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Browse files- README.md +213 -0
- black_myth_wukong/clip_003/albedo.mp4 +3 -0
- black_myth_wukong/clip_003/depth.mp4 +3 -0
- black_myth_wukong/clip_003/metallic.mp4 +3 -0
- black_myth_wukong/clip_003/rgb.mp4 +3 -0
- black_myth_wukong/clip_003/roughness.mp4 +3 -0
- black_myth_wukong/clip_007/metallic.mp4 +3 -0
- black_myth_wukong/clip_011/depth.mp4 +3 -0
- black_myth_wukong/clip_011/metallic.mp4 +3 -0
- black_myth_wukong/clip_011/rgb.mp4 +3 -0
- black_myth_wukong/clip_012/depth.mp4 +3 -0
- black_myth_wukong/clip_012/metallic.mp4 +3 -0
- black_myth_wukong/clip_012/normal.mp4 +3 -0
- black_myth_wukong/clip_012/rgb.mp4 +3 -0
- black_myth_wukong/clip_012/roughness.mp4 +3 -0
- black_myth_wukong/clip_013/depth.mp4 +3 -0
- black_myth_wukong/clip_013/metallic.mp4 +3 -0
- black_myth_wukong/clip_014/albedo.mp4 +3 -0
- black_myth_wukong/clip_014/depth.mp4 +3 -0
- black_myth_wukong/clip_014/metallic.mp4 +3 -0
- black_myth_wukong/clip_014/normal.mp4 +3 -0
- black_myth_wukong/clip_014/rgb.mp4 +3 -0
- black_myth_wukong/clip_014/roughness.mp4 +3 -0
- croissant.json +320 -0
- cyberpunk2077/clip_001/albedo.mp4 +3 -0
- cyberpunk2077/clip_001/ambient_occlusion.mp4 +3 -0
- cyberpunk2077/clip_001/depth.mp4 +3 -0
- cyberpunk2077/clip_001/metallic.mp4 +3 -0
- cyberpunk2077/clip_001/normal.mp4 +3 -0
- cyberpunk2077/clip_001/rgb.mp4 +3 -0
- cyberpunk2077/clip_001/roughness.mp4 +3 -0
- cyberpunk2077/clip_005/albedo.mp4 +3 -0
- cyberpunk2077/clip_005/metallic.mp4 +3 -0
- cyberpunk2077/clip_005/normal.mp4 +3 -0
- cyberpunk2077/clip_005/rgb.mp4 +3 -0
- cyberpunk2077/clip_005/roughness.mp4 +3 -0
- cyberpunk2077/clip_006/albedo.mp4 +3 -0
- cyberpunk2077/clip_006/ambient_occlusion.mp4 +3 -0
- cyberpunk2077/clip_006/depth.mp4 +3 -0
- cyberpunk2077/clip_006/metallic.mp4 +3 -0
- cyberpunk2077/clip_006/normal.mp4 +3 -0
- cyberpunk2077/clip_006/rgb.mp4 +3 -0
- cyberpunk2077/clip_006/roughness.mp4 +3 -0
- cyberpunk2077/clip_008/albedo.mp4 +3 -0
- cyberpunk2077/clip_008/normal.mp4 +3 -0
- cyberpunk2077/clip_008/roughness.mp4 +3 -0
- cyberpunk2077/clip_009/albedo.mp4 +3 -0
- cyberpunk2077/clip_009/ambient_occlusion.mp4 +3 -0
- cyberpunk2077/clip_009/roughness.mp4 +3 -0
- metadata.csv +41 -0
README.md
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| 1 |
+
---
|
| 2 |
+
license: cc-by-nc-4.0
|
| 3 |
+
task_categories:
|
| 4 |
+
- video-classification
|
| 5 |
+
- image-to-image
|
| 6 |
+
- text-to-video
|
| 7 |
+
- other
|
| 8 |
+
language:
|
| 9 |
+
- en
|
| 10 |
+
tags:
|
| 11 |
+
- g-buffer
|
| 12 |
+
- inverse-rendering
|
| 13 |
+
- forward-rendering
|
| 14 |
+
- intrinsic-decomposition
|
| 15 |
+
- video
|
| 16 |
+
- benchmark
|
| 17 |
+
- synthetic
|
| 18 |
+
- games
|
| 19 |
+
- neurips-2026
|
| 20 |
+
pretty_name: Generative World Renderer — Reviewer Sample (40 clips)
|
| 21 |
+
size_categories:
|
| 22 |
+
- n<1K
|
| 23 |
+
configs:
|
| 24 |
+
- config_name: default
|
| 25 |
+
data_files:
|
| 26 |
+
- split: sample
|
| 27 |
+
path: metadata.csv
|
| 28 |
+
---
|
| 29 |
+
|
| 30 |
+
# Generative World Renderer — Reviewer Sample (40 clips)
|
| 31 |
+
|
| 32 |
+
> **NeurIPS 2026 Evaluations & Datasets Track — anonymous submission.**
|
| 33 |
+
> This repository hosts a **40-clip sample** of the dataset described in our
|
| 34 |
+
> submission *"A Scaling Recipe for Generative World Renderer"*. The full
|
| 35 |
+
> dataset (≈ 4 M frames, 720p / 30 FPS) exceeds the 4 GB threshold and will be
|
| 36 |
+
> released in full upon acceptance; this sample is provided so reviewers can
|
| 37 |
+
> inspect the data without personal requests.
|
| 38 |
+
|
| 39 |
+
## Summary
|
| 40 |
+
|
| 41 |
+
A continuous, multi-channel **G-buffer × RGB video dataset** captured from two
|
| 42 |
+
visually rich AAA games via a non-intrusive, graphics-API-level interception
|
| 43 |
+
pipeline. Each clip provides synchronized:
|
| 44 |
+
|
| 45 |
+
- **RGB** (the rendered frame)
|
| 46 |
+
- **depth** (linearized depth buffer)
|
| 47 |
+
- **normal** (camera-space surface normals, reconstructed from depth)
|
| 48 |
+
- **albedo** (base color)
|
| 49 |
+
- **metallic** (PBR metallic channel)
|
| 50 |
+
- **roughness** (PBR roughness channel)
|
| 51 |
+
- **ambient_occlusion** *(Cyberpunk 2077 only)*
|
| 52 |
+
|
| 53 |
+
All channels are encoded as MP4 (H.264, near-lossless) at 720p / 30 FPS.
|
| 54 |
+
|
| 55 |
+
## Sample composition
|
| 56 |
+
|
| 57 |
+
| Subset | Clips | Per-clip channels | Source |
|
| 58 |
+
|--------------------|------:|-------------------|-----------------------------------|
|
| 59 |
+
| `cyberpunk2077` | 20 | 7 | Cyberpunk 2077 (CD Projekt Red) |
|
| 60 |
+
| `black_myth_wukong`| 20 | 6 | Black Myth: Wukong (Game Science) |
|
| 61 |
+
|
| 62 |
+
Clips were **randomly sampled with session diversity**: each clip in the
|
| 63 |
+
sample comes from a distinct capture session, covering different scenes,
|
| 64 |
+
weathers, times of day, and camera/scene motion patterns. The full
|
| 65 |
+
dataset additionally contains motion-blur variants and per-clip VLM-derived
|
| 66 |
+
attribute labels (scene, weather, motion, dominant texture) that are not
|
| 67 |
+
included in this reviewer sample for size reasons; they will accompany the
|
| 68 |
+
full release.
|
| 69 |
+
|
| 70 |
+
## Repository layout
|
| 71 |
+
|
| 72 |
+
```
|
| 73 |
+
.
|
| 74 |
+
├── README.md
|
| 75 |
+
├── metadata.csv # per-clip manifest (game, clip_id, channels)
|
| 76 |
+
├── croissant.json # machine-readable metadata (Croissant 1.0)
|
| 77 |
+
├── cyberpunk2077/
|
| 78 |
+
│ ├── clip_000/
|
| 79 |
+
│ │ ├── rgb.mp4
|
| 80 |
+
│ │ ├── albedo.mp4
|
| 81 |
+
│ │ ├── depth.mp4
|
| 82 |
+
│ │ ├── normal.mp4
|
| 83 |
+
│ │ ├── metallic.mp4
|
| 84 |
+
│ │ ├── roughness.mp4
|
| 85 |
+
│ │ └── ambient_occlusion.mp4
|
| 86 |
+
│ ├── clip_001/ ...
|
| 87 |
+
│ └── clip_019/
|
| 88 |
+
└── black_myth_wukong/
|
| 89 |
+
├── clip_000/
|
| 90 |
+
│ ├── rgb.mp4
|
| 91 |
+
│ ├── albedo.mp4
|
| 92 |
+
│ ├── depth.mp4
|
| 93 |
+
│ ├── normal.mp4
|
| 94 |
+
│ ├── metallic.mp4
|
| 95 |
+
│ └── roughness.mp4
|
| 96 |
+
├── clip_001/ ...
|
| 97 |
+
└── clip_019/
|
| 98 |
+
```
|
| 99 |
+
|
| 100 |
+
All channels within a clip are temporally aligned frame-by-frame.
|
| 101 |
+
|
| 102 |
+
## How to load
|
| 103 |
+
|
| 104 |
+
```python
|
| 105 |
+
from huggingface_hub import snapshot_download
|
| 106 |
+
|
| 107 |
+
local = snapshot_download(
|
| 108 |
+
repo_id="anonymous111111/generative-world-renderer-clips",
|
| 109 |
+
repo_type="dataset",
|
| 110 |
+
)
|
| 111 |
+
# then iterate cyberpunk2077/clip_*/ and black_myth_wukong/clip_*/
|
| 112 |
+
```
|
| 113 |
+
|
| 114 |
+
You can decode the per-channel videos with any standard tool (e.g.
|
| 115 |
+
`torchvision.io.read_video`, `decord`, `imageio`, or `ffmpeg`).
|
| 116 |
+
|
| 117 |
+
## Intended evaluative role
|
| 118 |
+
|
| 119 |
+
In the spirit of the NeurIPS 2026 E&D track, we make explicit **what claims
|
| 120 |
+
this contribution supports and under which assumptions**.
|
| 121 |
+
|
| 122 |
+
**Supports**:
|
| 123 |
+
|
| 124 |
+
1. *Cross-dataset generalization of inverse renderers* — fine-tuning on this
|
| 125 |
+
dataset improves geometry and material decomposition on real-world videos
|
| 126 |
+
compared to training only on existing synthetic corpora. Tested by
|
| 127 |
+
measuring AbsRel / RMSE / threshold-accuracy (depth), PSNR / LPIPS (albedo),
|
| 128 |
+
and angular error (normals) on a held-out Black Myth: Wukong split, plus a
|
| 129 |
+
VLM-based protocol on real captures without ground truth.
|
| 130 |
+
2. *G-buffer-conditioned forward synthesis* — the long, dynamic G-buffer ↔
|
| 131 |
+
RGB pairs enable training generative renderers that follow textual style
|
| 132 |
+
prompts while respecting geometry and materials.
|
| 133 |
+
3. *VLM-as-judge for material evaluation* — we propose a VLM-based pairwise
|
| 134 |
+
protocol for metallic/roughness assessment in the absence of ground truth,
|
| 135 |
+
and report its correlation with human preference.
|
| 136 |
+
|
| 137 |
+
**Assumptions / limitations**:
|
| 138 |
+
|
| 139 |
+
- **Synthetic-to-real gap remains.** The dataset is captured from game
|
| 140 |
+
engines; while AAA titles exhibit photoreal lighting and complex
|
| 141 |
+
geometry, residual stylization and engine-specific BRDF approximations are
|
| 142 |
+
not identical to real-world physics.
|
| 143 |
+
- **Camera-space normals are reconstructed from depth** (Eq. 1 in the paper)
|
| 144 |
+
rather than read directly from the engine, because we cannot reliably
|
| 145 |
+
obtain the view matrix at API level. This may smooth fine geometric
|
| 146 |
+
detail at depth discontinuities.
|
| 147 |
+
- **Material packing.** Metallic and roughness are decoupled from packed
|
| 148 |
+
G-buffer targets and rendered into spatially distinct screen regions before
|
| 149 |
+
recording, to avoid inter-channel bleeding under MP4 compression. The
|
| 150 |
+
decoupled crops are recombined at load time. Compression noise is therefore
|
| 151 |
+
intra-channel rather than cross-channel, but is not zero.
|
| 152 |
+
- **Coverage.** Only two titles, two engines. Generalization claims should
|
| 153 |
+
be read as: "fine-tuning on these two titles improves over training on
|
| 154 |
+
prior-art synthetic data," not as proof of universal coverage.
|
| 155 |
+
- **No combat / no NPC-interaction sequences** in Wukong (deliberate, to
|
| 156 |
+
avoid action-cinematic camera artifacts).
|
| 157 |
+
|
| 158 |
+
## Croissant metadata
|
| 159 |
+
|
| 160 |
+
A machine-readable Croissant 1.0 description is available at
|
| 161 |
+
[`croissant.json`](./croissant.json) at the root of the repository, including
|
| 162 |
+
core fields (license, citation, distribution, recordSet) and **Responsible AI
|
| 163 |
+
fields** (data collection, personal/sensitive information, social impact,
|
| 164 |
+
known biases, use cases, and limitations).
|
| 165 |
+
|
| 166 |
+
## Responsible AI
|
| 167 |
+
|
| 168 |
+
- **Personal / sensitive information.** None. Video is captured from the
|
| 169 |
+
rendered output of single-player video games. No real persons, voices, or
|
| 170 |
+
personal data are recorded. NPC characters in Cyberpunk 2077 are fictional.
|
| 171 |
+
- **Offensive content.** Both titles are rated for adult audiences and may
|
| 172 |
+
contain stylized violence (Black Myth: Wukong) or mature themes
|
| 173 |
+
(Cyberpunk 2077). Capture sessions deliberately avoid combat and explicit
|
| 174 |
+
content; sampled clips here focus on environmental traversal.
|
| 175 |
+
- **Bias.** Scene coverage reflects the artistic choices of two specific AAA
|
| 176 |
+
titles (a near-future cyberpunk metropolis and a Chinese-mythology dark
|
| 177 |
+
fantasy). The dataset is **not** a general-purpose, demographically
|
| 178 |
+
representative video corpus and should not be used as one.
|
| 179 |
+
- **Intended use.** Research on inverse and forward rendering, intrinsic
|
| 180 |
+
decomposition, G-buffer-conditioned generation, and evaluation methodology
|
| 181 |
+
for these tasks.
|
| 182 |
+
- **Out-of-scope use.** Training systems for surveillance, behavior
|
| 183 |
+
prediction, content moderation of real human imagery, or any task that
|
| 184 |
+
presumes the data depicts real-world events or persons.
|
| 185 |
+
|
| 186 |
+
## License & redistribution
|
| 187 |
+
|
| 188 |
+
The captured pixels are derivative of copyrighted game engines and assets
|
| 189 |
+
owned by their respective publishers (CD Projekt Red for Cyberpunk 2077,
|
| 190 |
+
Game Science for Black Myth: Wukong). We release **only the captured
|
| 191 |
+
G-buffer / RGB recordings** under **CC BY-NC 4.0 for non-commercial research
|
| 192 |
+
use**. Users must comply with each publisher's End-User License Agreement
|
| 193 |
+
when re-using or redistributing. The dataset must not be used to train
|
| 194 |
+
models intended for commercial deployment that reproduce game-specific
|
| 195 |
+
visual identity.
|
| 196 |
+
|
| 197 |
+
## Citation
|
| 198 |
+
|
| 199 |
+
```
|
| 200 |
+
@inproceedings{anonymous2026gwr,
|
| 201 |
+
title = {A Scaling Recipe for Generative World Renderer},
|
| 202 |
+
author = {Anonymous},
|
| 203 |
+
booktitle = {Submitted to the NeurIPS 2026 Evaluations and Datasets Track},
|
| 204 |
+
year = {2026},
|
| 205 |
+
note = {Under double-blind review.}
|
| 206 |
+
}
|
| 207 |
+
```
|
| 208 |
+
|
| 209 |
+
## Contact
|
| 210 |
+
|
| 211 |
+
For the duration of the review period, please use the OpenReview discussion
|
| 212 |
+
on the corresponding submission. Author identity will be disclosed in the
|
| 213 |
+
camera-ready version.
|
black_myth_wukong/clip_003/albedo.mp4
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| 1 |
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version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:f4a6739c9cbdf80f89beb9c9c0e789427b1b49c590422e29c0799793f3fd71fc
|
| 3 |
+
size 12060728
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black_myth_wukong/clip_003/depth.mp4
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version https://git-lfs.github.com/spec/v1
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oid sha256:8d4e7f2c85c34329c52611cb8e4c4457965622ef58f51740b6b2daa022ac5bfc
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size 1061054
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black_myth_wukong/clip_003/metallic.mp4
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| 1 |
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{
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|
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|
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"column": "cr:column",
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"cr": "http://mlcommons.org/croissant/",
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"rai": "http://mlcommons.org/croissant/RAI/",
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"data": {
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|
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"dct": "http://purl.org/dc/terms/",
|
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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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|
| 27 |
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|
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|
| 29 |
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|
| 30 |
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"isLiveDataset": "cr:isLiveDataset",
|
| 31 |
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"jsonPath": "cr:jsonPath",
|
| 32 |
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"key": "cr:key",
|
| 33 |
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"md5": "cr:md5",
|
| 34 |
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"parentField": "cr:parentField",
|
| 35 |
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"path": "cr:path",
|
| 36 |
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"recordSet": "cr:recordSet",
|
| 37 |
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"references": "cr:references",
|
| 38 |
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"regex": "cr:regex",
|
| 39 |
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"repeated": "cr:repeated",
|
| 40 |
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"replace": "cr:replace",
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"sc": "https://schema.org/",
|
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"separator": "cr:separator",
|
| 43 |
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"source": "cr:source",
|
| 44 |
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|
| 45 |
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"transform": "cr:transform",
|
| 46 |
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"wd": "https://www.wikidata.org/wiki/"
|
| 47 |
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},
|
| 48 |
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"@type": "sc:Dataset",
|
| 49 |
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"conformsTo": "http://mlcommons.org/croissant/1.0",
|
| 50 |
+
"name": "generative-world-renderer-clips",
|
| 51 |
+
"description": "A 40-clip reviewer sample of a large-scale G-buffer x RGB video dataset captured from two AAA games (Cyberpunk 2077 and Black Myth: Wukong) via graphics-API-level interception. Each clip provides temporally synchronized MP4 videos for RGB and five (or six) G-buffer channels at 720p / 30 FPS. Released anonymously for double-blind review at the NeurIPS 2026 Evaluations & Datasets Track.",
|
| 52 |
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"url": "https://huggingface.co/datasets/anonymous111111/generative-world-renderer-clips",
|
| 53 |
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"version": "1.0.0",
|
| 54 |
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"datePublished": "2026-05-06",
|
| 55 |
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"license": "https://creativecommons.org/licenses/by-nc/4.0/",
|
| 56 |
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"creator": {
|
| 57 |
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"@type": "Organization",
|
| 58 |
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"name": "Anonymous (NeurIPS 2026 E&D Track submission)"
|
| 59 |
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},
|
| 60 |
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"publisher": {
|
| 61 |
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"@type": "Organization",
|
| 62 |
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"name": "Anonymous (NeurIPS 2026 E&D Track submission)"
|
| 63 |
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},
|
| 64 |
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"keywords": [
|
| 65 |
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"g-buffer",
|
| 66 |
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"inverse rendering",
|
| 67 |
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"forward rendering",
|
| 68 |
+
"intrinsic decomposition",
|
| 69 |
+
"video",
|
| 70 |
+
"synthetic dataset",
|
| 71 |
+
"AAA games",
|
| 72 |
+
"evaluation"
|
| 73 |
+
],
|
| 74 |
+
"citeAs": "@inproceedings{anonymous2026gwr, title={A Scaling Recipe for Generative World Renderer}, author={Anonymous}, booktitle={Submitted to the NeurIPS 2026 Evaluations and Datasets Track}, year={2026}}",
|
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"name": "cyberpunk2077_ambient_occlusion_videos",
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"description": "Ambient Occlusion channel MP4 videos for the Cyberpunk 2077 subset (one file per clip).",
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"encodingFormat": "video/mp4",
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"includes": "cyberpunk2077/clip_*/ambient_occlusion.mp4"
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"name": "black_myth_wukong_rgb_videos",
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"description": "Rgb channel MP4 videos for the Black Myth: Wukong subset (one file per clip).",
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"encodingFormat": "video/mp4",
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"includes": "black_myth_wukong/clip_*/rgb.mp4"
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"name": "black_myth_wukong_albedo_videos",
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"description": "Albedo channel MP4 videos for the Black Myth: Wukong subset (one file per clip).",
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"encodingFormat": "video/mp4",
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"includes": "black_myth_wukong/clip_*/albedo.mp4"
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{
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"name": "black_myth_wukong_depth_videos",
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"description": "Depth channel MP4 videos for the Black Myth: Wukong subset (one file per clip).",
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"encodingFormat": "video/mp4",
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"name": "black_myth_wukong_normal_videos",
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"description": "Normal channel MP4 videos for the Black Myth: Wukong subset (one file per clip).",
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"encodingFormat": "video/mp4",
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"name": "black_myth_wukong_metallic_videos",
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"description": "Metallic channel MP4 videos for the Black Myth: Wukong subset (one file per clip).",
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"name": "game",
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"description": "Source game subset: cyberpunk2077 or black_myth_wukong.",
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],
|
| 288 |
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"rai:dataCollection": "Captured from the rendered output of two single-player video games (Cyberpunk 2077 and Black Myth: Wukong) using a non-intrusive ReShade-based pipeline that intercepts the graphics API at runtime, identifies the desired render-target attachments via offline RenderDoc inspection, and shades them to screen for hardware-accelerated capture via OBS at near-lossless bitrate. A dual-monitor 'mosaic' compositing strategy is used to record all six channels simultaneously at 720p, ensuring exact temporal synchronization. No game binaries, asset files, or memory contents are extracted.",
|
| 289 |
+
"rai:dataCollectionType": "Screen capture of in-engine rendered output via graphics API interception.",
|
| 290 |
+
"rai:dataCollectionRawData": "Raw recordings are MP4-encoded screen captures of the composed G-buffer mosaic. No game asset files, save files, or memory dumps are stored.",
|
| 291 |
+
"rai:dataCollectionTimeframe": "2025-11 to 2026-01.",
|
| 292 |
+
"rai:dataAnnotationProtocol": "For the full dataset, per-clip categorical attributes (scene type, weather, camera/scene motion class, dominant texture) are produced by Qwen3-VL-235B-A22B-Instruct over five uniformly sampled, timestamp-burned-in frames per clip, then audited by the authors. The full annotations are not included in this 40-clip reviewer sample.",
|
| 293 |
+
"rai:dataAnnotationPlatform": "vLLM-served Qwen3-VL-235B-A22B-Instruct.",
|
| 294 |
+
"rai:dataAnnotationAnalysis": "Annotation reliability is assessed via author spot-checks over a randomly drawn subset; the authors did not measure inter-annotator agreement because annotation is single-source (a VLM).",
|
| 295 |
+
"rai:dataPreprocessingProtocol": [
|
| 296 |
+
"Buffer identification via offline RenderDoc frame analysis followed by per-frame signature matching at runtime (format, extent, draw-call span).",
|
| 297 |
+
"Camera-space normals reconstructed from depth via inverse projection and finite differences.",
|
| 298 |
+
"Metallic and roughness decoupled into spatially distinct screen regions before recording to avoid inter-channel bleeding under MP4 compression; recombined at load time.",
|
| 299 |
+
"Center-cropping of source buffers prior to mosaic tiling to preserve aspect ratio.",
|
| 300 |
+
"Filtering of clips where both scene and camera are static, and frames with extremely low luminance.",
|
| 301 |
+
"Synthesis of motion-blur RGB variants by 8x RIFE interpolation and linear-domain temporal averaging (not included in the reviewer sample)."
|
| 302 |
+
],
|
| 303 |
+
"rai:dataReleaseMaintenancePlan": "The reviewer sample (this repository, 40 clips, ~2.9 GB) will remain available on Hugging Face for the full NeurIPS 2026 review and post-publication period. Upon paper acceptance, the full ~4M-frame dataset will be released at the same anonymous repository (de-anonymized) under the same license. Any updates will be versioned via Hugging Face revisions.",
|
| 304 |
+
"rai:dataUseCases": [
|
| 305 |
+
"Training and evaluating video inverse renderers (depth, normal, albedo, metallic, roughness estimation).",
|
| 306 |
+
"Training G-buffer-conditioned generative forward renderers, including controllable relighting and style transfer.",
|
| 307 |
+
"Studying domain transfer from synthetic AAA-game data to in-the-wild real videos.",
|
| 308 |
+
"Benchmarking VLM-as-a-judge protocols for material-property evaluation in the absence of ground truth."
|
| 309 |
+
],
|
| 310 |
+
"rai:dataLimitations": [
|
| 311 |
+
"Coverage is limited to two game titles and two engines; generalization claims are bounded accordingly.",
|
| 312 |
+
"Camera-space normals are reconstructed from depth rather than read directly from the engine; fine geometric detail near depth discontinuities may be smoothed.",
|
| 313 |
+
"Material channels are subject to MP4 compression noise within each channel.",
|
| 314 |
+
"Intentional exclusion of combat sequences in Black Myth: Wukong; the dataset under-represents fast camera shake.",
|
| 315 |
+
"Game stylization (artistic post-processing, engine-specific BRDF approximations) is not identical to real-world physics."
|
| 316 |
+
],
|
| 317 |
+
"rai:dataBiases": "Scene coverage reflects the artistic choices of the two source titles: a near-future cyberpunk metropolis (urban, metal-heavy, neon-lit) and a Chinese-mythology dark-fantasy world (natural and architectural, often diffuse and shadowed). The dataset is not demographically or geographically representative of real-world environments and should not be used as such.",
|
| 318 |
+
"rai:personalSensitiveInformation": "None. All depicted characters are fictional in-game entities; no real persons, voices, faces, biometric information, or other personal data are recorded. No user-identifying telemetry is captured during the recording sessions.",
|
| 319 |
+
"rai:dataSocialImpact": "Positive: enables more rigorous evaluation of inverse and forward rendering algorithms by providing temporally continuous, multi-channel ground-truth supervision that was previously scarce. Negative risks: the high realism of AAA-game footage could be misused to train generative systems that fabricate convincing scene imagery; the CC BY-NC license and explicit non-commercial / non-deceptive use clause are intended to mitigate this. Capture is non-intrusive and does not redistribute game assets, but downstream redistribution must comply with each publisher's End-User License Agreement."
|
| 320 |
+
}
|
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game,clip_id,source_session,source_clip,channels
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cyberpunk2077,clip_000,2025-12-08_19-51-54_cut,clip_006,albedo|ambient_occlusion|depth|metallic|normal|rgb|roughness
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cyberpunk2077,clip_001,2025-12-04_09-06-36,clip_233,albedo|ambient_occlusion|depth|metallic|normal|rgb|roughness
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cyberpunk2077,clip_013,2025-12-04_08-49-55,clip_063,albedo|ambient_occlusion|depth|metallic|normal|rgb|roughness
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cyberpunk2077,clip_016,2025-12-04_15-52-45_cut,clip_034,albedo|ambient_occlusion|depth|metallic|normal|rgb|roughness
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