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Datasets used to train Generative Query Networks (GQNs) in the ‘Neural Scene Representation and Rendering’ paper.
The following version of the datasets are available:
rooms_ring_camera. Scenes of a variable number of random objects
captured in a square room of size 7x7 units. Wall textures, floor textures
as well as the shapes of the objects are randomly chosen within a fixed pool
of discrete options. There are 5 possible wall textures (red, green, cerise,
orange, yellow), 3 possible floor textures (yellow, white, blue) and 7
possible object shapes (box, sphere, cylinder, capsule, cone, icosahedron
and triangle). Each scene contains 1, 2 or 3 objects. In this simplified
version of the dataset, the camera only moves on a fixed ring and always
faces the center of the room. This is the ‘easiest’ version of the dataset,
use version for fast training.
rooms_free_camera_no_object_rotations. As in rooom_ring_camera,
except the camera moves freely. However the objects themselves do not rotate
around their axes, which makes the modeling task somewhat easier. This
version is ‘medium’ difficulty.
rooms_free_camera_with_object_rotations. As in
rooms_free_camera_no_object_rotations, the camera moves freely, however
objects can rotate around their vertical axes across scenes. This is the
‘hardest’ version of the dataset.
jaco. a reproduction of the robotic Jaco arm is placed in the middle of
the room along with one spherical target object. The arm has nine joints. As
above, the appearance of the room is modified for each episode by randomly
choosing a different texture for the walls and floor from a fixed pool of
options. In addition, we modify both colour and position of the target
randomly. Finally, the joint angles of the arm are also initialised at
random within a range of physically sensible positions.
shepard_metzler_5_parts. Each object is composed of 7 randomly coloured
cubes that are positioned by a self-avoiding random walk in 3D grid. As
above, the camera is parametrised by its position, yaw and pitch, however it
is constrained to only move around the object at a fixed distance from its
centre. This is the ‘easy’ version of the dataset, where each object is
composed of only 5 parts.
shepard_metzler_7_parts. This is the ‘hard’ version of the above
dataset, where each object is composed of 7 parts.
mazes. Random mazes that were created using an OpenGL-based DeepMind
Lab game engine (Beattie et al., 2016).
Each maze is constructed out of an underlying 7 by 7 grid, with walls
falling on the boundaries of the grid locations. However, the agent can be
positioned at any continuous position in the maze. The mazes contain 1 or 2
rooms, with multiple connecting corridors. The walls and floor textures of
each maze are determined by random uniform sampling from a predefined set of
textures.
Usage example
To select what dataset to load, instantiate a reader passing the correct
version argument. Note that the constructor will set up all the queues used by
the reader. To get tensors call read on the data reader passing in the desired
batch size.
Raw data files referred to in this document are available to download
here. To download the
datasets you can use
the gsutil cp
command; see also the gsutilinstallation instructions.
Notes
This is not an official Google product.
About
Datasets used to train Generative Query Networks (GQNs) in the ‘Neural Scene Representation and Rendering’ paper.