Staer Warehouses β v0.2
Synthetic stereo walkthroughs through procedurally-generated and curated warehouses, rendered with NVIDIA Isaac Sim. Each scene includes RGB, depth, semantic segmentation, instance segmentation, IMU, and a scene-graph JSON with per-asset class labels and oriented bounding boxes (OBBs) in world coordinates.
π Interactive preview: https://huggingface.co/spaces/staerrobotics/warehouses-viewer
What's new in this release
- Structured scene descriptions β every scene now ships with a
scene_graph.jsonthat enumerates each object in the warehouse with its class label, oriented bounding box (OBB) in world coordinates, axis-aligned bounding box, and pose (position + quaternion). One file per scene, shared across all walkthroughs of that scene. This is the first release with full per-object structured annotations alongside the per-pixel modalities. - All authored trajectories shipped per scene β previous releases shipped a single representative walkthrough per scene; this release ships all 138 authored trajectories across 15 scenes, giving substantially more pose / viewpoint diversity for the same set of warehouse environments.
Contents
- 15 scenes, 138 walkthrough trajectories total
- Per walkthrough: stereo cam0/cam1, ~300β2400 frames at 20 fps (β15sβ2min camera paths)
- 1920Γ1080 RGB / 16-bit inverse depth / semantic+instance maps
- Per-scene
scene_graph.jsonwith OBB + class for every object - IMU + ground-truth poses per camera, EuRoC-ASL convention
Scenes
| # | Name | Walkthroughs | Objects | Top classes |
|---|---|---|---|---|
| 01 | scene01 | 7 | 33254 | box(14128), crate(12614), pallet(2728) |
| 02 | scene02 | 10 | 11599 | box(3742), crate(2421), pallet(1512) |
| 03 | scene03 | 9 | 14661 | rack(4150), box(2430), pallet(2010) |
| 04 | scene04 | 8 | 18339 | box(5067), rack(3240), crate(2713) |
| 05 | scene05 | 9 | 15653 | box(4583), rack(3300), crate(2595) |
| 06 | scene06 | 12 | 4303 | box(587), ceiling_light(448), rack(440) |
| 07 | scene07 | 8 | 15294 | box(5341), crate(2850), pallet(2305) |
| 08 | scene08 | 8 | 5085 | box(1655), crate(1041), pallet(534) |
| 09 | scene09 | 10 | 360 | drum(150), jerrican(52), railing(36) |
| 10 | scene10 | 10 | 945 | conveyor(417), belt_item(144), box(142) |
| 11 | scene11 | 9 | 471 | box(206), pallet(66), crate(36) |
| 12 | scene12 | 10 | 441 | box(177), belt_item(43), tote(36) |
| 13 | scene13 | 10 | 677 | box(189), shelving(153), bin(107) |
| 14 | scene14 | 9 | 643 | box(246), pallet(60), bin(54) |
| 15 | scene15 | 9 | 567 | box(145), tote(66), drum(63) |
Class taxonomy
51 unique classes across the release. Top 20 by count:
| Class | Count |
|---|---|
box |
38,638 |
crate |
26,046 |
pallet |
14,809 |
rack |
13,769 |
ceiling_light |
4,620 |
pipe |
3,588 |
wall |
2,964 |
fire_equipment |
2,312 |
wiring |
2,236 |
ceiling |
1,576 |
truss |
1,320 |
floor |
1,320 |
decor |
1,172 |
camera |
692 |
ventilation |
660 |
phone |
660 |
column |
660 |
wall_light |
576 |
electrical_panel |
576 |
alarm |
552 |
File layout
warehouse-v0.2/
βββ README.md
βββ overview.png # 5Γ3 montage of scene thumbnails
βββ scene01/
β βββ thumbnail.jpg # representative frame for the scene
β βββ scene_graph.json # objects[]: class, OBB, pose (per-scene)
β βββ walkthroughs/
β βββ 001/
β β βββ preview.mp4 # 2Γ2 grid: RGB | depth | semantic | instance
β β βββ manifest.json # EuRoC-ASL header (timestamps, fps, frameCount)
β β βββ metadata.json # asset metadata (modalities, resolution, β¦)
β β βββ cam0/
β β β βββ poses.csv # T_WC (Hamilton w,x,y,z) at frame timestamps
β β β βββ sensor.yaml # intrinsics, T_BS
β β β βββ video.mp4 # RGB walkthrough
β β βββ cam1/ β¦ # (if --include-cam1)
β βββ 002/ β¦
β βββ NNN/ β¦
βββ scene02/ β¦ scene15/
scene_graph.json is shared across all walkthroughs of a scene (same underlying USD); cam poses differ per walkthrough.
Coordinate conventions
- Right-handed world frame, +Z up.
- Camera convention: T_WC = T_WB Β· T_BS where T_BS comes from
sensor.yaml. - Quaternions are Hamilton,
(w, x, y, z), with positive-w convention. - Distances in metres; timestamps in nanoseconds (EuRoC-ASL).
Rolling releases
This dataset is on a rolling-release cadence: minor versions ship regularly with quality improvements and bug fixes layered onto the previous release rather than waiting for a single large drop. The scene set and modalities are stable across minor versions; what changes is per-scene asset quality, trajectory authoring, and annotation coverage.
Known issues we are actively addressing in subsequent minor releases:
- Trajectory coverage β a small number of authored walkthroughs are still missing from individual scenes and will be backfilled in the next minor release.
- Asset material quality β a subset of NVIDIA SimReady props ship with incomplete MDL/texture chains that fall back to default (white or near-black) shaders; we are auditing and patching these per scene.
- Lighting consistency β the curated NVIDIA themed shells (scenes 09β15) have noticeably dimmer baked lighting than the procedural scenes (01β08); we are normalising exposure across the set.
- Trajectory smoothness β a few canvas-authored trajectories include sharp orientation changes that can confuse motion estimators; we are re-authoring with stricter smoothness constraints.
Subscribe to the dataset on Hugging Face to be notified when a new minor version is published. Each release ships with its own version tag and a short changelog summarising the deltas from the previous release.
Citation
If you use this dataset, please cite Staer Robotics.
@dataset{staer_warehouses_v0.2, title={Staer Warehouses (v0.2)}, year={2026}, publisher={Staer Robotics}, url={https://huggingface.co/datasets/staerrobotics/warehouses}}}
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