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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.

πŸ‘‰ Interactive preview: https://huggingface.co/spaces/staerrobotics/warehouses-viewer

overview

What's new in this release

  • Structured scene descriptions β€” every scene now ships with a scene_graph.json that 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, ~300–2400 frames at 20 fps (β‰ˆ15s–2min camera paths)
  • 1920Γ—1080 RGB / 16-bit inverse depth / semantic+instance maps
  • Per-scene scene_graph.json with 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/
β”œβ”€β”€ README.md
β”œβ”€β”€ overview.png              # 5Γ—3 montage of scene thumbnails
β”œβ”€β”€ scene01/
β”‚   β”œβ”€β”€ thumbnail.jpg         # representative frame for the scene
β”‚   β”œβ”€β”€ scene_graph.json      # objects[]: class, OBB, pose (per-scene)
β”‚   └── walkthroughs/
β”‚       β”œβ”€β”€ 001/
β”‚       β”‚   β”œβ”€β”€ preview.mp4   # 2Γ—2 grid: RGB | depth | semantic | instance
β”‚       β”‚   β”œβ”€β”€ manifest.json # EuRoC-ASL header (timestamps, fps, frameCount)
β”‚       β”‚   β”œβ”€β”€ metadata.json # asset metadata (modalities, resolution, …)
β”‚       β”‚   β”œβ”€β”€ cam0/
β”‚       β”‚   β”‚   β”œβ”€β”€ poses.csv  # T_WC (Hamilton w,x,y,z) at frame timestamps
β”‚       β”‚   β”‚   β”œβ”€β”€ sensor.yaml # intrinsics, T_BS
β”‚       β”‚   β”‚   └── video.mp4  # RGB walkthrough
β”‚       β”‚   └── cam1/  …        # (if --include-cam1)
β”‚       β”œβ”€β”€ 002/  …
β”‚       └── NNN/  …
└── scene02/ … 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 09–15) have noticeably dimmer baked lighting than the procedural scenes (01–08); 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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