The dataset viewer is not available for this split.
Error code: StreamingRowsError
Exception: CastError
Message: Couldn't cast
_doc: struct<comment: string, fields: struct<category: string, target_mesh / container_mesh: string, conta (... 217 chars omitted)
child 0, comment: string
child 1, fields: struct<category: string, target_mesh / container_mesh: string, container_collision_mesh: string, con (... 184 chars omitted)
child 0, category: string
child 1, target_mesh / container_mesh: string
child 2, container_collision_mesh: string
child 3, container_z_rot / target_z_rot: string
child 4, container_euler: string
child 5, container_pos: string
child 6, object_scale: string
child 7, robot_base_pos: string
child 8, wall_x / wall_height: string
child 9, physics_jitter: string
mug_tree_goal: struct<category: string, prompt: string, target_mesh: string, container_mesh: string, container_text (... 337 chars omitted)
child 0, category: string
child 1, prompt: string
child 2, target_mesh: string
child 3, container_mesh: string
child 4, container_texture: string
child 5, container_collision_mesh: null
child 6, container_z_rot: double
child 7, target_z_rot: double
child 8, container_euler: list<item: double>
child 0, item: double
child 9, container_pos: null
child 10, object_scale: double
child 11, robot_base_pos: list<item: double>
child 0, item: double
child 12, physics_jitter: struct<xyz_jitter: list<item: double>, rot_jitter_deg: list<item: int64>, num_samples: int64, num_ro (... 12 chars omitted)
chi
...
on: string>
child 0, version: string
shaders: struct<Main shader: struct<parameters: struct<Common Parameters: struct<ao_intensity: double, emissi (... 340 chars omitted)
child 0, Main shader: struct<parameters: struct<Common Parameters: struct<ao_intensity: double, emissive_intensity: int64, (... 319 chars omitted)
child 0, parameters: struct<Common Parameters: struct<ao_intensity: double, emissive_intensity: int64, horizonFade: doubl (... 259 chars omitted)
child 0, Common Parameters: struct<ao_intensity: double, emissive_intensity: int64, horizonFade: double, nbSamples: int64>
child 0, ao_intensity: double
child 1, emissive_intensity: int64
child 2, horizonFade: double
child 3, nbSamples: int64
child 1, Parallax Occlusion Mapping: struct<maxPOMSamples: int64, minPOMSamples: int64, pomStrength: int64, usePOM: bool>
child 0, maxPOMSamples: int64
child 1, minPOMSamples: int64
child 2, pomStrength: int64
child 3, usePOM: bool
child 2, Subsurface Scattering Parameters: struct<sssColor: list<item: double>, sssEnabled: bool, sssScale: double, sssType: int64>
child 0, sssColor: list<item: double>
child 0, item: double
child 1, sssEnabled: bool
child 2, sssScale: double
child 3, sssType: int64
child 1, shader: string
child 2, shaderInstance: string
to
{'format': {'version': Value('string')}, 'shaders': {'Main shader': {'parameters': {'Common Parameters': {'ao_intensity': Value('float64'), 'emissive_intensity': Value('int64'), 'horizonFade': Value('float64'), 'nbSamples': Value('int64')}, 'Parallax Occlusion Mapping': {'maxPOMSamples': Value('int64'), 'minPOMSamples': Value('int64'), 'pomStrength': Value('int64'), 'usePOM': Value('bool')}, 'Subsurface Scattering Parameters': {'sssColor': List(Value('float64')), 'sssEnabled': Value('bool'), 'sssScale': Value('float64'), 'sssType': Value('int64')}}, 'shader': Value('string'), 'shaderInstance': Value('string')}}, 'texturesets': {'Material': {'shader': Value('string')}}}
because column names don't match
Traceback: Traceback (most recent call last):
File "/src/services/worker/src/worker/utils.py", line 99, in get_rows_or_raise
return get_rows(
^^^^^^^^^
File "/src/libs/libcommon/src/libcommon/utils.py", line 272, in decorator
return func(*args, **kwargs)
^^^^^^^^^^^^^^^^^^^^^
File "/src/services/worker/src/worker/utils.py", line 77, in get_rows
rows_plus_one = list(itertools.islice(ds, rows_max_number + 1))
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/usr/local/lib/python3.12/site-packages/datasets/iterable_dataset.py", line 2690, in __iter__
for key, example in ex_iterable:
^^^^^^^^^^^
File "/usr/local/lib/python3.12/site-packages/datasets/iterable_dataset.py", line 2227, in __iter__
for key, pa_table in self._iter_arrow():
^^^^^^^^^^^^^^^^^^
File "/usr/local/lib/python3.12/site-packages/datasets/iterable_dataset.py", line 2251, in _iter_arrow
for key, pa_table in self.ex_iterable._iter_arrow():
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/usr/local/lib/python3.12/site-packages/datasets/iterable_dataset.py", line 494, in _iter_arrow
for key, pa_table in iterator:
^^^^^^^^
File "/usr/local/lib/python3.12/site-packages/datasets/iterable_dataset.py", line 384, in _iter_arrow
for key, pa_table in self.generate_tables_fn(**gen_kwags):
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/usr/local/lib/python3.12/site-packages/datasets/packaged_modules/json/json.py", line 295, in _generate_tables
self._cast_table(pa_table, json_field_paths=json_field_paths),
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/usr/local/lib/python3.12/site-packages/datasets/packaged_modules/json/json.py", line 128, in _cast_table
pa_table = table_cast(pa_table, self.info.features.arrow_schema)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/usr/local/lib/python3.12/site-packages/datasets/table.py", line 2281, in table_cast
return cast_table_to_schema(table, schema)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/usr/local/lib/python3.12/site-packages/datasets/table.py", line 2227, in cast_table_to_schema
raise CastError(
datasets.table.CastError: Couldn't cast
_doc: struct<comment: string, fields: struct<category: string, target_mesh / container_mesh: string, conta (... 217 chars omitted)
child 0, comment: string
child 1, fields: struct<category: string, target_mesh / container_mesh: string, container_collision_mesh: string, con (... 184 chars omitted)
child 0, category: string
child 1, target_mesh / container_mesh: string
child 2, container_collision_mesh: string
child 3, container_z_rot / target_z_rot: string
child 4, container_euler: string
child 5, container_pos: string
child 6, object_scale: string
child 7, robot_base_pos: string
child 8, wall_x / wall_height: string
child 9, physics_jitter: string
mug_tree_goal: struct<category: string, prompt: string, target_mesh: string, container_mesh: string, container_text (... 337 chars omitted)
child 0, category: string
child 1, prompt: string
child 2, target_mesh: string
child 3, container_mesh: string
child 4, container_texture: string
child 5, container_collision_mesh: null
child 6, container_z_rot: double
child 7, target_z_rot: double
child 8, container_euler: list<item: double>
child 0, item: double
child 9, container_pos: null
child 10, object_scale: double
child 11, robot_base_pos: list<item: double>
child 0, item: double
child 12, physics_jitter: struct<xyz_jitter: list<item: double>, rot_jitter_deg: list<item: int64>, num_samples: int64, num_ro (... 12 chars omitted)
chi
...
on: string>
child 0, version: string
shaders: struct<Main shader: struct<parameters: struct<Common Parameters: struct<ao_intensity: double, emissi (... 340 chars omitted)
child 0, Main shader: struct<parameters: struct<Common Parameters: struct<ao_intensity: double, emissive_intensity: int64, (... 319 chars omitted)
child 0, parameters: struct<Common Parameters: struct<ao_intensity: double, emissive_intensity: int64, horizonFade: doubl (... 259 chars omitted)
child 0, Common Parameters: struct<ao_intensity: double, emissive_intensity: int64, horizonFade: double, nbSamples: int64>
child 0, ao_intensity: double
child 1, emissive_intensity: int64
child 2, horizonFade: double
child 3, nbSamples: int64
child 1, Parallax Occlusion Mapping: struct<maxPOMSamples: int64, minPOMSamples: int64, pomStrength: int64, usePOM: bool>
child 0, maxPOMSamples: int64
child 1, minPOMSamples: int64
child 2, pomStrength: int64
child 3, usePOM: bool
child 2, Subsurface Scattering Parameters: struct<sssColor: list<item: double>, sssEnabled: bool, sssScale: double, sssType: int64>
child 0, sssColor: list<item: double>
child 0, item: double
child 1, sssEnabled: bool
child 2, sssScale: double
child 3, sssType: int64
child 1, shader: string
child 2, shaderInstance: string
to
{'format': {'version': Value('string')}, 'shaders': {'Main shader': {'parameters': {'Common Parameters': {'ao_intensity': Value('float64'), 'emissive_intensity': Value('int64'), 'horizonFade': Value('float64'), 'nbSamples': Value('int64')}, 'Parallax Occlusion Mapping': {'maxPOMSamples': Value('int64'), 'minPOMSamples': Value('int64'), 'pomStrength': Value('int64'), 'usePOM': Value('bool')}, 'Subsurface Scattering Parameters': {'sssColor': List(Value('float64')), 'sssEnabled': Value('bool'), 'sssScale': Value('float64'), 'sssType': Value('int64')}}, 'shader': Value('string'), 'shaderInstance': Value('string')}}, 'texturesets': {'Material': {'shader': Value('string')}}}
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Check out the documentation for more information.
Cases Demo
Self-contained snapshot of the 8 manipulation cases used in the goal-image pipeline. Bundles the scene-rendering and physics-refinement code with all the meshes, textures, and per-case parameters needed to reproduce the renders and the physics validation step.
What's in here
cases_demo/
├── cases.json # per-case config (paths + params); see "_doc" inside
├── run_case.py # thin runner that dispatches to scripts/
├── scripts/
│ ├── place_scene.py # Stage 1: Genesis RayTracer scene render
│ ├── refine_pose_physics.py # Stage 6: parallel physics validation of a pose
│ ├── verify_pose.py # Render the scene with the estimated pose
│ └── genesis_patch.py # runtime monkey-patch (see "Genesis patch" below)
├── assets/
│ ├── scene/ # shared assets
│ │ ├── table.glb
│ │ ├── wall-basecolor.jpg
│ │ └── env.hdr # HDR environment for the RayTracer
│ └── cases/ # per-case meshes (target, container, collision)
│ ├── mug_0.glb / metal_mug_holder/...
│ ├── dish_rack_* dish_rack_2_*
│ ├── tube_rack_* scissor_rack_*
│ ├── wine_rack_* wine_rack_2_*
│ └── hanger_hooks_*
│
├── mug_escape_v1/ # +4 mug-on-mug-tree cases (with escape paths)
├── mug_escape_v3/ # +3 mug-on-mug-tree-v3 cases (refined poses only)
└── cloth_hanger_hook/ # +12 cloth-hanger × wall-hook cases (refined + escape)
The 8 headline cases are configured via cases.json and runnable through
run_case.py. The three appended bundles are self-contained snapshots that
each carry their own meshes, manifest, and (for two of them) a small code/
directory with the original escape-search scripts. See their per-folder
README / manifest for layouts.
Shared scene assets
assets/scene/ (table.glb, wall-basecolor.jpg, env.hdr) is the only
copy of the table mesh, wall texture, and HDR environment in this dataset —
the appended bundles reference it via relative ../assets/scene/table.glb
paths in their manifests rather than carrying duplicates.
All bundles use the same world frame:
- Table:
table_pos=(0, 0, 0.485403),table_euler=(90, 0, 90), table top atz=0.7451. - 8 headline cases also add a background wall mesh at
x=-0.345(uses the sharedwall-basecolor.jpg). cloth_hanger_hook: wall-mounted; wall plane atx=-0.45,wall_height=1.2, container snapped to wall (the refined-pose data doesn't depend on the table; MPC uses the headline robot at[0.15, -0.2, 0.6451]).
Per-case poses for mug_escape_v1 / v3 use the goal_pos_old / goal_quat
fields — those match the waypoints in each case's
escape/object_path.json. The legacy goal_pos_new field is a robot-relative
offset (= goal_pos_old + (0.3, -0.2, -0.7451)) from an earlier search pass
and is NOT the frame the trajectories use — ignore it.
Saved camera poses
case_renders/<case>/cam_pose_reset.npy is the exact 4×4 Genesis camera
transform from the upstream render. All 8 cases share the same intrinsics
(res=(1200, 896), fov=50°); only the per-case transform varies. Load it
back with:
T = np.load("case_renders/<case>/cam_pose_reset.npy")
cam.set_pose(transform=T) # transform takes priority over pos/lookat/up
find_best_camera() is otherwise deterministic given the meshes, so a fresh
render normally picks the same camera. The one exception is hanger_hooks
(we shipped the smaller *_container.glb variant) — see
case_renders/README.md.
Object placement (table cases)
place_scene.py derives the initial container/target placement from the mesh
bounds + the rotations in cases.json — the (x, y, z) positions are NOT
stored explicitly anywhere, by design:
- Container:
pos = (0, 0, 0.7451 − mesh_min_z)(auto-rests on the table top). Euler =(90, 0, container_z_rot). - Target:
pos = (0, +y_offset, 0.7451 − mesh_min_z)wherey_offset = (container_y_extent + target_y_extent) / 2 + 0.02(sits beside the container along +Y with a 2 cm margin). Euler =(90, 0, target_z_rot). - Camera:
auto_camera=True→find_best_camera()fits the union AABB of both entities into a 1200×896 frame at 50° FOV with 85 % fill. container_posoverride (in cases.json fordish_rack,dish_rack_2,tube_rack,scissor_rack,wine_rack,wine_rack_2): only used byrefine_pose_physics.py/verify_pose.pybecause the bundled pre-decomposed convex collision OBJs have different bounds than the visual GLB. The render itself still uses the visual-mesh auto-z.
Object placement (wall cases)
For hanger_hooks and the cloth_hanger_hook bundle, the container is
snapped to the wall plane:
- Container:
pos = (wall_x − container_min_x, 0, wall_height). - Target: in the demo render the hanger sits in the same auto-y-offset spot used for table cases; for the refined poses it ends up where physics validation found a stable hang.
- Wall plane defaults:
wall_x=-0.5,wall_height=1.2forhanger_hooks;wall_x=-0.45,wall_heightper-case forcloth_hanger_hook.
Genesis patch (runtime)
refine_pose_physics.py calls RigidEntity.detect_collision_parallel(...),
which is not in upstream Genesis. Both methods it depends on are pure
Python — they only read fields already exposed by the upstream collider — so
instead of forking Genesis we monkey-patch the classes at import time.
scripts/genesis_patch.py adds:
RigidEntity.detect_collision_parallel(with_entity=, exclude_self_contact=, envs_idx=, *, unsafe=)— GPU-parallel per-env collision flag against the current contact buffers.RigidLink.detect_collision(env_idx=0)— single-env real-time collision query for one link (used by motion-planning state samplers).
refine_pose_physics.py already calls genesis_patch.apply() right after
gs.init(). If you write your own scripts that need these methods, do the
same:
import genesis as gs
import genesis_patch
gs.init(...)
genesis_patch.apply()
apply() must be called after gs.init() — importing
genesis.engine.entities.rigid_entity.rigid_entity before init raises
Genesis hasn't been initialized. from genesis.utils.array_class, so the
patch defers all genesis-internal imports until apply(). No changes to your
Genesis install required — the runtime patch sits on top of any upstream
Genesis that exposes
solver.collider._collider_state.{n_contacts, contact_data.{geom_a, geom_b}}.
What's NOT in here
- Stages 2–5 (Gemini edit, SAM3 segmentation, Depth Pro depth, DINOv3 pose estimation) — they need external API keys and large pretrained checkpoints.
- Motion planning / MPC (Stage 7 + the MPC insertion pipeline) — they
depend on cuRobo, the benchgen
solver_agentpackage, andxarm7URDFs. - The original
outputs/<case>/directories (videos, masks, candidate poses) from the upstream repo — only re-runnable scripts and configs are bundled.
Cases
| Case | Category | Container_pos | Container_euler | object_scale | Notes |
|---|---|---|---|---|---|
| mug_tree_goal | table | auto | (90, 0, 0) | 1.0 | OBJ container w/ Metal surface |
| dish_rack | table | (0, 0, 1.1879) | (90, 0, 0) | 1.0 | dish_rack_collision_convex.obj |
| dish_rack_2 | table | (0, 0, 1.0839) | (90, 0, 90) | 1.0 | uses pre-scaled 0.9× plate GLB |
| tube_rack | table | auto | (90, 0, 90) | 1.0 | tube_rack_collision_convex.obj |
| scissor_rack | table | (0, 0, 0.9775) | (90, 0, 90) | 1.0 | separate target+container UIDs |
| wine_rack | table | (0, 0, 0.8473) | (90, 0, 90) | 1.0 | wine_rack_collision_convex.obj |
| wine_rack_2 | table | (0, 0, 1.0851) | (90, 0, 0) | 1.0 | wine_rack2_collision_convex.obj |
| hanger_hooks | wall | auto (wall-mount) | (-180, 0, 90) | 1.0 | wall_x=-0.5, wall_height=1.2 |
auto ⇒ container_z = 0.7451 - mesh.bounds[0][2] (table top minus mesh
min-z) at runtime. The explicit container_pos overrides come from the visual
mesh when a different collision mesh is also loaded — see the container_pos
field for each case in cases.json.
The dish_rack_2 plate is bundled both as the original GLB and a pre-scaled
0.9× variant (dish_rack_2_target_0.9.glb); the config uses the 0.9× one
because the full-size plate doesn't fit between the rails (100 % collision in
physics refinement).
Running
# 1. Activate the same conda env used by the upstream pipeline
conda activate genesis_latest
# 2. Render the initial scene with the RayTracer (Stage 1)
python run_case.py --case dish_rack --stage render
python run_case.py --case all --stage render # all 8 cases
# 3. Physics-refine an existing estimated pose (Stage 6)
# Requires outputs/<case>/pose_estimation/best_pose.json — you'd produce
# that with the upstream estimate_goal_pose.py (DINOv3) outside this folder.
python run_case.py --case dish_rack --stage refine
# 4. Render the scene with the (refined or estimated) pose for visual check
python run_case.py --case dish_rack --stage verify
Outputs land in cases_demo/outputs/<case>/:
image.png,depth.npy,seg.npy,mask_*.npy,cam_pose.npy,intrinsic_K.npy— fromplace_scene.pyphysics_refinement/refined_poses.json— fromrefine_pose_physics.pypose_verification/rendered_at_estimated_pose.png— fromverify_pose.py
Calling the scripts directly (without run_case.py)
run_case.py only resolves paths from cases.json and shells out to the
underlying scripts; everything is also runnable by hand. Example for
dish_rack_2:
python scripts/place_scene.py \
--table_path assets/scene/table.glb \
--target_object_path assets/cases/dish_rack_2_target_0.9.glb \
--container_path assets/cases/dish_rack_2_container.glb \
--container_z_rot 90 --target_z_rot 90 \
--save_dir outputs --save_name dish_rack_2
python scripts/refine_pose_physics.py \
--output_dir outputs/dish_rack_2 \
--object_mesh_path assets/cases/dish_rack_2_target_0.9.glb \
--container_mesh_path assets/cases/dish_rack_2_collision_convex.obj \
--table_path assets/scene/table.glb \
--container_euler 90 0 90 --container_pos 0 0 1.0839 \
--num_samples 1024 --num_rounds 3 \
--xyz_jitter 0.02 0.02 0.01 --rot_jitter 5 5 15
The HDR/wall paths are wired up via the DEMO_HDR_PATH and
DEMO_WALL_TEXTURE env vars (set automatically by run_case.py), with a
fallback to the original ../video_gen_assets/... paths from the upstream
repo. Set them yourself when calling the scripts directly:
DEMO_HDR_PATH=$PWD/assets/scene/env.hdr \
DEMO_WALL_TEXTURE=$PWD/assets/scene/wall-basecolor.jpg \
python scripts/place_scene.py ...
Dependencies
genesis(the physics simulator —import genesis as gs)trimesh,numpy,imageio,scipy,torch
The collision OBJs are pre-decomposed (per-part convex hulls grouped under o
markers); Genesis loads them with convexify=True, merge_submeshes_for_collision=False, group_by_material=False — the loader
flags are already set in refine_pose_physics.py.
Provenance
Conventions match the upstream repo:
- Quaternions are WXYZ throughout.
- Table sits at
pos=(0, 0, 0.485403),euler=(90, 0, 90)— table top atz = 0.7451. - Render resolution
1200×896, FOV 50°, 1024 spp, with the camera auto-positioned byfind_best_camera()to fit both target and container. - Wall-mounted scenes (
hanger_hooks) replace the table with a textured wall atx = -0.5and snap the container's min-x to the wall plane.
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