakers, holding a firearm with both hands, as seen in <Picture 1>. <Subject 4>, armed person 2, is a male figure facing the camera, wearing a brown jacket, khaki trousers, and black shoes, holding a firearm with both hands, as seen in <Picture 1>. All people keep the same face, build and clothing throughout, with clothing folds responding naturally to movement. The action follows <Video 1> according to this timeline: From 00:00.000 to 00:02.767, the protagonist keeps a handgun raised in both hands, aimed at the armed people in front of them, and fires at them; some of them move slowly across the open ground and fire back; armed person 1 moves about 3 metres along its route; armed person 2 moves about 4 metres along its route. From 00:02.767 to 00:05.000, the protagonist shoots armed person 1, who collapses to the ground within about half a second, then lies motionless for the rest of the shot; everyone else stays on their feet, the protagonist keeps the handgun raised and the other armed people keep firing back; armed person 1 drops about half a metre; armed person 2 moves about 4 metres along its route. Keep the reference's fixed 51.225-degree vertical field of view. Preserve the single take and its pacing, without cuts or a new camera path. Keep world geometry, object identities and materials stable throughout the camera movement; reveal newly visible surfaces with the same layout and appearance; introduce no extra people or foreground obstacles. No interface overlays, captions, watermarks, dialogue or music.
|
| 33 |
+
|
| 34 |
+
overall_soundscape:
|
| 35 |
+
The sound of steady rain falling on concrete and the distant rumble of thunder, punctuated by the mechanical click of weapon safety catches being disengaged.
|
| 36 |
+
|
| 37 |
+
non_diegetic_music:
|
| 38 |
+
N/A
|
episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/follow/mixed/sample.json
ADDED
|
@@ -0,0 +1,56 @@
|
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|
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|
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|
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|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
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|
|
|
|
|
|
|
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|
|
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|
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|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"assets": "../../../scene/scene.glb",
|
| 3 |
+
"camera": "follow",
|
| 4 |
+
"cameraData": "../../../cameras/follow/camera.json",
|
| 5 |
+
"cameraIndex": "../../../cameras/cameras.json",
|
| 6 |
+
"depth": null,
|
| 7 |
+
"depthAvailable": false,
|
| 8 |
+
"durationSeconds": 5,
|
| 9 |
+
"episodeId": "ndm-10-cam-dynamic_obj-dynamic-death-composite-forward-back-v1",
|
| 10 |
+
"firstFrame": "../prompt-context/first_frame.png",
|
| 11 |
+
"firstFrameKind": "benchmark-generated-anchor",
|
| 12 |
+
"firstFrameSha256": "98be93ce7e438e2882d9585cc9b86f84e653da7fb468e124f0a757fc55db73bb",
|
| 13 |
+
"fps": 30,
|
| 14 |
+
"frameCount": 150,
|
| 15 |
+
"height": 480,
|
| 16 |
+
"ids": "ids/index.json",
|
| 17 |
+
"manifest": "../../../manifest.json",
|
| 18 |
+
"metadata": "sample.json",
|
| 19 |
+
"pathBase": "sample-relative",
|
| 20 |
+
"preview": "preview.png",
|
| 21 |
+
"prompt": "prompt.txt",
|
| 22 |
+
"promptBinding": {
|
| 23 |
+
"revision": "../../../../../../provenance/probench-prompt-sync.json",
|
| 24 |
+
"sourceDataset": "gunfight",
|
| 25 |
+
"sourcePromptMatchesCurrent": true,
|
| 26 |
+
"sourceVideoSha256": "1677ff8f04f333d628b383436663b067b87d3c4e94537f521d3640b76d9be2b8",
|
| 27 |
+
"videoMatchesSource": true,
|
| 28 |
+
"videoSha256": "1677ff8f04f333d628b383436663b067b87d3c4e94537f521d3640b76d9be2b8"
|
| 29 |
+
},
|
| 30 |
+
"promptContext": {
|
| 31 |
+
"appearance": "../prompt-context/appearance.json",
|
| 32 |
+
"engineContext": "../prompt-context/engine.context.json",
|
| 33 |
+
"engineDescription": "../prompt-context/engine.description.txt",
|
| 34 |
+
"firstFrameMetadata": "../prompt-context/first_frame.json",
|
| 35 |
+
"sceneContext": "../prompt-context/scene-context.json",
|
| 36 |
+
"style": "../prompt-context/style.json"
|
| 37 |
+
},
|
| 38 |
+
"promptFiles": [
|
| 39 |
+
{
|
| 40 |
+
"bytes": 10025,
|
| 41 |
+
"path": "prompt.txt",
|
| 42 |
+
"sha256": "548c8300a421c4e0d5e54f2642a7b11f0c3feb314a830f62ca703132431a0874"
|
| 43 |
+
}
|
| 44 |
+
],
|
| 45 |
+
"representation": "mixed",
|
| 46 |
+
"scenario": "cam-dynamic_obj-dynamic-death-composite-forward-back-v1",
|
| 47 |
+
"source": "../../../source/source.json",
|
| 48 |
+
"sourceHashBase": "../../..",
|
| 49 |
+
"sourceHashesScope": "original-recording",
|
| 50 |
+
"sourceSha256": "ce146a31e25468203a209d7b095ae5ef7e498ca9f2adbe3901e010e40d75c31b",
|
| 51 |
+
"sourceVideo": "2026-06-09 10-28-23",
|
| 52 |
+
"states": "../../../scene/frames.jsonl.gz",
|
| 53 |
+
"video": "video.mp4",
|
| 54 |
+
"videoSha256": "1677ff8f04f333d628b383436663b067b87d3c4e94537f521d3640b76d9be2b8",
|
| 55 |
+
"width": 832
|
| 56 |
+
}
|
episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/follow/mixed/verification.json
ADDED
|
@@ -0,0 +1,180 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
|
|
|
|
|
|
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|
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|
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|
|
|
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|
|
|
|
|
|
|
|
|
|
|
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|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
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|
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|
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|
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|
|
|
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|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"status": "passed",
|
| 3 |
+
"previewOnly": false,
|
| 4 |
+
"decoded": {
|
| 5 |
+
"frames": 150,
|
| 6 |
+
"width": 832,
|
| 7 |
+
"height": 480,
|
| 8 |
+
"decodedBytes": 179712000
|
| 9 |
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},
|
| 10 |
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"maxima": {
|
| 11 |
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"maxPositionError": 0,
|
| 12 |
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"maxQuaternionError": 5.16191365590357e-8,
|
| 13 |
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"maxMatrixError": 0,
|
| 14 |
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"maxJointPositionError": 0,
|
| 15 |
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"maxContactError": 0,
|
| 16 |
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"maxWhiteVisibleFloorGap": 1.6653345369377348e-16,
|
| 17 |
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"maxWhiteRoleFacingError": 4.1643317879330326e-13,
|
| 18 |
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"mixedLocalShapeError": 0,
|
| 19 |
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"maxMixedFloorGap": 6.245004513516506e-17,
|
| 20 |
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"maxMixedRoleFacingError": 4.218554758989024e-13,
|
| 21 |
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"maxSourceObbCornerError": 1.9860273225978185e-15,
|
| 22 |
+
"sourceVisibilityError": 0,
|
| 23 |
+
"cameraMatrixError": 0,
|
| 24 |
+
"projectionError": 0
|
| 25 |
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},
|
| 26 |
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"checkedFrames": [
|
| 27 |
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|
| 28 |
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|
| 29 |
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|
| 30 |
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|
| 31 |
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|
| 32 |
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|
| 33 |
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|
| 34 |
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|
| 35 |
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|
| 36 |
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|
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|
| 39 |
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|
| 55 |
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| 57 |
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|
| 58 |
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| 59 |
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|
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|
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|
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|
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42,
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|
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|
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|
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|
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|
| 90 |
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|
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93,
|
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|
| 122 |
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95,
|
| 123 |
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96,
|
| 124 |
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97,
|
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98,
|
| 126 |
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|
| 127 |
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|
| 128 |
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101,
|
| 129 |
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102,
|
| 130 |
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103,
|
| 131 |
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104,
|
| 132 |
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105,
|
| 133 |
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106,
|
| 134 |
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107,
|
| 135 |
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|
| 136 |
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109,
|
| 137 |
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110,
|
| 138 |
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111,
|
| 139 |
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112,
|
| 140 |
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113,
|
| 141 |
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114,
|
| 142 |
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115,
|
| 143 |
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|
| 144 |
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|
| 145 |
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|
| 146 |
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|
| 147 |
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|
| 148 |
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|
| 149 |
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|
| 150 |
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|
| 151 |
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|
| 152 |
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|
| 153 |
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|
| 154 |
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|
| 155 |
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|
| 156 |
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|
| 157 |
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|
| 158 |
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|
| 159 |
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|
| 160 |
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|
| 161 |
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|
| 162 |
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|
| 163 |
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|
| 164 |
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|
| 165 |
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|
| 166 |
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|
| 167 |
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|
| 168 |
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141,
|
| 169 |
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142,
|
| 170 |
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143,
|
| 171 |
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144,
|
| 172 |
+
145,
|
| 173 |
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146,
|
| 174 |
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147,
|
| 175 |
+
148,
|
| 176 |
+
149
|
| 177 |
+
],
|
| 178 |
+
"depthFrames": 150,
|
| 179 |
+
"idFrames": 150
|
| 180 |
+
}
|
episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/follow/prompt-context/appearance.json
ADDED
|
@@ -0,0 +1,14 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"entities": {
|
| 3 |
+
"agent-player": "A male figure seen from behind, wearing an olive jacket, black trousers, and brown boots, holding a firearm with both hands in a ready stance.",
|
| 4 |
+
"enemy-01": "A male figure facing the camera, wearing a grey hoodie, black track pants with a white stripe, and grey sneakers, holding a firearm with both hands.",
|
| 5 |
+
"enemy-02": "A male figure facing the camera, wearing a brown jacket, khaki trousers, and black shoes, holding a firearm with both hands."
|
| 6 |
+
},
|
| 7 |
+
"environment": "A wide, grey concrete airport apron marked with yellow taxiway lines, featuring visible puddles reflecting the overcast sky. The background consists of large, industrial hangars with segmented metal doors and small rectangular windows. Tall floodlight masts stand between the buildings, and distant mountain ridges are visible through the mist and rain.",
|
| 8 |
+
"pathBase": "file-relative",
|
| 9 |
+
"picture_summary": "Three armed adults stand in a standoff formation on a wet, paved airport apron, facing each other with weapons drawn, surrounded by large industrial hangars under a rainy sky.",
|
| 10 |
+
"schemaVersion": "release.appearance.v2",
|
| 11 |
+
"soundscape": "The sound of steady rain falling on concrete and the distant rumble of thunder, punctuated by the mechanical click of weapon safety catches being disengaged.",
|
| 12 |
+
"style": "Photorealistic natural lighting, physically plausible scale, detailed real-world materials and natural human anatomy; no proxy colours, wireframes, block figures or game UI",
|
| 13 |
+
"unobserved_entities": {}
|
| 14 |
+
}
|
episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/follow/prompt-context/engine.context.json
ADDED
|
@@ -0,0 +1,72 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"camera": "follow",
|
| 3 |
+
"cameraDescription": {
|
| 4 |
+
"description": null,
|
| 5 |
+
"metrics": {
|
| 6 |
+
"cameraHeightRangeMetres": [
|
| 7 |
+
1.54,
|
| 8 |
+
2.683
|
| 9 |
+
],
|
| 10 |
+
"distanceToPlayerRangeMetres": [
|
| 11 |
+
3.205,
|
| 12 |
+
3.61
|
| 13 |
+
],
|
| 14 |
+
"endPosition": [
|
| 15 |
+
0.046808,
|
| 16 |
+
2.131259,
|
| 17 |
+
21.193042
|
| 18 |
+
],
|
| 19 |
+
"netArcAroundPlayerDegrees": 1.313,
|
| 20 |
+
"openingActorAnchorScreen": {
|
| 21 |
+
"description": "middle center of the frame",
|
| 22 |
+
"method": "player root + 0.9 m, projected by the recorded camera; not an occlusion test",
|
| 23 |
+
"x": 0.505,
|
| 24 |
+
"y": 0.414
|
| 25 |
+
},
|
| 26 |
+
"pathLengthMetres": 8.839,
|
| 27 |
+
"source": "recomputed from camera.json and frames.jsonl.gz (tools/engine_context.py)",
|
| 28 |
+
"startPosition": [
|
| 29 |
+
-0.026373,
|
| 30 |
+
2.111451,
|
| 31 |
+
21.194144
|
| 32 |
+
],
|
| 33 |
+
"verticalFovRangeDegrees": [
|
| 34 |
+
51.225,
|
| 35 |
+
51.225
|
| 36 |
+
]
|
| 37 |
+
},
|
| 38 |
+
"track": "follow"
|
| 39 |
+
},
|
| 40 |
+
"conditioningPolicy": null,
|
| 41 |
+
"durationSeconds": 5.0,
|
| 42 |
+
"engineDescription": "engine.description.txt",
|
| 43 |
+
"enginePrompt": null,
|
| 44 |
+
"episodeId": "ndm-10-cam-dynamic_obj-dynamic-death-composite-forward-back-v1",
|
| 45 |
+
"fps": 30,
|
| 46 |
+
"frameCount": 150,
|
| 47 |
+
"note": "Phase boundaries and camera statistics recomputed from the recorded state; shared by all representations. Use as ground truth for timing, not as a description of the proxy's appearance.",
|
| 48 |
+
"pathBase": "file-relative",
|
| 49 |
+
"schemaVersion": "release.engine-context.v2",
|
| 50 |
+
"subjectEntityId": "agent-player",
|
| 51 |
+
"timeline": [
|
| 52 |
+
{
|
| 53 |
+
"description": "The protagonist keeps a handgun raised in both hands, aimed at the armed people in front of them, and fires at them; some of them move slowly across the open ground and fire back.",
|
| 54 |
+
"endFrameExclusive": 83,
|
| 55 |
+
"endSeconds": 2.7666666666666666,
|
| 56 |
+
"phase": "source-motion",
|
| 57 |
+
"startFrame": 0,
|
| 58 |
+
"startSeconds": 0.0
|
| 59 |
+
},
|
| 60 |
+
{
|
| 61 |
+
"description": "The protagonist shoots armed person 1, who collapses to the ground within about half a second, then lies motionless for the rest of the shot; everyone else stays on their feet, the protagonist keeps the handgun raised and the other armed people keep firing back.",
|
| 62 |
+
"endFrameExclusive": 150,
|
| 63 |
+
"endSeconds": 5.0,
|
| 64 |
+
"phase": "death-and-persistence",
|
| 65 |
+
"startFrame": 83,
|
| 66 |
+
"startSeconds": 2.7666666666666666
|
| 67 |
+
}
|
| 68 |
+
],
|
| 69 |
+
"timelineSource": "interaction.phase per frame in frames.jsonl.gz; description sentences from upstream video.description.json when available, else null",
|
| 70 |
+
"title": "shooting armed person 1 down while armed people on the move fire back",
|
| 71 |
+
"worldStyle": null
|
| 72 |
+
}
|
episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/follow/prompt-context/engine.description.txt
ADDED
|
@@ -0,0 +1 @@
|
|
|
|
|
|
|
| 1 |
+
A wide paved airport apron with taxiway markings, hangars with segmented doors, a control tower with a glazed observation cabin, parked passenger aircraft, stacked cargo containers and floodlight masts, with distant mountain ridges. The protagonist faces the other armed people in a five-second standoff. Armed person 1 and armed person 2 move across the ground. The protagonist remains at the same ground position. At 2.77 seconds, armed person 1 begins to collapse and then stays down. The third-person camera moves through the scene.
|
episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/follow/prompt-context/first_frame.json
ADDED
|
@@ -0,0 +1,17 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"frameIndex": 0,
|
| 3 |
+
"height": 480,
|
| 4 |
+
"image": "first_frame.png",
|
| 5 |
+
"model": "MiniMax-H3 Ref2VA",
|
| 6 |
+
"pathBase": "file-relative",
|
| 7 |
+
"schemaVersion": "release.first-frame.v1",
|
| 8 |
+
"sha256": "98be93ce7e438e2882d9585cc9b86f84e653da7fb468e124f0a757fc55db73bb",
|
| 9 |
+
"sharedAcrossRepresentations": true,
|
| 10 |
+
"targetStyle": {
|
| 11 |
+
"category": "realistic",
|
| 12 |
+
"variant": null
|
| 13 |
+
},
|
| 14 |
+
"targetStyleSource": "style.json of this view",
|
| 15 |
+
"timeSeconds": 0.0,
|
| 16 |
+
"width": 832
|
| 17 |
+
}
|
episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/follow/prompt-context/scene-context.json
ADDED
|
@@ -0,0 +1,224 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"engineActionSentence": "A wide paved airport apron with taxiway markings, hangars with segmented doors, a control tower with a glazed observation cabin, parked passenger aircraft, stacked cargo containers and floodlight masts, with distant mountain ridges. The protagonist faces the other armed people in a five-second standoff. Armed person 1 and armed person 2 move across the ground. The protagonist remains at the same ground position. At 2.77 seconds, armed person 1 begins to collapse and then stays down. The third-person camera moves through the scene.",
|
| 3 |
+
"engineFacts": {
|
| 4 |
+
"entityInventory": [
|
| 5 |
+
{
|
| 6 |
+
"description": "continuous paved airport apron",
|
| 7 |
+
"id": "background-apron",
|
| 8 |
+
"semanticLabel": "ground"
|
| 9 |
+
},
|
| 10 |
+
{
|
| 11 |
+
"description": "apron taxiway markings",
|
| 12 |
+
"id": "background-markings",
|
| 13 |
+
"semanticLabel": "road"
|
| 14 |
+
},
|
| 15 |
+
{
|
| 16 |
+
"description": "airport hangar with segmented doors",
|
| 17 |
+
"id": "background-hangar-0",
|
| 18 |
+
"semanticLabel": "building"
|
| 19 |
+
},
|
| 20 |
+
{
|
| 21 |
+
"description": "airport hangar with segmented doors",
|
| 22 |
+
"id": "background-hangar-1",
|
| 23 |
+
"semanticLabel": "building"
|
| 24 |
+
},
|
| 25 |
+
{
|
| 26 |
+
"description": "airport hangar with segmented doors",
|
| 27 |
+
"id": "background-hangar-2",
|
| 28 |
+
"semanticLabel": "building"
|
| 29 |
+
},
|
| 30 |
+
{
|
| 31 |
+
"description": "control tower with glazed observation cabin",
|
| 32 |
+
"id": "background-tower",
|
| 33 |
+
"semanticLabel": "building"
|
| 34 |
+
},
|
| 35 |
+
{
|
| 36 |
+
"description": "new static parked passenger aircraft",
|
| 37 |
+
"id": "background-aircraft-0",
|
| 38 |
+
"semanticLabel": "aircraft"
|
| 39 |
+
},
|
| 40 |
+
{
|
| 41 |
+
"description": "new static parked passenger aircraft",
|
| 42 |
+
"id": "background-aircraft-1",
|
| 43 |
+
"semanticLabel": "aircraft"
|
| 44 |
+
},
|
| 45 |
+
{
|
| 46 |
+
"description": "stacked apron cargo containers",
|
| 47 |
+
"id": "background-cargo-0",
|
| 48 |
+
"semanticLabel": "building"
|
| 49 |
+
},
|
| 50 |
+
{
|
| 51 |
+
"description": "stacked apron cargo containers",
|
| 52 |
+
"id": "background-cargo-1",
|
| 53 |
+
"semanticLabel": "building"
|
| 54 |
+
},
|
| 55 |
+
{
|
| 56 |
+
"description": "stacked apron cargo containers",
|
| 57 |
+
"id": "background-cargo-2",
|
| 58 |
+
"semanticLabel": "building"
|
| 59 |
+
},
|
| 60 |
+
{
|
| 61 |
+
"description": "stacked apron cargo containers",
|
| 62 |
+
"id": "background-cargo-3",
|
| 63 |
+
"semanticLabel": "building"
|
| 64 |
+
},
|
| 65 |
+
{
|
| 66 |
+
"description": "stacked apron cargo containers",
|
| 67 |
+
"id": "background-cargo-4",
|
| 68 |
+
"semanticLabel": "building"
|
| 69 |
+
},
|
| 70 |
+
{
|
| 71 |
+
"description": "stacked apron cargo containers",
|
| 72 |
+
"id": "background-cargo-5",
|
| 73 |
+
"semanticLabel": "building"
|
| 74 |
+
},
|
| 75 |
+
{
|
| 76 |
+
"description": "stacked apron cargo containers",
|
| 77 |
+
"id": "background-cargo-6",
|
| 78 |
+
"semanticLabel": "building"
|
| 79 |
+
},
|
| 80 |
+
{
|
| 81 |
+
"description": "stacked apron cargo containers",
|
| 82 |
+
"id": "background-cargo-7",
|
| 83 |
+
"semanticLabel": "building"
|
| 84 |
+
},
|
| 85 |
+
{
|
| 86 |
+
"description": "airport apron floodlight",
|
| 87 |
+
"id": "background-lamp-0",
|
| 88 |
+
"semanticLabel": "building"
|
| 89 |
+
},
|
| 90 |
+
{
|
| 91 |
+
"description": "airport apron floodlight",
|
| 92 |
+
"id": "background-lamp-1",
|
| 93 |
+
"semanticLabel": "building"
|
| 94 |
+
},
|
| 95 |
+
{
|
| 96 |
+
"description": "airport apron floodlight",
|
| 97 |
+
"id": "background-lamp-2",
|
| 98 |
+
"semanticLabel": "building"
|
| 99 |
+
},
|
| 100 |
+
{
|
| 101 |
+
"description": "airport apron floodlight",
|
| 102 |
+
"id": "background-lamp-3",
|
| 103 |
+
"semanticLabel": "building"
|
| 104 |
+
},
|
| 105 |
+
{
|
| 106 |
+
"description": "airport apron floodlight",
|
| 107 |
+
"id": "background-lamp-4",
|
| 108 |
+
"semanticLabel": "building"
|
| 109 |
+
},
|
| 110 |
+
{
|
| 111 |
+
"description": "airport apron floodlight",
|
| 112 |
+
"id": "background-lamp-5",
|
| 113 |
+
"semanticLabel": "building"
|
| 114 |
+
},
|
| 115 |
+
{
|
| 116 |
+
"description": "airport apron floodlight",
|
| 117 |
+
"id": "background-lamp-6",
|
| 118 |
+
"semanticLabel": "building"
|
| 119 |
+
},
|
| 120 |
+
{
|
| 121 |
+
"description": "airport apron floodlight",
|
| 122 |
+
"id": "background-lamp-7",
|
| 123 |
+
"semanticLabel": "building"
|
| 124 |
+
},
|
| 125 |
+
{
|
| 126 |
+
"description": "distant mountain ridges",
|
| 127 |
+
"id": "background-mountains",
|
| 128 |
+
"semanticLabel": "terrain"
|
| 129 |
+
},
|
| 130 |
+
{
|
| 131 |
+
"description": "armed person",
|
| 132 |
+
"id": "enemy-01",
|
| 133 |
+
"semanticLabel": "person"
|
| 134 |
+
},
|
| 135 |
+
{
|
| 136 |
+
"description": "armed person",
|
| 137 |
+
"id": "enemy-02",
|
| 138 |
+
"semanticLabel": "person"
|
| 139 |
+
},
|
| 140 |
+
{
|
| 141 |
+
"description": "armed person",
|
| 142 |
+
"id": "enemy-03",
|
| 143 |
+
"semanticLabel": "person"
|
| 144 |
+
},
|
| 145 |
+
{
|
| 146 |
+
"description": "the protagonist",
|
| 147 |
+
"id": "agent-player",
|
| 148 |
+
"semanticLabel": "person"
|
| 149 |
+
}
|
| 150 |
+
],
|
| 151 |
+
"people": [
|
| 152 |
+
"enemy-01",
|
| 153 |
+
"enemy-02",
|
| 154 |
+
"enemy-03",
|
| 155 |
+
"agent-player"
|
| 156 |
+
],
|
| 157 |
+
"protagonist": "agent-player"
|
| 158 |
+
},
|
| 159 |
+
"environment": {
|
| 160 |
+
"description": "A wide paved airport apron with taxiway markings, hangars with segmented doors, a control tower with a glazed observation cabin, parked passenger aircraft, stacked cargo containers and floodlight masts, with distant mountain ridges",
|
| 161 |
+
"id": "airport-apron",
|
| 162 |
+
"name": "airport-apron",
|
| 163 |
+
"weather": "rainy"
|
| 164 |
+
},
|
| 165 |
+
"episodeId": "ndm-10-cam-dynamic_obj-dynamic-death-composite-forward-back-v1",
|
| 166 |
+
"events": [
|
| 167 |
+
{
|
| 168 |
+
"actorId": "enemy-01",
|
| 169 |
+
"frame": 83,
|
| 170 |
+
"source": "recorded perception/status; not caption inference",
|
| 171 |
+
"time": 2.7666666666666666,
|
| 172 |
+
"type": "source-death"
|
| 173 |
+
}
|
| 174 |
+
],
|
| 175 |
+
"fps": 30,
|
| 176 |
+
"frameCount": 150,
|
| 177 |
+
"humanFacing": {
|
| 178 |
+
"cameraTracking": false,
|
| 179 |
+
"coloredObbDisplayAligned": true,
|
| 180 |
+
"npc": "toward first camera",
|
| 181 |
+
"policy": "initial-camera-role-facing-v2",
|
| 182 |
+
"protagonist": "away from first camera",
|
| 183 |
+
"referenceFrame": 0,
|
| 184 |
+
"sourceBoxDataUnchanged": true,
|
| 185 |
+
"worldDirectionFixed": true
|
| 186 |
+
},
|
| 187 |
+
"pathBase": "file-relative",
|
| 188 |
+
"scenario": "cam-dynamic_obj-dynamic-death-composite-forward-back-v1",
|
| 189 |
+
"sceneId": "ndm-10-cam-dynamic_obj-dynamic-death-composite-forward-back-v1",
|
| 190 |
+
"schemaVersion": "benchmark.scene-context.v1",
|
| 191 |
+
"source": {
|
| 192 |
+
"assets": "../../../scene/scene.glb",
|
| 193 |
+
"cameras": "../../../cameras/cameras.json",
|
| 194 |
+
"manifest": "../../../manifest.json",
|
| 195 |
+
"states": "../../../scene/frames.jsonl.gz"
|
| 196 |
+
},
|
| 197 |
+
"sourceVideo": "ndm-10",
|
| 198 |
+
"targetStyle": {
|
| 199 |
+
"category": "realistic",
|
| 200 |
+
"styleLine": "Photorealistic natural lighting, physically plausible scale, detailed real-world materials and natural human anatomy; no proxy colours, wireframes, block figures or game UI.",
|
| 201 |
+
"variant": null
|
| 202 |
+
},
|
| 203 |
+
"timeline": [
|
| 204 |
+
{
|
| 205 |
+
"description": "The protagonist keeps a handgun raised in both hands, aimed at the armed people in front of them, and fires at them; some of them move slowly across the open ground and fire back.",
|
| 206 |
+
"endFrameExclusive": 83,
|
| 207 |
+
"endSeconds": 2.7666666666666666,
|
| 208 |
+
"phase": "source-motion",
|
| 209 |
+
"startFrame": 0,
|
| 210 |
+
"startSeconds": 0.0
|
| 211 |
+
},
|
| 212 |
+
{
|
| 213 |
+
"description": "The protagonist shoots armed person 1, who collapses to the ground within about half a second, then lies motionless for the rest of the shot; everyone else stays on their feet, the protagonist keeps the handgun raised and the other armed people keep firing back.",
|
| 214 |
+
"endFrameExclusive": 150,
|
| 215 |
+
"endSeconds": 5.0,
|
| 216 |
+
"phase": "death-and-persistence",
|
| 217 |
+
"startFrame": 83,
|
| 218 |
+
"startSeconds": 2.7666666666666666
|
| 219 |
+
}
|
| 220 |
+
],
|
| 221 |
+
"timelineSource": "interaction.phase segments of frames.jsonl.gz (source-motion -> death-and-persistence at the recorded death frame); sentences from tools/adapt_neon_death_export.py PHASES",
|
| 222 |
+
"title": "shooting armed person 1 down while armed people on the move fire back",
|
| 223 |
+
"upstreamName": "ndm-10 · cam-dynamic_obj-dynamic-death-composite-forward-back-v1"
|
| 224 |
+
}
|
episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/follow/prompt-context/style.json
ADDED
|
@@ -0,0 +1,15 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"camera": "follow",
|
| 3 |
+
"category": "realistic",
|
| 4 |
+
"dataset": "gunfight",
|
| 5 |
+
"episode": "ndm-10-cam-dynamic_obj-dynamic-death-composite-forward-back-v1",
|
| 6 |
+
"pathBase": "file-relative",
|
| 7 |
+
"promptFiles": [
|
| 8 |
+
"../colored-obb/prompt.txt",
|
| 9 |
+
"../mixed/prompt.txt",
|
| 10 |
+
"../white/prompt.txt"
|
| 11 |
+
],
|
| 12 |
+
"sameAcrossPrompts": true,
|
| 13 |
+
"schemaVersion": "prowbench.style.v1",
|
| 14 |
+
"styleSentence": "Photorealistic natural lighting, physically plausible scale, detailed real-world materials and natural human anatomy; no proxy colours, wireframes, block figures or game UI."
|
| 15 |
+
}
|
episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/follow/white/ids/index.json
ADDED
|
@@ -0,0 +1,792 @@
|
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|
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|
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| 1 |
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| 2 |
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| 3 |
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| 4 |
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{
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"frame": 145,
|
| 768 |
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"frame": 146,
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|
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"frame": 149,
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|
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|
| 790 |
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|
| 791 |
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]
|
| 792 |
+
}
|
episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/follow/white/prompt.txt
ADDED
|
@@ -0,0 +1,38 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
|
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|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
AWM_PROXY_CONTROL. Two visual references accompany this text. <Video 1> is the conditioning proxy video: treat it as the exact spatiotemporal reference for where every subject is, how large it is and how it moves, but never as an appearance template or literal target geometry. <Picture 1> is the global RGB anchor image: it defines identity and appearance, never motion. <Picture 1> is the ABSOLUTE standard for the worldview, art direction and overall style of the entire take, and on worldview, art direction and style it outranks even the description below. It provides NOTHING about any later frame's camera, composition, motion or interactions. Each subject's position and motion come from <Video 1>. A subject's appearance follows <Picture 1> when that subject is visible in it; subjects not visible in <Picture 1> take their appearance from the text, rendered consistently in <Picture 1>'s worldview and art direction.
|
| 2 |
+
|
| 3 |
+
Human proxies in <Video 1> provide framewise root position, occupied scale, whole-body root orientation and COARSE limb articulation: the proxy figure's limbs move with the recorded joints, so follow the timing and direction of its limb motion closely, and take everything finer - hand pose, facial expression, grip and physical contact - from the timestamped text. They carry no information about character appearance and do not represent identity, face, hairstyle, clothing, materials, colors or visual effects. Reconstruct each character's appearance from <Picture 1> and the text. Never reproduce a human proxy as a block figure, skeleton, stick figure, mannequin, node-connected body, or exposed rig. Left and right refer to each person's own body unless explicitly stated as screen direction.
|
| 4 |
+
|
| 5 |
+
Roads, terrain, buildings, relative depth, rough scale, and layout in <Video 1> provide denser but still approximate structural cues. Conditioning colors, proxy geometry, node markers, rigging structures, and other visualization artifacts must never appear in the final video.
|
| 6 |
+
|
| 7 |
+
When sources conflict, resolve in this order: (1) geometry, camera, position and motion follow <Video 1>; (2) the worldview, art direction and overall style follow <Picture 1> absolutely - above the description below; identity, appearance and materials follow <Picture 1> for subjects visible in it, and follow the text for subjects not visible in it; (3) the timestamped text defines the concrete events, actions and rewrite targets within those constraints.
|
| 8 |
+
|
| 9 |
+
Clip contract: this clip is the very beginning of the take - nothing precedes it. <Picture 1> is the global appearance anchor for the whole take, and the first frame of the target is locked to this exact image: the clip begins at precisely this visual state - identities, appearance, materials, art direction, lighting, camera framing and layout - and continues directly from it while performing the timestamped actions. Do not restart, redesign or re-interpret any identity.
|
| 10 |
+
|
| 11 |
+
subject_definitions:
|
| 12 |
+
<Picture 1> is the first frame of [Shot 1]: the photoreal opening frame of the target video, showing three armed adults stand in a standoff formation on a wet, paved airport apron, facing each other with weapons drawn, surrounded by large industrial hangars under a rainy sky, exactly as they must appear at 00:00.000.
|
| 13 |
+
<Video 1> is the conditioning proxy video of the same 5-second shot (its role is fixed by the control block above). The clip contains exactly 3 grey block-figure proxies standing for <Subject 1> (the protagonist), <Subject 3> (armed person 1), <Subject 4> (armed person 2); nothing else in <Video 1> is a person or an interaction object.
|
| 14 |
+
<Subject 1> is the protagonist: in <Picture 1> a male figure seen from behind, wearing an olive jacket, black trousers, and brown boots, holding a firearm with both hands in a ready stance; in <Video 1> the grey block-figure proxy.
|
| 15 |
+
<Subject 2> is the environment and its fixed spatial arrangement: in <Picture 1> a wide, grey concrete airport apron marked with yellow taxiway lines, featuring visible puddles reflecting the overcast sky. The background consists of large, industrial hangars with segmented metal doors and small rectangular windows. Tall floodlight masts stand between the buildings, and distant mountain ridges are visible through the mist and rain; in <Video 1> the same environment layout is represented by untextured grey proxy geometry: approximate structural cues for layout, relative depth and rough scale, never target materials.
|
| 16 |
+
<Subject 3> is armed person 1: in <Picture 1> a male figure facing the camera, wearing a grey hoodie, black track pants with a white stripe, and grey sneakers, holding a firearm with both hands; in <Video 1> the grey block-figure proxy.
|
| 17 |
+
<Subject 4> is armed person 2: in <Picture 1> a male figure facing the camera, wearing a brown jacket, khaki trousers, and black shoes, holding a firearm with both hands; in <Video 1> the grey block-figure proxy that starts on the right of the frame.
|
| 18 |
+
|
| 19 |
+
summary:
|
| 20 |
+
[keyframe completion + reference generation] Starting exactly from <Picture 1> as the first frame of [Shot 1], generate a 5.00-second continuous shot in <Subject 2> of <Subject 1> shooting armed person 1 down while armed people on the move fire back, involving <Subject 3> and <Subject 4>. Use <Video 1> for layout, root motion, limb motion, object trajectories, action timing and the camera path, and keep the appearance, materials and lighting established in <Picture 1>.
|
| 21 |
+
|
| 22 |
+
retention_analysis:
|
| 23 |
+
<Picture 1> ([Shot 1] first frame): fully_preserved - the first frame of the target video reproduces this image exactly, including every person's appearance, the objects, the scene layout, materials, lighting and framing; later frames evolve continuously from it.
|
| 24 |
+
<Video 1> (whole-shot spatial and temporal structure): fully_preserved - geometry, camera, placement, root motion, recorded limb motion and object trajectories follow <Video 1> as a coarse spatiotemporal reference; appearance, materials and surface detail are not encoded in the proxy.
|
| 25 |
+
<Subject 1> (appears in [Shot 1]): partially_preserved - retain the proxy's framewise root position, occupied scale, root orientation, recorded limb motion, identity continuity and interaction timing from <Video 1>; reconstruct its appearance from <Picture 1> and render natural human articulation over the recorded block-figure motion.
|
| 26 |
+
<Subject 2> (appears in [Shot 1]): partially_preserved - retain terrain, object layout and architectural forms from <Video 1>; surfaces, materials and lighting come from <Picture 1>.
|
| 27 |
+
<Subject 3> (appears in [Shot 1]): partially_preserved - retain the proxy's framewise root position, occupied scale, root orientation, recorded limb motion, identity continuity and interaction timing from <Video 1>; reconstruct its appearance from <Picture 1> and render natural human articulation over the recorded block-figure motion.
|
| 28 |
+
<Subject 4> (appears in [Shot 1]): partially_preserved - retain the proxy's framewise root position, occupied scale, root orientation, recorded limb motion, identity continuity and interaction timing from <Video 1>; reconstruct its appearance from <Picture 1> and render natural human articulation over the recorded block-figure motion.
|
| 29 |
+
|
| 30 |
+
detailed_description:
|
| 31 |
+
Photorealistic natural lighting, physically plausible scale, detailed real-world materials and natural human anatomy; no proxy colours, wireframes, block figures or game UI.
|
| 32 |
+
[Shot 1] The shot opens exactly on <Picture 1> and evolves continuously from that frame. <Subject 2>, the setting, is a wide, grey concrete airport apron marked with yellow taxiway lines, featuring visible puddles reflecting the overcast sky. The background consists of large, industrial hangars with segmented metal doors and small rectangular windows. Tall floodlight masts stand between the buildings, and distant mountain ridges are visible through the mist and rain, keeping the spacing and sizes of <Video 1>. <Subject 1>, the protagonist, is a male figure seen from behind, wearing an olive jacket, black trousers, and brown boots, holding a firearm with both hands in a ready stance, as seen in <Picture 1>. <Subject 3>, armed person 1, is a male figure facing the camera, wearing a grey hoodie, black track pants with a white stripe, and grey sneakers, holding a firearm with both hands, as seen in <Picture 1>. <Subject 4>, armed person 2, is a male figure facing the camera, wearing a brown jacket, khaki trousers, and black shoes, holding a firearm with both hands, as seen in <Picture 1>. All people keep the same face, build and clothing throughout, with clothing folds responding naturally to movement. The action follows <Video 1> according to this timeline: From 00:00.000 to 00:02.767, the protagonist keeps a handgun raised in both hands, aimed at the armed people in front of them, and fires at them; some of them move slowly across the open ground and fire back; armed person 1 moves about 3 metres along its route; armed person 2 moves about 4 metres along its route. From 00:02.767 to 00:05.000, the protagonist shoots armed person 1, who collapses to the ground within about half a second, then lies motionless for the rest of the shot; everyone else stays on their feet, the protagonist keeps the handgun raised and the other armed people keep firing back; armed person 1 drops about half a metre; armed person 2 moves about 4 metres along its route. Keep the reference's fixed 51.225-degree vertical field of view. Preserve the single take and its pacing, without cuts or a new camera path. Keep world geometry, object identities and materials stable throughout the camera movement; reveal newly visible surfaces with the same layout and appearance; introduce no extra people or foreground obstacles. No interface overlays, captions, watermarks, dialogue or music.
|
| 33 |
+
|
| 34 |
+
overall_soundscape:
|
| 35 |
+
The sound of steady rain falling on concrete and the distant rumble of thunder, punctuated by the mechanical click of weapon safety catches being disengaged.
|
| 36 |
+
|
| 37 |
+
non_diegetic_music:
|
| 38 |
+
N/A
|
episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/follow/white/render-profile.json
ADDED
|
@@ -0,0 +1,400 @@
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|
| 1 |
+
{
|
| 2 |
+
"backend": {
|
| 3 |
+
"actual": "gpu",
|
| 4 |
+
"browserEngine": "chromium-headless-shell",
|
| 5 |
+
"browserVersion": "141.0.7390.37",
|
| 6 |
+
"devices": [
|
| 7 |
+
{
|
| 8 |
+
"deviceId": 0,
|
| 9 |
+
"deviceString": "ANGLE (NVIDIA, Vulkan 1.4.303 (NVIDIA NVIDIA H200 (0x00002335)), NVIDIA-570.133.20.0)",
|
| 10 |
+
"driverVendor": "NVIDIA",
|
| 11 |
+
"driverVersion": "570.133.20.0",
|
| 12 |
+
"vendorId": 0,
|
| 13 |
+
"vendorString": "Google Inc. (NVIDIA)"
|
| 14 |
+
}
|
| 15 |
+
],
|
| 16 |
+
"driverManifests": {
|
| 17 |
+
"VK_DRIVER_FILES": [
|
| 18 |
+
{
|
| 19 |
+
"path": "tools/benchmark/gpu/nvidia-vulkan.json",
|
| 20 |
+
"sha256": "8f6f48d52498df82f34deb586cf2846ebd3d190550a1c146293e39680f694af2"
|
| 21 |
+
}
|
| 22 |
+
],
|
| 23 |
+
"VK_ICD_FILENAMES": [
|
| 24 |
+
{
|
| 25 |
+
"path": "tools/benchmark/gpu/nvidia-vulkan.json",
|
| 26 |
+
"sha256": "8f6f48d52498df82f34deb586cf2846ebd3d190550a1c146293e39680f694af2"
|
| 27 |
+
}
|
| 28 |
+
],
|
| 29 |
+
"__EGL_VENDOR_LIBRARY_FILENAMES": [
|
| 30 |
+
{
|
| 31 |
+
"path": "tools/benchmark/gpu/nvidia-egl.json",
|
| 32 |
+
"sha256": "b007d23230b6289d28445a0047301101c21ba735b58ad8b2409504639b3fd535"
|
| 33 |
+
}
|
| 34 |
+
]
|
| 35 |
+
},
|
| 36 |
+
"featureStatus": {
|
| 37 |
+
"2d_canvas": "enabled",
|
| 38 |
+
"direct_rendering_display_compositor": "disabled_off_ok",
|
| 39 |
+
"gpu_compositing": "enabled",
|
| 40 |
+
"multiple_raster_threads": "enabled_on",
|
| 41 |
+
"opengl": "enabled_on",
|
| 42 |
+
"rasterization": "enabled",
|
| 43 |
+
"raw_draw": "disabled_off_ok",
|
| 44 |
+
"skia_graphite": "disabled_off",
|
| 45 |
+
"trees_in_viz": "disabled_off",
|
| 46 |
+
"video_decode": "enabled",
|
| 47 |
+
"video_encode": "disabled_software",
|
| 48 |
+
"vulkan": "enabled_on",
|
| 49 |
+
"webgl": "enabled",
|
| 50 |
+
"webgl2": "enabled",
|
| 51 |
+
"webgpu": "disabled_off",
|
| 52 |
+
"webnn": "disabled_off"
|
| 53 |
+
},
|
| 54 |
+
"launchArgs": [
|
| 55 |
+
"--no-sandbox",
|
| 56 |
+
"--disable-dev-shm-usage",
|
| 57 |
+
"--enable-gpu",
|
| 58 |
+
"--use-angle=vulkan",
|
| 59 |
+
"--enable-features=Vulkan",
|
| 60 |
+
"--disable-vulkan-surface",
|
| 61 |
+
"--ignore-gpu-blocklist",
|
| 62 |
+
"--disable-software-rasterizer"
|
| 63 |
+
],
|
| 64 |
+
"requested": "gpu",
|
| 65 |
+
"schemaVersion": "render-backend.v1",
|
| 66 |
+
"webgl": {
|
| 67 |
+
"contextAttributes": {
|
| 68 |
+
"alpha": true,
|
| 69 |
+
"antialias": true,
|
| 70 |
+
"depth": true,
|
| 71 |
+
"desynchronized": false,
|
| 72 |
+
"failIfMajorPerformanceCaveat": false,
|
| 73 |
+
"powerPreference": "high-performance",
|
| 74 |
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"premultipliedAlpha": true,
|
| 75 |
+
"preserveDrawingBuffer": true,
|
| 76 |
+
"stencil": false,
|
| 77 |
+
"xrCompatible": false
|
| 78 |
+
},
|
| 79 |
+
"height": 720,
|
| 80 |
+
"renderer": "ANGLE (NVIDIA, Vulkan 1.4.303 (NVIDIA NVIDIA H200 (0x00002335)), NVIDIA)",
|
| 81 |
+
"shadingLanguageVersion": "WebGL GLSL ES 3.00 (OpenGL ES GLSL ES 3.0 Chromium)",
|
| 82 |
+
"vendor": "Google Inc. (NVIDIA)",
|
| 83 |
+
"version": "WebGL 2.0 (OpenGL ES 3.0 Chromium)",
|
| 84 |
+
"width": 1280
|
| 85 |
+
}
|
| 86 |
+
},
|
| 87 |
+
"camera": "follow",
|
| 88 |
+
"historicalPixelEquality": "not tested",
|
| 89 |
+
"inputRecordingHashesScope": "Original source episode-relative descriptors and payloads; see render-plan.json for the source bundle.",
|
| 90 |
+
"intermediateDepthPublished": false,
|
| 91 |
+
"recipe": {
|
| 92 |
+
"compositor": null,
|
| 93 |
+
"family": "neon",
|
| 94 |
+
"style": "body-facing-display-obb-v2"
|
| 95 |
+
},
|
| 96 |
+
"renderSourceHashes": {
|
| 97 |
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"src/benchmark/runtime/all-bbox.js": "d9cc7ed583ee8140813ff995c9b6720b31554fdc7d20368a8f0d28c7513ebad9",
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| 98 |
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| 99 |
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| 100 |
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| 101 |
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| 102 |
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| 103 |
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| 104 |
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| 105 |
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|
| 400 |
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}
|
episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/follow/white/sample.json
ADDED
|
@@ -0,0 +1,74 @@
|
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|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"assets": "../../../scene/scene.glb",
|
| 3 |
+
"camera": "follow",
|
| 4 |
+
"cameraData": "../../../cameras/follow/camera.json",
|
| 5 |
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"cameraIndex": "../../../cameras/cameras.json",
|
| 6 |
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|
| 7 |
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| 8 |
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| 13 |
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| 14 |
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| 15 |
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|
| 16 |
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|
| 17 |
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|
| 18 |
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"episodeId": "ndm-10-cam-dynamic_obj-dynamic-death-composite-forward-back-v1",
|
| 19 |
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| 20 |
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"frameCount": 150,
|
| 24 |
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"height": 480,
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"ids": "ids/index.json",
|
| 26 |
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"metadata": "sample.json",
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|
episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/views.html
ADDED
|
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| 1 |
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<!doctype html><html lang="zh"><meta charset="utf-8"><title>ndm-10-cam-dynamic_obj-dynamic-death-composite-forward-back-v1</title><style>body{font:16px sans-serif;background:#17191c;color:#eee;margin:24px}main{display:grid;grid-template-columns:repeat(auto-fit,minmax(320px,1fr));gap:16px}video{width:100%}h2{font-size:16px}</style><h1>ndm-10-cam-dynamic_obj-dynamic-death-composite-forward-back-v1</h1><main><article><h2>follow / white</h2><video controls preload="none" poster="follow/white/preview.png" src="follow/white/video.mp4"></video></article><article><h2>follow / mixed</h2><video controls preload="none" poster="follow/mixed/preview.png" src="follow/mixed/video.mp4"></video></article><article><h2>follow / colored-obb</h2><video controls preload="none" poster="follow/colored-obb/preview.png" src="follow/colored-obb/video.mp4"></video></article></main></html>
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episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-back-v1/views/views.json
ADDED
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{
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| 2 |
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|
| 3 |
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"episodeId": "ndm-10-cam-dynamic_obj-dynamic-death-composite-forward-back-v1",
|
| 4 |
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| 5 |
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|
| 6 |
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],
|
| 7 |
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| 8 |
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| 9 |
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| 10 |
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| 11 |
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| 12 |
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| 14 |
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| 20 |
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| 23 |
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| 24 |
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"preview": "follow/mixed/preview.png",
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| 25 |
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| 26 |
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| 27 |
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{
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| 28 |
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| 29 |
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| 30 |
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"video": "follow/colored-obb/video.mp4",
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| 31 |
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"preview": "follow/colored-obb/preview.png",
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| 32 |
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"metadata": "follow/colored-obb/sample.json"
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| 33 |
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}
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| 34 |
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| 35 |
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"depthAvailable": false,
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| 36 |
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| 37 |
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|
episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/scene/frames.jsonl.gz
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ADDED
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ADDED
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Git LFS Details
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ADDED
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Git LFS Details
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ADDED
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Git LFS Details
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Git LFS Details
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ADDED
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Git LFS Details
|
episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0000.png
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Git LFS Details
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episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0001.png
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Git LFS Details
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episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0002.png
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Git LFS Details
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episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0003.png
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Git LFS Details
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episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0004.png
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Git LFS Details
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episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0005.png
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Git LFS Details
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episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0006.png
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Git LFS Details
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episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0007.png
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Git LFS Details
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episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0008.png
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Git LFS Details
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episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0009.png
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Git LFS Details
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episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0010.png
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Git LFS Details
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episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0011.png
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Git LFS Details
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episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0012.png
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Git LFS Details
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episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0013.png
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Git LFS Details
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episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0014.png
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Git LFS Details
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episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0015.png
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Git LFS Details
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episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0016.png
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Git LFS Details
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episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0017.png
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Git LFS Details
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episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0018.png
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Git LFS Details
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episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0019.png
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Git LFS Details
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episodes/gunfight/cam-dynamic_obj-dynamic-death-composite-forward-turn-v1/views/follow/colored-obb/ids/0020.png
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Git LFS Details
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