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1M-HUGs
Grasp dataset with three splits.
| split | location | samples | format |
|---|---|---|---|
| train | train/*.tar |
1,279,142 | tar shards of <name>.pkl |
| val | val/<scene>/<object>/*.pkl |
600 | raw tree + sim_assets/ |
| test | test/<scene>/<object>/*.pkl |
300 | raw tree + sim_assets/ |
train is split into 256 plain tar shards (5,000 pkls each) purely so it
transfers as ~256 files instead of 1.28M tiny ones. Each shard is an ordinary
tarball — extract it with stdlib tarfile or tar xf, no special library.
val/test are small and ship as raw directory trees (they also carry a
sim_assets/ dir per object).
Quick start
Download, then untar train into a flat grasp_data/ directory:
huggingface-cli download kevinywu/1m-hugs --repo-type dataset --local-dir 1m-hugs
cd 1m-hugs && mkdir -p grasp_data
for t in train/*.tar; do tar -xf "$t" -C grasp_data/; done # 1.28M pkls, ~70 GB
val/test download already unpacked — use them directly.
Prefer not to untar? The shards are plain tarballs, so you can read a pkl
straight out of one with stdlib tarfile:
import tarfile, pickle
with tarfile.open("train/00000.tar") as tar:
for m in tar:
sample = pickle.load(tar.extractfile(m)) # dict with image/depth/mask bytes
Sample schema
Each .pkl unpickles to a dict:
| key | type | train | val/test | notes |
|---|---|---|---|---|
object_name |
str | ✓ | ✓ | object identity |
frame_index |
int | ✓ | ✓ | frame number |
grasp_index |
int | ✓ | ✓ | grasp id |
camera |
dict | ✓ | ✓ | camera intrinsics/extrinsics |
camera_original |
dict | ✓ | ✓ | pre-crop camera params |
grasp |
dict | ✓ | None |
grasp label (withheld in val/test) |
image |
bytes | ✓ | ✓ | encoded RGB image |
depth |
bytes | ✓ | ✓ | encoded depth |
object_mask |
bytes | ✓ | ✓ | encoded segmentation mask |
T_world_camera |
array | ✓ | world→camera transform | |
condition_point |
array | ✓ | 2D query pixel [u, v] |
train carries a populated grasp dict (MANO-style: pose, pose_6d, shape,
landmarks_3d/2d, T_camera_wrist, mesh_vertices, t). In val/test grasp
is None (the label to predict) and each object additionally ships a
sim_assets/ dir (object.urdf, object.xml, visual.obj, collision/,
properties.json).
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