Datasets:
NISR Dataset — Neural Inverse Sound Rendering
Dataset for training a model that predicts natural frequencies and 3D mode shapes from an impact sound recording and a 3D mesh.
Changelog
| Version | Date | Objects | Description |
|---|---|---|---|
| v1.0 | 2026-01 | 100 | Initial release — ObjectFolder-Real (100 everyday objects) |
| v2.0 | 2026-06-20 | 1100 | Extended with ObjectFolder 2.0 (+1000 objects, obj_id 101–1100) |
| v3.0 | 2026-06-21 | 1100 | Added physics-simulation-based impact sounds (sim_*.wav, 1092 objects) — hit points extracted from a PyBullet drop simulation instead of a fixed index; 8 objects skipped (degenerate contact geometry) |
| v4.0 | 2026-06-25 | 1100 | Added randomized single-hit variations (rand_{mat}_{i}.wav, 8 per material) — pure modal re-synthesis (no physics sim) with randomized hit time, hit point, and hit strength; hit params stored in rand_params.npz |
Current version: v4.0 (2026-06-25) obj_id 1–100: ObjectFolder-Real · obj_id 101–1100: ObjectFolder 2.0
Derived from ObjectFolder-Real (100 everyday objects) and ObjectFolder 2.0 (1000 objects). Modal data generated via FEM (LOBPCG) simulation with 8 material configurations per object.
Task
Input: impact sound wav + 3D mesh (voxel 32³) + object size L + material (E, ρ, ν)
Output: natural frequencies (k,) + 3D mode shapes (B, 3, k)
Dataset Statistics
| Objects | 1100 (ObjectFolder-Real 100 + ObjectFolder 2.0 1000) |
| Materials per object | 8 |
| Modes per sample | up to 20 |
| Audio | 2.0 sec @ 44,100 Hz |
| Total samples | 8800 (1100 objects × 8 materials) |
| Total size | ~22 GB |
Structure
training_dataset/{obj_id}/
├── voxel.npz ← 3D voxel grid (32³), shared across materials
├── feat/feat_{mat}.npz ← training labels (freqs, mode shapes)
└── wav/
├── sound_{mat}.wav ← impact sound — fixed hit point (v2)
├── sim_{mat}.wav ← impact sound — physics-simulation hit points (v3)
├── rand_{mat}_{i}.wav ← impact sound — randomized single hit, i = 0..7 (v4)
└── rand_params.npz ← hit params (t_start, hit_index, gain) per variation (v4)
Sound variants
| File | Hit point | Description |
|---|---|---|
sound_{mat}.wav |
fixed (index 0) | Single impact at a fixed boundary voxel. Available for all 1100 objects. |
sim_{mat}.wav |
physics-derived | Object is dropped in a PyBullet simulation; the contact points and impact timing from the drop drive a multi-contact, force-weighted modal synthesis — producing realistic multi-bounce impact sounds. Available for 1092 objects (see below). |
rand_{mat}_{i}.wav |
randomized (8×) | Eight single-hit variations per material, each with a randomized hit time, hit point (boundary voxel), and hit strength (gain). Pure modal re-synthesis — no physics simulation. Available for all 1100 objects. Per-variation params in rand_params.npz. |
rand_params.npz (v4)
Per-object hit parameters for the randomized variations:
| Key | Shape | Description |
|---|---|---|
materials |
(8,) | material names, row order of the arrays below |
t_start |
(8, 8) | impact onset time (sec), range [0.10, 0.70] |
hit_index |
(8, 8) | boundary voxel index of the hit |
gain |
(8, 8) | hit strength → loudness scale, range [0.40, 1.00] |
Array shape is (n_materials=8, n_variations=8); index [m, i] corresponds to rand_{materials[m]}_{i}.wav. Variations are deterministic (RNG seeded by obj_id).
Coverage of sim_*.wav (v3)
Physics-simulation sounds were generated for 1092 / 1100 objects. The following 8 objects are skipped because their mesh geometry is degenerate for rigid-body contact:
950, 1001, 1006, 1008, 1016, 1017, 1018, 1020
These meshes are either extremely flat or abnormally scaled (e.g. obj 1001
is ~2.9 units across). After the drop, the rigid body settles deeply embedded in
or flush against the ground plane, and PyBullet's convex-hull getContactPoints
fails to build a contact manifold — returning 0 contacts regardless of
timestep, solver iterations, maximal-coordinates, or collision-margin tuning.
(Geometric contact clearly exists — getClosestPoints returns 4000+ pairs — but
no force-bearing manifold is formed, so no impact event can be extracted.)
For these 8 objects, only the fixed-hit-point sound_*.wav is provided.
Splits
Train/val/test split is not yet defined. All samples are currently unsplit. Split assignment will be added in a future release.
Download
Option 1 — Python (recommended)
from huggingface_hub import snapshot_download
snapshot_download(
repo_id="BumsooKim00/nisr-dataset",
repo_type="dataset",
local_dir="./nisr-dataset",
)
Option 2 — git clone
git lfs install
git clone https://huggingface.co/datasets/BumsooKim00/nisr-dataset
Option 3 — wget (single file)
# voxel
wget https://huggingface.co/datasets/BumsooKim00/nisr-dataset/resolve/main/training_dataset/1/voxel.npz
# feat
wget https://huggingface.co/datasets/BumsooKim00/nisr-dataset/resolve/main/training_dataset/1/feat/feat_Ceramic.npz
# wav
wget https://huggingface.co/datasets/BumsooKim00/nisr-dataset/resolve/main/training_dataset/1/wav/sound_Ceramic.wav
No login required (public repo). Python:
pip install huggingface_hub
Loading
import numpy as np
import scipy.io.wavfile as wav
obj_id = 1
mat = "Ceramic"
base = f"training_dataset/{obj_id}"
# audio input — fixed hit point (v2)
fs, audio = wav.read(f"{base}/wav/sound_{mat}.wav")
audio = audio.astype(np.float32) / 32767.0 # int16 → float32
# audio input — physics-simulation hit points (v3, recommended)
fs, audio_sim = wav.read(f"{base}/wav/sim_{mat}.wav")
audio_sim = audio_sim.astype(np.float32) / 32767.0
# audio input — randomized single-hit variations (v4)
i = 0
fs, audio_rand = wav.read(f"{base}/wav/rand_{mat}_{i}.wav")
audio_rand = audio_rand.astype(np.float32) / 32767.0
params = np.load(f"{base}/wav/rand_params.npz")
mats = list(params["materials"])
m = mats.index(mat)
t_start, hit_index, gain = (params["t_start"][m, i],
params["hit_index"][m, i],
params["gain"][m, i])
# mesh input
voxel = np.load(f"{base}/voxel.npz")["voxel"] # (32, 32, 32)
# labels
feat = np.load(f"{base}/feat/feat_{mat}.npz")
freqs = feat["freqs"] # (k,) natural frequencies in Hz
feats_in = feat["feats_in"] # (B, 3, k) mode shapes on boundary voxels
coords = feat["coords"] # (B, 3) boundary voxel coordinates
surface = feat["surface"] # (B, 6) surface normal encoding
Materials
| Material | ρ (kg/m³) | E (Pa) | ν |
|---|---|---|---|
| Ceramic | 2700 | 7.2e10 | 0.19 |
| Glass | 2600 | 6.2e10 | 0.20 |
| Wood | 750 | 1.1e10 | 0.25 |
| Plastic | 1070 | 1.4e9 | 0.35 |
| Iron | 8000 | 2.1e11 | 0.28 |
| Polycarbonate | 1190 | 2.4e9 | 0.37 |
| Steel | 7850 | 2.0e11 | 0.29 |
| Tin | 7265 | 5.0e10 | 0.325 |
Generation
FEM modal analysis (LOBPCG) → modal feature extraction → modal sound synthesis.
See GENERATE.md for the full pipeline.
License
CC BY 4.0 Mesh data from ObjectFolder-Real — original license applies to source meshes.
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