AncientRuins
HistoricalvalOvergrown highland ruins under a dynamic sky — wide exploratory sweeps and slow orbits.
A curated corpus of 1,527 photorealistic video clips drawn from PermaVid. Each Unreal-Engine environment supplies dozens of real captured camera trajectories; we keep the twenty most diverse per scene by farthest-point sampling, standardised to PermaVid’s exact training pose convention. Every clip carries ground-truth per-frame camera poses, intrinsics and depth — the long-horizon 1000-frame path is the raw asset.
Companion to the AI2-THOR–rendered spear_scene_dataset (150 scenes). SPEAR itself would not build on this cluster, so this version curates real PermaVid trajectories rather than rendering new ones — same 832×480 / 90° intrinsic, co-trainable.
The middle frame of each scene’s first curated clip — a single sweep across the whole corpus.
Every scene is tagged with one of six coarse types. Clips are unevenly distributed because scenes differ in how many trajectory episodes PermaVid captured.
Streets, plazas, cities, transit, waterfront towns.
Terrain, deserts, forests, gardens, caves, snow.
Indoor spaces: halls, corridors, garages, rooms.
Ruins, castles, temples, medieval and period sites.
Factories, plants, hangars, yards, sci-fi facilities.
Mixed / hard-to-bucket modular environments.
Curation depth and the geometric character of the selected camera paths, computed from manifest.parquet (1,527 clips). Bars are hoverable.
For every scene we start from all of PermaVid’s captured trajectory episodes, then keep the T = 20 most diverse by farthest-point sampling. Median pool is 46 episodes.
The target is 20 trajectories per scene, but a handful of environments simply do not have 20 usable episodes. We keep the full pool rather than pad — the dataset is capped by what PermaVid captured.
| scene | type | pool | T | min-div |
|---|---|---|---|---|
| Hospital | Interior | 15 | 15 | 0.68 |
| InteriorDemo_NEW | Interior | 19 | 19 | 1.90 |
| OperaHouse | Interior | 19 | 19 | 2.55 |
| OperatingRoom | Interior | 13 | 13 | 1.57 |
| Eastern_Garden | Nature | 7 | 7 | 1.26 |
| RainMap | Nature | 15 | 15 | 2.00 |
| TemplePlaza | Urban | 19 | 19 | 1.50 |
71 / 78 scenes reach the full T = 20 · 0 clips failed QA (all 1,527 pass).
Distribution across all 1,527 clips of the geometric descriptors used to score diversity. Heavy-tailed quantities (path length, footprint, height, speed) are shown on a log axis; the amber line marks the median. A few near-aerial fly-throughs stretch the tails to kilometre scale.
Each dot is one scene, placed by its minimum pairwise diversity — the closest any two of its kept trajectories get in descriptor space. Higher is better. Hollow rings are the 7 reduced-T scenes. Hover a dot for the scene.
Every clip is a folder: an RGB video plus per-frame ground-truth geometry, in PermaVid’s own verified convention. Poses were validated bit-identical (round-trip error 2.4e-7) against PermaVid’s training reader.
frame 0 t = [+33.402, +217.552, +52.170]
q = [+0.670, +0.227, +0.227, -0.670] (xyzw)norm = [0.5000, 0.8667, 0.5000, 0.5000] K = fx=416 fy=416 cx=416 cy=240
The complete corpus, grouped by type. Each thumbnail is the first curated trajectory of that scene; hover for its numbers. Featured scenes below get a full trajectory breakdown.
Sixteen representative scenes across all six types. For each: the twenty preview frames (one per clip), the same twenty camera paths reconstructed from poses.npy (top-down + side), and the numbers.
Overgrown highland ruins under a dynamic sky — wide exploratory sweeps and slow orbits.
Fortified castle grounds — the most diverse path set in the corpus (min-div 3.72).
Ornate palace interiors and courtyards — measured architectural walk-throughs.
Whitewashed cliffside village over the Aegean — coastal approaches and ridgelines.
Vast open terrain — kilometre-scale, near-aerial camera flights.
Snow-covered landscape — the widest trajectory spread of any nature scene.
A colosseum amid dunes — long approaches and full-perimeter orbits.
Modern downtown blocks — street canyons, intersections, rooftop passes.
Venetian canals and palazzi — boat-level glides and bridge crossings.
Canal-side old town — bridges, streets and waterline paths.
Circuit and grandstands — sweeping high-speed follow paths.
Gallery interior — deliberate walk-throughs past exhibits (min-div 3.32).
Interior control room — tight, constrained indoor trajectories.
Derelict industrial hall — machinery, gantries and catwalks.
Tower and surrounds — vertical climbs and long panoramic reveals.
Modular mixed environment — varied framing across a compact site.
What ships, where it lives, and what to be careful about.
dataset/ <Scene>/traj_<ii>_ep<k>/ video.mp4 # RGB · 1000f @ 20fps · 832×480 depth.mp4 # 8-bit relative depth (non-metric) poses.npy # (nf,7) world→camera [t | quat xyzw] intrinsics.npy # (nf,4) normalised, constant per clip poses.json # K, FOV, descriptor, prompt, provenance preview.jpg # middle frame campose.png # PermaVid camera-path render <Scene>/diversity.json # selection report + marginal gains manifest.parquet / .csv # one row / clip · 47 columns scenes.parquet # one row / scene splits.json # scene-level train / val contact_sheets/ # per-scene grids + overview README.md · qa_report.md