diff --git a/.gitattributes b/.gitattributes new file mode 100644 index 0000000000000000000000000000000000000000..bed0738c7eeb449bca98b5d2f33c89a1ee56349a --- /dev/null +++ b/.gitattributes @@ -0,0 +1,60 @@ +*.7z filter=lfs diff=lfs merge=lfs -text +*.arrow filter=lfs diff=lfs merge=lfs -text +*.avro filter=lfs diff=lfs merge=lfs -text +*.bin filter=lfs diff=lfs merge=lfs -text +*.bz2 filter=lfs diff=lfs merge=lfs -text +*.ckpt filter=lfs diff=lfs merge=lfs -text +*.ftz filter=lfs diff=lfs merge=lfs -text +*.gz filter=lfs diff=lfs merge=lfs -text +*.h5 filter=lfs diff=lfs merge=lfs -text +*.joblib filter=lfs diff=lfs merge=lfs -text +*.lfs.* filter=lfs diff=lfs merge=lfs -text +*.lz4 filter=lfs diff=lfs merge=lfs -text +*.mds filter=lfs diff=lfs merge=lfs -text +*.mlmodel filter=lfs diff=lfs merge=lfs -text +*.model filter=lfs diff=lfs merge=lfs -text +*.msgpack filter=lfs diff=lfs merge=lfs -text +*.npy filter=lfs diff=lfs merge=lfs -text +*.npz filter=lfs diff=lfs merge=lfs -text +*.onnx filter=lfs diff=lfs merge=lfs -text +*.ot filter=lfs diff=lfs merge=lfs -text +*.parquet filter=lfs diff=lfs merge=lfs -text +*.pb filter=lfs diff=lfs merge=lfs -text +*.pickle filter=lfs diff=lfs merge=lfs -text +*.pkl filter=lfs diff=lfs merge=lfs -text +*.pt filter=lfs diff=lfs merge=lfs -text +*.pth filter=lfs diff=lfs merge=lfs -text +*.rar filter=lfs diff=lfs merge=lfs -text +*.safetensors filter=lfs diff=lfs merge=lfs -text +saved_model/**/* filter=lfs diff=lfs merge=lfs -text +*.tar.* filter=lfs diff=lfs merge=lfs -text +*.tar filter=lfs diff=lfs merge=lfs -text +*.tflite filter=lfs diff=lfs merge=lfs -text +*.tgz filter=lfs diff=lfs merge=lfs -text +*.wasm filter=lfs diff=lfs merge=lfs -text +*.xz filter=lfs diff=lfs merge=lfs -text +*.zip filter=lfs diff=lfs merge=lfs -text +*.zst filter=lfs diff=lfs merge=lfs -text +*tfevents* filter=lfs diff=lfs merge=lfs -text +# Audio files - uncompressed +*.pcm filter=lfs diff=lfs merge=lfs -text +*.sam filter=lfs diff=lfs merge=lfs -text +*.raw filter=lfs diff=lfs merge=lfs -text +# Audio files - compressed +*.aac filter=lfs diff=lfs merge=lfs -text +*.flac filter=lfs diff=lfs merge=lfs -text +*.mp3 filter=lfs diff=lfs merge=lfs -text +*.ogg filter=lfs diff=lfs merge=lfs -text +*.wav filter=lfs diff=lfs merge=lfs -text +# Image files - uncompressed +*.bmp filter=lfs diff=lfs merge=lfs -text +*.gif filter=lfs diff=lfs merge=lfs -text +*.png filter=lfs diff=lfs merge=lfs -text +*.tiff filter=lfs diff=lfs merge=lfs -text +# Image files - compressed +*.jpg filter=lfs diff=lfs merge=lfs -text +*.jpeg filter=lfs diff=lfs merge=lfs -text +*.webp filter=lfs diff=lfs merge=lfs -text +# Video files - compressed +*.mp4 filter=lfs diff=lfs merge=lfs -text +*.webm filter=lfs diff=lfs merge=lfs -text diff --git a/README.md b/README.md new file mode 100644 index 0000000000000000000000000000000000000000..a18d697ceb6a344e704867e4180e7ee28885dcb8 --- /dev/null +++ b/README.md @@ -0,0 +1,28 @@ +# VGI-Bench | Data + +[![arXiv](https://img.shields.io/badge/arXiv-2608.19583-b31b1b?style=for-the-badge&logo=arxiv&logoColor=white)](https://arxiv.org/abs/2608.19583) [![Project Page](https://img.shields.io/badge/Project-Page-1f8acb?style=for-the-badge&logo=googlechrome&logoColor=white)](https://hexuan21.github.io/VGI-Bench/) + +This repository holds the **data** of VGI-Bench, in two subtrees: + +- `bench_data/` -- the benchmark itself: 27 tasks, each at 3 + difficulty levels (`lv1`/`lv2`/`lv3`) with 10 instances for each level, where + an instance pairs an input image (16:9 -- also the first frame for video + models) with a text prompt. 16 of the tasks additionally ship an + image-generation prompt, the rest being video-only, and every task comes with + the rubric and completeness specs used for the VLM-as-judge evaluation. +- `eval_res/` -- the raw generations every evaluated model produced on those + instances, plus the 640px previews the project page streams. + +``` +bench_data// + input_image/lv{1,2,3}/_lv_.png input image = first frame + prompt/video_gen_prompt/ prompt for video-gen models + prompt/image_gen_prompt/ prompt for image-gen models / UMM (optional) + judge_spec/_judge_rubric_.json VLM-as-judge checklist + judge_spec/_completeness_judge.txt completeness scale (0 / 1 / 2) + +eval_res/ + video_model_res///__.mp4 + image_model_res///__.png + _preview/... 640px previews +``` diff --git a/bench_data/block_assembly/input_image/lv1/block_assembly_lv1_001.png b/bench_data/block_assembly/input_image/lv1/block_assembly_lv1_001.png new file mode 100644 index 0000000000000000000000000000000000000000..015ff44cfdab173204fd2bc228bbf67dacc0aa8c --- /dev/null +++ b/bench_data/block_assembly/input_image/lv1/block_assembly_lv1_001.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:cc35b0fdafe4583c551adf0dce730e4d1f4606e03d1cae890437a956e6de2a92 +size 3189331 diff --git a/bench_data/block_assembly/input_image/lv1/block_assembly_lv1_002.png 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0000000000000000000000000000000000000000..e7b6dca104e8672faf09626a0aade137c65d10d4 --- /dev/null +++ b/bench_data/block_assembly/judge_spec/_completeness_judge.txt @@ -0,0 +1,8 @@ +Completeness scoring, three tiers (0 / 1 / 2), by how far the goal was carried out. +Tier 2 does NOT require flawless / perfect execution: near-complete (goal essentially reached, minor imperfections allowed) still counts as 2. +OVERRIDE (applies to every task): if the output changes drastically from the input image, unrelated new elements suddenly appear, or the scene differs wholesale from the input, score 0, regardless of any apparent task progress. +GUIDING PRINCIPLE: generated video is uncontrollable and may sprout odd elements. As a rule of thumb, if the procedure is carried out step by step but the final answer is simply wrong, give 1 (not 0). Reserve 0 for: the procedure is not attempted at all, or the output breaks / deviates drastically from the input (see OVERRIDE). + +0: Blocks stay scattered / barely move (no assembly attempted), or blocks are added / lost, or the scene deviates drastically from the input. +1: Blocks come together / stack (procedure carried out) but the assembly is incomplete or ends as a wrong structure that doesn't match the target inset. +2: All input blocks are joined into the 3D assembly shown in the upper-left inset (correct overall shape and stacking). Minor misalignment of a block is fine as long as the whole structure clearly matches the target and uses every block. diff --git a/bench_data/block_assembly/judge_spec/_judge_rubric_block_assembly.json b/bench_data/block_assembly/judge_spec/_judge_rubric_block_assembly.json new file mode 100644 index 0000000000000000000000000000000000000000..9e92dffb6c283cdfcf6460cada4f65b92d0e6b94 --- /dev/null +++ b/bench_data/block_assembly/judge_spec/_judge_rubric_block_assembly.json @@ -0,0 +1,392 @@ +[ + { + "id": "block_assembly_lv1_001", + "rubric": [ + "Every scattered block visible in the input image is accounted for in the output: each one is either still on the table or is now part of the final assembly. The total block count matches the input's 2 blocks; no block from the input disappears, and no extra block that was not in the input appears.", + "The upper-left inset preview from the input image is still present in the output at the same position, same size, same border, and shows the same target, its content, framing, and orientation are unchanged.", + "Each block preserves its original identity throughout: same colour, same length × width × height in unit terms, and same surface type, a studded LEGO-style brick keeps the same stud pattern on its top face.", + "By the final frame the blocks on the table are joined into a single completed 3D assembly whose shape matches the target (a short tower of two square bricks stacked vertically) shown in the upper-left inset preview, same overall 3D form, same stacking, same orientation.", + "The relative colour layout of the final result matches the inset preview, blocks of each colour appear in the same positions / layers as they do in the inset.", + "All bricks have the same physical height (one brick layer); no plates or half-height pieces. Stacking is achieved by placing one full-height brick directly above another.", + "The table surface (colour, texture, position), the background, the camera viewpoint, and the lighting all stay fixed and unchanged from the input throughout the output.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations, and no rendering glitches anywhere in the output." + ] + }, + { + "id": "block_assembly_lv1_002", + "rubric": [ + "Every scattered block visible in the input image is accounted for in the output: each one is either still on the table or is now part of the final assembly. The total block count matches the input's 2 blocks; no block from the input disappears, and no extra block that was not in the input appears.", + "The upper-left inset preview from the input image is still present in the output at the same position, same size, same border, and shows the same target, its content, framing, and orientation are unchanged.", + "Each block preserves its original identity throughout: same colour, same length × width × height in unit terms, and same surface type, a studded LEGO-style brick keeps the same stud pattern on its top face.", + "By the final frame the blocks on the table are joined into a single completed 3D assembly whose shape matches the target (a wide slab with one small brick centred on top) shown in the upper-left inset preview, same overall 3D form, same stacking, same orientation.", + "The relative colour layout of the final result matches the inset preview, blocks of each colour appear in the same positions / layers as they do in the inset.", + "All bricks have the same physical height (one brick layer); no plates or half-height pieces. Stacking is achieved by placing one full-height brick directly above another.", + "The table surface (colour, texture, position), the background, the camera viewpoint, and the lighting all stay fixed and unchanged from the input throughout the output.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations, and no rendering glitches anywhere in the output." + ] + }, + { + "id": "block_assembly_lv1_003", + "rubric": [ + "Every scattered block visible in the input image is accounted for in the output: each one is either still on the table or is now part of the final assembly. The total block count matches the input's 2 blocks; no block from the input disappears, and no extra block that was not in the input appears.", + "The upper-left inset preview from the input image is still present in the output at the same position, same size, same border, and shows the same target, its content, framing, and orientation are unchanged.", + "Each block preserves its original identity throughout: same colour, same length × width × height in unit terms, and same surface type, a studded LEGO-style brick keeps the same stud pattern on its top face.", + "By the final frame the blocks on the table are joined into a single completed 3D assembly whose shape matches the target (a wide slab with one brick stacked at one end forming a single step) shown in the upper-left inset preview, same overall 3D form, same stacking, same orientation.", + "The relative colour layout of the final result matches the inset preview, blocks of each colour appear in the same positions / layers as they do in the inset.", + "All bricks have the same physical height (one brick layer); no plates or half-height pieces. Stacking is achieved by placing one full-height brick directly above another.", + "The table surface (colour, texture, position), the background, the camera viewpoint, and the lighting all stay fixed and unchanged from the input throughout the output.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations, and no rendering glitches anywhere in the output." + ] + }, + { + "id": "block_assembly_lv1_004", + "rubric": [ + "Every scattered block visible in the input image is accounted for in the output: each one is either still on the table or is now part of the final assembly. The total block count matches the input's 3 blocks; no block from the input disappears, and no extra block that was not in the input appears.", + "The upper-left inset preview from the input image is still present in the output at the same position, same size, same border, and shows the same target, its content, framing, and orientation are unchanged.", + "Each block preserves its original identity throughout: same colour, same length × width × height in unit terms, and same surface type, a studded LEGO-style brick keeps the same stud pattern on its top face.", + "By the final frame the blocks on the table are joined into a single completed 3D assembly whose shape matches the target (a tall tower of three square bricks stacked vertically) shown in the upper-left inset preview, same overall 3D form, same stacking, same orientation.", + "The relative colour layout of the final result matches the inset preview, blocks of each colour appear in the same positions / layers as they do in the inset.", + "All bricks have the same physical height (one brick layer); no plates or half-height pieces. Stacking is achieved by placing one full-height brick directly above another.", + "The table surface (colour, texture, position), the background, the camera viewpoint, and the lighting all stay fixed and unchanged from the input throughout the output.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations, and no rendering glitches anywhere in the output." + ] + }, + { + "id": "block_assembly_lv1_005", + "rubric": [ + "Every scattered block visible in the input image is accounted for in the output: each one is either still on the table or is now part of the final assembly. The total block count matches the input's 3 blocks; no block from the input disappears, and no extra block that was not in the input appears.", + "The upper-left inset preview from the input image is still present in the output at the same position, same size, same border, and shows the same target, its content, framing, and orientation are unchanged.", + "Each block preserves its original identity throughout: same colour, same length × width × height in unit terms, and same surface type, a studded LEGO-style brick keeps the same stud pattern on its top face.", + "By the final frame the blocks on the table are joined into a single completed 3D assembly whose shape matches the target (a two-step staircase climbing in one direction) shown in the upper-left inset preview, same overall 3D form, same stacking, same orientation.", + "The relative colour layout of the final result matches the inset preview, blocks of each colour appear in the same positions / layers as they do in the inset.", + "All bricks have the same physical height (one brick layer); no plates or half-height pieces. Stacking is achieved by placing one full-height brick directly above another.", + "The table surface (colour, texture, position), the background, the camera viewpoint, and the lighting all stay fixed and unchanged from the input throughout the output.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations, and no rendering glitches anywhere in the output." + ] + }, + { + "id": "block_assembly_lv1_006", + "rubric": [ + "Every scattered block visible in the input image is accounted for in the output: each one is either still on the table or is now part of the final assembly. The total block count matches the input's 3 blocks; no block from the input disappears, and no extra block that was not in the input appears.", + "The upper-left inset preview from the input image is still present in the output at the same position, same size, same border, and shows the same target, its content, framing, and orientation are unchanged.", + "Each block preserves its original identity throughout: same colour, same length × width × height in unit terms, and same surface type, a studded LEGO-style brick keeps the same stud pattern on its top face.", + "By the final frame the blocks on the table are joined into a single completed 3D assembly whose shape matches the target (a simple arch with two square columns and a horizontal lintel on top) shown in the upper-left inset preview, same overall 3D form, same stacking, same orientation.", + "The relative colour layout of the final result matches the inset preview, blocks of each colour appear in the same positions / layers as they do in the inset.", + "All bricks have the same physical height (one brick layer); no plates or half-height pieces. Stacking is achieved by placing one full-height brick directly above another.", + "The table surface (colour, texture, position), the background, the camera viewpoint, and the lighting all stay fixed and unchanged from the input throughout the output.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations, and no rendering glitches anywhere in the output." + ] + }, + { + "id": "block_assembly_lv1_007", + "rubric": [ + "Every scattered block visible in the input image is accounted for in the output: each one is either still on the table or is now part of the final assembly. The total block count matches the input's 3 blocks; no block from the input disappears, and no extra block that was not in the input appears.", + "The upper-left inset preview from the input image is still present in the output at the same position, same size, same border, and shows the same target, its content, framing, and orientation are unchanged.", + "Each block preserves its original identity throughout: same colour, same length × width × height in unit terms, and same surface type, a studded LEGO-style brick keeps the same stud pattern on its top face.", + "By the final frame the blocks on the table are joined into a single completed 3D assembly whose shape matches the target (a tower with a wide base brick and two smaller bricks stacked on top) shown in the upper-left inset preview, same overall 3D form, same stacking, same orientation.", + "The relative colour layout of the final result matches the inset preview, blocks of each colour appear in the same positions / layers as they do in the inset.", + "All bricks have the same physical height (one brick layer); no plates or half-height pieces. Stacking is achieved by placing one full-height brick directly above another.", + "The table surface (colour, texture, position), the background, the camera viewpoint, and the lighting all stay fixed and unchanged from the input throughout the output.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations, and no rendering glitches anywhere in the output." + ] + }, + { + "id": "block_assembly_lv1_008", + "rubric": [ + "Every scattered block visible in the input image is accounted for in the output: each one is either still on the table or is now part of the final assembly. The total block count matches the input's 3 blocks; no block from the input disappears, and no extra block that was not in the input appears.", + "The upper-left inset preview from the input image is still present in the output at the same position, same size, same border, and shows the same target, its content, framing, and orientation are unchanged.", + "Each block preserves its original identity throughout: same colour, same length × width × height in unit terms, and same surface type, a studded LEGO-style brick keeps the same stud pattern on its top face.", + "By the final frame the blocks on the table are joined into a single completed 3D assembly whose shape matches the target (a small chair: a flat seat with a two-brick backrest rising at one end) shown in the upper-left inset preview, same overall 3D form, same stacking, same orientation.", + "The relative colour layout of the final result matches the inset preview, blocks of each colour appear in the same positions / layers as they do in the inset.", + "All bricks have the same physical height (one brick layer); no plates or half-height pieces. Stacking is achieved by placing one full-height brick directly above another.", + "The table surface (colour, texture, position), the background, the camera viewpoint, and the lighting all stay fixed and unchanged from the input throughout the output.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations, and no rendering glitches anywhere in the output." + ] + }, + { + "id": "block_assembly_lv1_009", + "rubric": [ + "Every scattered block visible in the input image is accounted for in the output: each one is either still on the table or is now part of the final assembly. The total block count matches the input's 2 blocks; no block from the input disappears, and no extra block that was not in the input appears.", + "The upper-left inset preview from the input image is still present in the output at the same position, same size, same border, and shows the same target, its content, framing, and orientation are unchanged.", + "Each block preserves its original identity throughout: same colour, same length × width × height in unit terms, and same surface type, a studded LEGO-style brick keeps the same stud pattern on its top face.", + "By the final frame the blocks on the table are joined into a single completed 3D assembly whose shape matches the target (a seesaw: a long plank balanced across a single low central brick) shown in the upper-left inset preview, same overall 3D form, same stacking, same orientation.", + "The relative colour layout of the final result matches the inset preview, blocks of each colour appear in the same positions / layers as they do in the inset.", + "All bricks have the same physical height (one brick layer); no plates or half-height pieces. Stacking is achieved by placing one full-height brick directly above another.", + "The table surface (colour, texture, position), the background, the camera viewpoint, and the lighting all stay fixed and unchanged from the input throughout the output.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations, and no rendering glitches anywhere in the output." + ] + }, + { + "id": "block_assembly_lv1_010", + "rubric": [ + "Every scattered block visible in the input image is accounted for in the output: each one is either still on the table or is now part of the final assembly. The total block count matches the input's 3 blocks; no block from the input disappears, and no extra block that was not in the input appears.", + "The upper-left inset preview from the input image is still present in the output at the same position, same size, same border, and shows the same target, its content, framing, and orientation are unchanged.", + "Each block preserves its original identity throughout: same colour, same length × width × height in unit terms, and same surface type, a studded LEGO-style brick keeps the same stud pattern on its top face.", + "By the final frame the blocks on the table are joined into a single completed 3D assembly whose shape matches the target (a wide base brick with a small cube stacked on each end) shown in the upper-left inset preview, same overall 3D form, same stacking, same orientation.", + "The relative colour layout of the final result matches the inset preview, blocks of each colour appear in the same positions / layers as they do in the inset.", + "All bricks have the same physical height (one brick layer); no plates or half-height pieces. Stacking is achieved by placing one full-height brick directly above another.", + "The table surface (colour, texture, position), the background, the camera viewpoint, and the lighting all stay fixed and unchanged from the input throughout the output.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations, and no rendering glitches anywhere in the output." + ] + }, + { + "id": "block_assembly_lv2_001", + "rubric": [ + "Every scattered block visible in the input image is accounted for in the output: each one is either still on the table or is now part of the final assembly. The total block count matches the input's 5 blocks; no block from the input disappears, and no extra block that was not in the input appears.", + "The upper-left inset preview from the input image is still present in the output at the same position, same size, same border, and shows the same target, its content, framing, and orientation are unchanged.", + "Each block preserves its original identity throughout: same colour, same length × width × height in unit terms, and same surface type, a studded LEGO-style brick keeps the same stud pattern on its top face.", + "By the final frame the blocks on the table are joined into a single completed 3D assembly whose shape matches the target (a simple four-legged table with a wide square top) shown in the upper-left inset preview, same overall 3D form, same stacking, same orientation.", + "The relative colour layout of the final result matches the inset preview, blocks of each colour appear in the same positions / layers as they do in the inset.", + "All bricks have the same physical height (one brick layer); no plates or half-height pieces. Stacking is achieved by placing one full-height brick directly above another.", + "The table surface (colour, texture, position), the background, the camera viewpoint, and the lighting all stay fixed and unchanged from the input throughout the output.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations, and no rendering glitches anywhere in the output." + ] + }, + { + "id": "block_assembly_lv2_002", + "rubric": [ + "Every scattered block visible in the input image is accounted for in the output: each one is either still on the table or is now part of the final assembly. The total block count matches the input's 5 blocks; no block from the input disappears, and no extra block that was not in the input appears.", + "The upper-left inset preview from the input image is still present in the output at the same position, same size, same border, and shows the same target, its content, framing, and orientation are unchanged.", + "Each block preserves its original identity throughout: same colour, same length × width × height in unit terms, and same surface type, a studded LEGO-style brick keeps the same stud pattern on its top face.", + "By the final frame the blocks on the table are joined into a single completed 3D assembly whose shape matches the target (a winner's podium with a tall central platform flanked by two short side platforms) shown in the upper-left inset preview, same overall 3D form, same stacking, same orientation.", + "The relative colour layout of the final result matches the inset preview, blocks of each colour appear in the same positions / layers as they do in the inset.", + "All bricks have the same physical height (one brick layer); no plates or half-height pieces. Stacking is achieved by placing one full-height brick directly above another.", + "The table surface (colour, texture, position), the background, the camera viewpoint, and the lighting all stay fixed and unchanged from the input throughout the output.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations, and no rendering glitches anywhere in the output." + ] + }, + { + "id": "block_assembly_lv2_003", + "rubric": [ + "Every scattered block visible in the input image is accounted for in the output: each one is either still on the table or is now part of the final assembly. The total block count matches the input's 4 blocks; no block from the input disappears, and no extra block that was not in the input appears.", + "The upper-left inset preview from the input image is still present in the output at the same position, same size, same border, and shows the same target, its content, framing, and orientation are unchanged.", + "Each block preserves its original identity throughout: same colour, same length × width × height in unit terms, and same surface type, a studded LEGO-style brick keeps the same stud pattern on its top face.", + "By the final frame the blocks on the table are joined into a single completed 3D assembly whose shape matches the target (a mushroom with a tall white stem and a wide red cap) shown in the upper-left inset preview, same overall 3D form, same stacking, same orientation.", + "The relative colour layout of the final result matches the inset preview, blocks of each colour appear in the same positions / layers as they do in the inset.", + "All bricks have the same physical height (one brick layer); no plates or half-height pieces. Stacking is achieved by placing one full-height brick directly above another.", + "The table surface (colour, texture, position), the background, the camera viewpoint, and the lighting all stay fixed and unchanged from the input throughout the output.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations, and no rendering glitches anywhere in the output." + ] + }, + { + "id": "block_assembly_lv2_004", + "rubric": [ + "Every scattered block visible in the input image is accounted for in the output: each one is either still on the table or is now part of the final assembly. The total block count matches the input's 5 blocks; no block from the input disappears, and no extra block that was not in the input appears.", + "The upper-left inset preview from the input image is still present in the output at the same position, same size, same border, and shows the same target, its content, framing, and orientation are unchanged.", + "Each block preserves its original identity throughout: same colour, same length × width × height in unit terms, and same surface type, a studded LEGO-style brick keeps the same stud pattern on its top face.", + "By the final frame the blocks on the table are joined into a single completed 3D assembly whose shape matches the target (the letter H, two bricks tall, with two thick uprights and a low cross-bar) shown in the upper-left inset preview, same overall 3D form, same stacking, same orientation.", + "The relative colour layout of the final result matches the inset preview, blocks of each colour appear in the same positions / layers as they do in the inset.", + "All bricks have the same physical height (one brick layer); no plates or half-height pieces. Stacking is achieved by placing one full-height brick directly above another.", + "The table surface (colour, texture, position), the background, the camera viewpoint, and the lighting all stay fixed and unchanged from the input throughout the output.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations, and no rendering glitches anywhere in the output." + ] + }, + { + "id": "block_assembly_lv2_005", + "rubric": [ + "Every scattered block visible in the input image is accounted for in the output: each one is either still on the table or is now part of the final assembly. The total block count matches the input's 5 blocks; no block from the input disappears, and no extra block that was not in the input appears.", + "The upper-left inset preview from the input image is still present in the output at the same position, same size, same border, and shows the same target, its content, framing, and orientation are unchanged.", + "Each block preserves its original identity throughout: same colour, same length × width × height in unit terms, and same surface type, a studded LEGO-style brick keeps the same stud pattern on its top face.", + "By the final frame the blocks on the table are joined into a single completed 3D assembly whose shape matches the target (a flat roof slab with a tall chimney rising from one corner) shown in the upper-left inset preview, same overall 3D form, same stacking, same orientation.", + "The relative colour layout of the final result matches the inset preview, blocks of each colour appear in the same positions / layers as they do in the inset.", + "All bricks have the same physical height (one brick layer); no plates or half-height pieces. Stacking is achieved by placing one full-height brick directly above another.", + "The table surface (colour, texture, position), the background, the camera viewpoint, and the lighting all stay fixed and unchanged from the input throughout the output.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations, and no rendering glitches anywhere in the output." + ] + }, + { + "id": "block_assembly_lv2_006", + "rubric": [ + "Every scattered block visible in the input image is accounted for in the output: each one is either still on the table or is now part of the final assembly. The total block count matches the input's 5 blocks; no block from the input disappears, and no extra block that was not in the input appears.", + "The upper-left inset preview from the input image is still present in the output at the same position, same size, same border, and shows the same target, its content, framing, and orientation are unchanged.", + "Each block preserves its original identity throughout: same colour, same length × width × height in unit terms, and same surface type, a studded LEGO-style brick keeps the same stud pattern on its top face.", + "By the final frame the blocks on the table are joined into a single completed 3D assembly whose shape matches the target (the letter T standing two bricks tall with a wide top bar) shown in the upper-left inset preview, same overall 3D form, same stacking, same orientation.", + "The relative colour layout of the final result matches the inset preview, blocks of each colour appear in the same positions / layers as they do in the inset.", + "All bricks have the same physical height (one brick layer); no plates or half-height pieces. Stacking is achieved by placing one full-height brick directly above another.", + "The table surface (colour, texture, position), the background, the camera viewpoint, and the lighting all stay fixed and unchanged from the input throughout the output.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations, and no rendering glitches anywhere in the output." + ] + }, + { + "id": "block_assembly_lv2_007", + "rubric": [ + "Every scattered block visible in the input image is accounted for in the output: each one is either still on the table or is now part of the final assembly. The total block count matches the input's 3 blocks; no block from the input disappears, and no extra block that was not in the input appears.", + "The upper-left inset preview from the input image is still present in the output at the same position, same size, same border, and shows the same target, its content, framing, and orientation are unchanged.", + "Each block preserves its original identity throughout: same colour, same length × width × height in unit terms, and same surface type, a studded LEGO-style brick keeps the same stud pattern on its top face.", + "By the final frame the blocks on the table are joined into a single completed 3D assembly whose shape matches the target (a three-tier stepped altar shrinking towards the top) shown in the upper-left inset preview, same overall 3D form, same stacking, same orientation.", + "The relative colour layout of the final result matches the inset preview, blocks of each colour appear in the same positions / layers as they do in the inset.", + "All bricks have the same physical height (one brick layer); no plates or half-height pieces. Stacking is achieved by placing one full-height brick directly above another.", + "The table surface (colour, texture, position), the background, the camera viewpoint, and the lighting all stay fixed and unchanged from the input throughout the output.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations, and no rendering glitches anywhere in the output." + ] + }, + { + "id": "block_assembly_lv2_008", + "rubric": [ + "Every scattered block visible in the input image is accounted for in the output: each one is either still on the table or is now part of the final assembly. The total block count matches the input's 5 blocks; no block from the input disappears, and no extra block that was not in the input appears.", + "The upper-left inset preview from the input image is still present in the output at the same position, same size, same border, and shows the same target, its content, framing, and orientation are unchanged.", + "Each block preserves its original identity throughout: same colour, same length × width × height in unit terms, and same surface type, a studded LEGO-style brick keeps the same stud pattern on its top face.", + "By the final frame the blocks on the table are joined into a single completed 3D assembly whose shape matches the target (a bench: a long seat on two legs with two short backrest posts at the rear) shown in the upper-left inset preview, same overall 3D form, same stacking, same orientation.", + "The relative colour layout of the final result matches the inset preview, blocks of each colour appear in the same positions / layers as they do in the inset.", + "All bricks have the same physical height (one brick layer); no plates or half-height pieces. Stacking is achieved by placing one full-height brick directly above another.", + "The table surface (colour, texture, position), the background, the camera viewpoint, and the lighting all stay fixed and unchanged from the input throughout the output.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations, and no rendering glitches anywhere in the output." + ] + }, + { + "id": "block_assembly_lv2_009", + "rubric": [ + "Every scattered block visible in the input image is accounted for in the output: each one is either still on the table or is now part of the final assembly. The total block count matches the input's 5 blocks; no block from the input disappears, and no extra block that was not in the input appears.", + "The upper-left inset preview from the input image is still present in the output at the same position, same size, same border, and shows the same target, its content, framing, and orientation are unchanged.", + "Each block preserves its original identity throughout: same colour, same length × width × height in unit terms, and same surface type, a studded LEGO-style brick keeps the same stud pattern on its top face.", + "By the final frame the blocks on the table are joined into a single completed 3D assembly whose shape matches the target (the letter I standing upright with wide top and bottom bars and a small cap) shown in the upper-left inset preview, same overall 3D form, same stacking, same orientation.", + "The relative colour layout of the final result matches the inset preview, blocks of each colour appear in the same positions / layers as they do in the inset.", + "All bricks have the same physical height (one brick layer); no plates or half-height pieces. Stacking is achieved by placing one full-height brick directly above another.", + "The table surface (colour, texture, position), the background, the camera viewpoint, and the lighting all stay fixed and unchanged from the input throughout the output.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations, and no rendering glitches anywhere in the output." + ] + }, + { + "id": "block_assembly_lv2_010", + "rubric": [ + "Every scattered block visible in the input image is accounted for in the output: each one is either still on the table or is now part of the final assembly. The total block count matches the input's 3 blocks; no block from the input disappears, and no extra block that was not in the input appears.", + "The upper-left inset preview from the input image is still present in the output at the same position, same size, same border, and shows the same target, its content, framing, and orientation are unchanged.", + "Each block preserves its original identity throughout: same colour, same length × width × height in unit terms, and same surface type, a studded LEGO-style brick keeps the same stud pattern on its top face.", + "By the final frame the blocks on the table are joined into a single completed 3D assembly whose shape matches the target (a three-tier layered cake shrinking towards the top) shown in the upper-left inset preview, same overall 3D form, same stacking, same orientation.", + "The relative colour layout of the final result matches the inset preview, blocks of each colour appear in the same positions / layers as they do in the inset.", + "All bricks have the same physical height (one brick layer); no plates or half-height pieces. Stacking is achieved by placing one full-height brick directly above another.", + "The table surface (colour, texture, position), the background, the camera viewpoint, and the lighting all stay fixed and unchanged from the input throughout the output.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations, and no rendering glitches anywhere in the output." + ] + }, + { + "id": "block_assembly_lv3_001", + "rubric": [ + "Every scattered block visible in the input image is accounted for in the output: each one is either still on the table or is now part of the final assembly. The total block count matches the input's 7 blocks; no block from the input disappears, and no extra block that was not in the input appears.", + "The upper-left inset preview from the input image is still present in the output at the same position, same size, same border, and shows the same target, its content, framing, and orientation are unchanged.", + "Each block preserves its original identity throughout: same colour, same length × width × height in unit terms, and same surface type, a studded LEGO-style brick keeps the same stud pattern on its top face.", + "By the final frame the blocks on the table are joined into a single completed 3D assembly whose shape matches the target (a small church with a tall steeple topped by a small cross) shown in the upper-left inset preview, same overall 3D form, same stacking, same orientation.", + "The relative colour layout of the final result matches the inset preview, blocks of each colour appear in the same positions / layers as they do in the inset.", + "All bricks have the same physical height (one brick layer); no plates or half-height pieces. Stacking is achieved by placing one full-height brick directly above another.", + "The table surface (colour, texture, position), the background, the camera viewpoint, and the lighting all stay fixed and unchanged from the input throughout the output.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations, and no rendering glitches anywhere in the output." + ] + }, + { + "id": "block_assembly_lv3_002", + "rubric": [ + "Every scattered block visible in the input image is accounted for in the output: each one is either still on the table or is now part of the final assembly. The total block count matches the input's 7 blocks; no block from the input disappears, and no extra block that was not in the input appears.", + "The upper-left inset preview from the input image is still present in the output at the same position, same size, same border, and shows the same target, its content, framing, and orientation are unchanged.", + "Each block preserves its original identity throughout: same colour, same length × width × height in unit terms, and same surface type, a studded LEGO-style brick keeps the same stud pattern on its top face.", + "By the final frame the blocks on the table are joined into a single completed 3D assembly whose shape matches the target (a water tower with four legs supporting a wide tank and a small cap) shown in the upper-left inset preview, same overall 3D form, same stacking, same orientation.", + "The relative colour layout of the final result matches the inset preview, blocks of each colour appear in the same positions / layers as they do in the inset.", + "All bricks have the same physical height (one brick layer); no plates or half-height pieces. Stacking is achieved by placing one full-height brick directly above another.", + "The table surface (colour, texture, position), the background, the camera viewpoint, and the lighting all stay fixed and unchanged from the input throughout the output.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations, and no rendering glitches anywhere in the output." + ] + }, + { + "id": "block_assembly_lv3_003", + "rubric": [ + "Every scattered block visible in the input image is accounted for in the output: each one is either still on the table or is now part of the final assembly. The total block count matches the input's 6 blocks; no block from the input disappears, and no extra block that was not in the input appears.", + "The upper-left inset preview from the input image is still present in the output at the same position, same size, same border, and shows the same target, its content, framing, and orientation are unchanged.", + "Each block preserves its original identity throughout: same colour, same length × width × height in unit terms, and same surface type, a studded LEGO-style brick keeps the same stud pattern on its top face.", + "By the final frame the blocks on the table are joined into a single completed 3D assembly whose shape matches the target (the letter E with three protruding arms) shown in the upper-left inset preview, same overall 3D form, same stacking, same orientation.", + "The relative colour layout of the final result matches the inset preview, blocks of each colour appear in the same positions / layers as they do in the inset.", + "All bricks have the same physical height (one brick layer); no plates or half-height pieces. Stacking is achieved by placing one full-height brick directly above another.", + "The table surface (colour, texture, position), the background, the camera viewpoint, and the lighting all stay fixed and unchanged from the input throughout the output.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations, and no rendering glitches anywhere in the output." + ] + }, + { + "id": "block_assembly_lv3_004", + "rubric": [ + "Every scattered block visible in the input image is accounted for in the output: each one is either still on the table or is now part of the final assembly. The total block count matches the input's 6 blocks; no block from the input disappears, and no extra block that was not in the input appears.", + "The upper-left inset preview from the input image is still present in the output at the same position, same size, same border, and shows the same target, its content, framing, and orientation are unchanged.", + "Each block preserves its original identity throughout: same colour, same length × width × height in unit terms, and same surface type, a studded LEGO-style brick keeps the same stud pattern on its top face.", + "By the final frame the blocks on the table are joined into a single completed 3D assembly whose shape matches the target (a small tank with two treads, a hull, a turret, and a cannon barrel) shown in the upper-left inset preview, same overall 3D form, same stacking, same orientation.", + "The relative colour layout of the final result matches the inset preview, blocks of each colour appear in the same positions / layers as they do in the inset.", + "All bricks have the same physical height (one brick layer); no plates or half-height pieces. Stacking is achieved by placing one full-height brick directly above another.", + "The table surface (colour, texture, position), the background, the camera viewpoint, and the lighting all stay fixed and unchanged from the input throughout the output.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations, and no rendering glitches anywhere in the output." + ] + }, + { + "id": "block_assembly_lv3_005", + "rubric": [ + "Every scattered block visible in the input image is accounted for in the output: each one is either still on the table or is now part of the final assembly. The total block count matches the input's 7 blocks; no block from the input disappears, and no extra block that was not in the input appears.", + "The upper-left inset preview from the input image is still present in the output at the same position, same size, same border, and shows the same target, its content, framing, and orientation are unchanged.", + "Each block preserves its original identity throughout: same colour, same length × width × height in unit terms, and same surface type, a studded LEGO-style brick keeps the same stud pattern on its top face.", + "By the final frame the blocks on the table are joined into a single completed 3D assembly whose shape matches the target (a lighthouse with a striped tower and a wide lamp room near the top) shown in the upper-left inset preview, same overall 3D form, same stacking, same orientation.", + "The relative colour layout of the final result matches the inset preview, blocks of each colour appear in the same positions / layers as they do in the inset.", + "All bricks have the same physical height (one brick layer); no plates or half-height pieces. Stacking is achieved by placing one full-height brick directly above another.", + "The table surface (colour, texture, position), the background, the camera viewpoint, and the lighting all stay fixed and unchanged from the input throughout the output.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations, and no rendering glitches anywhere in the output." + ] + }, + { + "id": "block_assembly_lv3_006", + "rubric": [ + "Every scattered block visible in the input image is accounted for in the output: each one is either still on the table or is now part of the final assembly. The total block count matches the input's 7 blocks; no block from the input disappears, and no extra block that was not in the input appears.", + "The upper-left inset preview from the input image is still present in the output at the same position, same size, same border, and shows the same target, its content, framing, and orientation are unchanged.", + "Each block preserves its original identity throughout: same colour, same length × width × height in unit terms, and same surface type, a studded LEGO-style brick keeps the same stud pattern on its top face.", + "By the final frame the blocks on the table are joined into a single completed 3D assembly whose shape matches the target (a steam locomotive with a long chassis, a boiler, a cab, and a tall chimney) shown in the upper-left inset preview, same overall 3D form, same stacking, same orientation.", + "The relative colour layout of the final result matches the inset preview, blocks of each colour appear in the same positions / layers as they do in the inset.", + "All bricks have the same physical height (one brick layer); no plates or half-height pieces. Stacking is achieved by placing one full-height brick directly above another.", + "The table surface (colour, texture, position), the background, the camera viewpoint, and the lighting all stay fixed and unchanged from the input throughout the output.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations, and no rendering glitches anywhere in the output." + ] + }, + { + "id": "block_assembly_lv3_007", + "rubric": [ + "Every scattered block visible in the input image is accounted for in the output: each one is either still on the table or is now part of the final assembly. The total block count matches the input's 7 blocks; no block from the input disappears, and no extra block that was not in the input appears.", + "The upper-left inset preview from the input image is still present in the output at the same position, same size, same border, and shows the same target, its content, framing, and orientation are unchanged.", + "Each block preserves its original identity throughout: same colour, same length × width × height in unit terms, and same surface type, a studded LEGO-style brick keeps the same stud pattern on its top face.", + "By the final frame the blocks on the table are joined into a single completed 3D assembly whose shape matches the target (a double archway with three thick pillars supporting one long top lintel) shown in the upper-left inset preview, same overall 3D form, same stacking, same orientation.", + "The relative colour layout of the final result matches the inset preview, blocks of each colour appear in the same positions / layers as they do in the inset.", + "All bricks have the same physical height (one brick layer); no plates or half-height pieces. Stacking is achieved by placing one full-height brick directly above another.", + "The table surface (colour, texture, position), the background, the camera viewpoint, and the lighting all stay fixed and unchanged from the input throughout the output.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations, and no rendering glitches anywhere in the output." + ] + }, + { + "id": "block_assembly_lv3_008", + "rubric": [ + "Every scattered block visible in the input image is accounted for in the output: each one is either still on the table or is now part of the final assembly. The total block count matches the input's 7 blocks; no block from the input disappears, and no extra block that was not in the input appears.", + "The upper-left inset preview from the input image is still present in the output at the same position, same size, same border, and shows the same target, its content, framing, and orientation are unchanged.", + "Each block preserves its original identity throughout: same colour, same length × width × height in unit terms, and same surface type, a studded LEGO-style brick keeps the same stud pattern on its top face.", + "By the final frame the blocks on the table are joined into a single completed 3D assembly whose shape matches the target (a goalpost with two tall white uprights and a yellow horizontal crossbar) shown in the upper-left inset preview, same overall 3D form, same stacking, same orientation.", + "The relative colour layout of the final result matches the inset preview, blocks of each colour appear in the same positions / layers as they do in the inset.", + "All bricks have the same physical height (one brick layer); no plates or half-height pieces. Stacking is achieved by placing one full-height brick directly above another.", + "The table surface (colour, texture, position), the background, the camera viewpoint, and the lighting all stay fixed and unchanged from the input throughout the output.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations, and no rendering glitches anywhere in the output." + ] + }, + { + "id": "block_assembly_lv3_009", + "rubric": [ + "Every scattered block visible in the input image is accounted for in the output: each one is either still on the table or is now part of the final assembly. The total block count matches the input's 6 blocks; no block from the input disappears, and no extra block that was not in the input appears.", + "The upper-left inset preview from the input image is still present in the output at the same position, same size, same border, and shows the same target, its content, framing, and orientation are unchanged.", + "Each block preserves its original identity throughout: same colour, same length × width × height in unit terms, and same surface type, a studded LEGO-style brick keeps the same stud pattern on its top face.", + "By the final frame the blocks on the table are joined into a single completed 3D assembly whose shape matches the target (a rocket on a launch pad: a wide pad supporting a tall white body with a red nose cone and one side booster) shown in the upper-left inset preview, same overall 3D form, same stacking, same orientation.", + "The relative colour layout of the final result matches the inset preview, blocks of each colour appear in the same positions / layers as they do in the inset.", + "All bricks have the same physical height (one brick layer); no plates or half-height pieces. Stacking is achieved by placing one full-height brick directly above another.", + "The table surface (colour, texture, position), the background, the camera viewpoint, and the lighting all stay fixed and unchanged from the input throughout the output.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations, and no rendering glitches anywhere in the output." + ] + }, + { + "id": "block_assembly_lv3_010", + "rubric": [ + "Every scattered block visible in the input image is accounted for in the output: each one is either still on the table or is now part of the final assembly. The total block count matches the input's 7 blocks; no block from the input disappears, and no extra block that was not in the input appears.", + "The upper-left inset preview from the input image is still present in the output at the same position, same size, same border, and shows the same target, its content, framing, and orientation are unchanged.", + "Each block preserves its original identity throughout: same colour, same length × width × height in unit terms, and same surface type, a studded LEGO-style brick keeps the same stud pattern on its top face.", + "By the final frame the blocks on the table are joined into a single completed 3D assembly whose shape matches the target (a small robot with two legs, a torso, two side arms, a head, and an antenna) shown in the upper-left inset preview, same overall 3D form, same stacking, same orientation.", + "The relative colour layout of the final result matches the inset preview, blocks of each colour appear in the same positions / layers as they do in the inset.", + "All bricks have the same physical height (one brick layer); no plates or half-height pieces. Stacking is achieved by placing one full-height brick directly above another.", + "The table surface (colour, texture, position), the background, the camera viewpoint, and the lighting all stay fixed and unchanged from the input throughout the output.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations, and no rendering glitches anywhere in the output." + ] + } +] \ No newline at end of file diff --git a/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv1_001.txt b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv1_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..acbeea2bd96a840d16145f989b13c3f4becd3044 --- /dev/null +++ b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv1_001.txt @@ -0,0 +1,10 @@ +The input image shows 2 scattered LEGO-style building blocks on a flat table surface. In the upper-left corner of the input image there is a small bordered inset preview showing the target 3D assembly, what those blocks should be assembled into: a short tower of two square bricks stacked vertically. Generate a video continuing from the input: every scattered block on the table autonomously slides, lifts, rotates, and stacks together until all 2 of them are joined into exactly the 3D assembly shown in the upper-left inset preview. +Mandatory: +- Every single scattered block from the input must end up used in the final assembly; no extra blocks appear, no block disappears, no block is left behind on the table. Each block keeps its exact colour, dimensions, and shape (a studded brick keeps the same stud pattern on its top face). +- The final assembled structure on the table must visually match the target preview in the upper-left inset: same overall 3D shape (a short tower of two square bricks stacked vertically), same stacking, same relative colour layout, same orientation as the inset shows. +- The upper-left inset preview stays perfectly stationary, unchanged, and intact for the entire video, same content, same border, same position, same size. It is a reference card, not part of the scene being assembled. +- No human hand, no finger, no arm, no robot, no tool, no string, no gripper, no extra object enters the frame at any time. The blocks move on their own. +- The table surface, background, camera viewpoint, and lighting all stay perfectly fixed throughout the video. +- Motion is one continuous physical assembly sequence, blocks slide / lift smoothly into place. No jump cuts, no teleporting, no morphing into different shapes, no blocks duplicating or fading. +- By the final frame the assembly is complete and stable, sitting on the table where the scattered blocks used to be. +- No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv1_002.txt b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv1_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..43e85b3db3c68aff03d4cc9b1d41ff35492a8bcf --- /dev/null +++ b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv1_002.txt @@ -0,0 +1,10 @@ +The input image shows 2 scattered LEGO-style building blocks on a flat table surface. In the upper-left corner of the input image there is a small bordered inset preview showing the target 3D assembly, what those blocks should be assembled into: a wide slab with one small brick centred on top. Generate a video continuing from the input: every scattered block on the table autonomously slides, lifts, rotates, and stacks together until all 2 of them are joined into exactly the 3D assembly shown in the upper-left inset preview. +Mandatory: +- Every single scattered block from the input must end up used in the final assembly; no extra blocks appear, no block disappears, no block is left behind on the table. Each block keeps its exact colour, dimensions, and shape (a studded brick keeps the same stud pattern on its top face). +- The final assembled structure on the table must visually match the target preview in the upper-left inset: same overall 3D shape (a wide slab with one small brick centred on top), same stacking, same relative colour layout, same orientation as the inset shows. +- The upper-left inset preview stays perfectly stationary, unchanged, and intact for the entire video, same content, same border, same position, same size. It is a reference card, not part of the scene being assembled. +- No human hand, no finger, no arm, no robot, no tool, no string, no gripper, no extra object enters the frame at any time. The blocks move on their own. +- The table surface, background, camera viewpoint, and lighting all stay perfectly fixed throughout the video. +- Motion is one continuous physical assembly sequence, blocks slide / lift smoothly into place. No jump cuts, no teleporting, no morphing into different shapes, no blocks duplicating or fading. +- By the final frame the assembly is complete and stable, sitting on the table where the scattered blocks used to be. +- No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv1_003.txt b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv1_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..4de63bf4dc603f14e6fc9ddfdbf561c5a3a22604 --- /dev/null +++ b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv1_003.txt @@ -0,0 +1,10 @@ +The input image shows 2 scattered LEGO-style building blocks on a flat table surface. In the upper-left corner of the input image there is a small bordered inset preview showing the target 3D assembly, what those blocks should be assembled into: a wide slab with one brick stacked at one end forming a single step. Generate a video continuing from the input: every scattered block on the table autonomously slides, lifts, rotates, and stacks together until all 2 of them are joined into exactly the 3D assembly shown in the upper-left inset preview. +Mandatory: +- Every single scattered block from the input must end up used in the final assembly; no extra blocks appear, no block disappears, no block is left behind on the table. Each block keeps its exact colour, dimensions, and shape (a studded brick keeps the same stud pattern on its top face). +- The final assembled structure on the table must visually match the target preview in the upper-left inset: same overall 3D shape (a wide slab with one brick stacked at one end forming a single step), same stacking, same relative colour layout, same orientation as the inset shows. +- The upper-left inset preview stays perfectly stationary, unchanged, and intact for the entire video, same content, same border, same position, same size. It is a reference card, not part of the scene being assembled. +- No human hand, no finger, no arm, no robot, no tool, no string, no gripper, no extra object enters the frame at any time. The blocks move on their own. +- The table surface, background, camera viewpoint, and lighting all stay perfectly fixed throughout the video. +- Motion is one continuous physical assembly sequence, blocks slide / lift smoothly into place. No jump cuts, no teleporting, no morphing into different shapes, no blocks duplicating or fading. +- By the final frame the assembly is complete and stable, sitting on the table where the scattered blocks used to be. +- No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv1_004.txt b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv1_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..2e5cfab467c8c5df06c72c88d715742fbe113d64 --- /dev/null +++ b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv1_004.txt @@ -0,0 +1,10 @@ +The input image shows 7 scattered LEGO-style building blocks on a flat table surface. In the upper-left corner of the input image there is a small bordered inset preview showing the target 3D assembly, what those blocks should be assembled into: a small church with a tall steeple topped by a small cross. Generate a video continuing from the input: every scattered block on the table autonomously slides, lifts, rotates, and stacks together until all 7 of them are joined into exactly the 3D assembly shown in the upper-left inset preview. +Mandatory: +- Every single scattered block from the input must end up used in the final assembly; no extra blocks appear, no block disappears, no block is left behind on the table. Each block keeps its exact colour, dimensions, and shape (a studded brick keeps the same stud pattern on its top face). +- The final assembled structure on the table must visually match the target preview in the upper-left inset: same overall 3D shape (a small church with a tall steeple topped by a small cross), same stacking, same relative colour layout, same orientation as the inset shows. +- The upper-left inset preview stays perfectly stationary, unchanged, and intact for the entire video, same content, same border, same position, same size. It is a reference card, not part of the scene being assembled. +- No human hand, no finger, no arm, no robot, no tool, no string, no gripper, no extra object enters the frame at any time. The blocks move on their own. +- The table surface, background, camera viewpoint, and lighting all stay perfectly fixed throughout the video. +- Motion is one continuous physical assembly sequence, blocks slide / lift smoothly into place. No jump cuts, no teleporting, no morphing into different shapes, no blocks duplicating or fading. +- By the final frame the assembly is complete and stable, sitting on the table where the scattered blocks used to be. +- No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv1_005.txt b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv1_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..3f4986533b6c5b9af530557a9df52395760dd2ab --- /dev/null +++ b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv1_005.txt @@ -0,0 +1,10 @@ +The input image shows 7 scattered LEGO-style building blocks on a flat table surface. In the upper-left corner of the input image there is a small bordered inset preview showing the target 3D assembly, what those blocks should be assembled into: a lighthouse with a striped tower and a wide lamp room near the top. Generate a video continuing from the input: every scattered block on the table autonomously slides, lifts, rotates, and stacks together until all 7 of them are joined into exactly the 3D assembly shown in the upper-left inset preview. +Mandatory: +- Every single scattered block from the input must end up used in the final assembly; no extra blocks appear, no block disappears, no block is left behind on the table. Each block keeps its exact colour, dimensions, and shape (a studded brick keeps the same stud pattern on its top face). +- The final assembled structure on the table must visually match the target preview in the upper-left inset: same overall 3D shape (a lighthouse with a striped tower and a wide lamp room near the top), same stacking, same relative colour layout, same orientation as the inset shows. +- The upper-left inset preview stays perfectly stationary, unchanged, and intact for the entire video, same content, same border, same position, same size. It is a reference card, not part of the scene being assembled. +- No human hand, no finger, no arm, no robot, no tool, no string, no gripper, no extra object enters the frame at any time. The blocks move on their own. +- The table surface, background, camera viewpoint, and lighting all stay perfectly fixed throughout the video. +- Motion is one continuous physical assembly sequence, blocks slide / lift smoothly into place. No jump cuts, no teleporting, no morphing into different shapes, no blocks duplicating or fading. +- By the final frame the assembly is complete and stable, sitting on the table where the scattered blocks used to be. +- No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv1_006.txt b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv1_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..1a7739558d189d0f5641d0af3fdd972d5f7f8b3d --- /dev/null +++ b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv1_006.txt @@ -0,0 +1,10 @@ +The input image shows 3 scattered LEGO-style building blocks on a flat table surface. In the upper-left corner of the input image there is a small bordered inset preview showing the target 3D assembly, what those blocks should be assembled into: a simple arch with two square columns and a horizontal lintel on top. Generate a video continuing from the input: every scattered block on the table autonomously slides, lifts, rotates, and stacks together until all 3 of them are joined into exactly the 3D assembly shown in the upper-left inset preview. +Mandatory: +- Every single scattered block from the input must end up used in the final assembly; no extra blocks appear, no block disappears, no block is left behind on the table. Each block keeps its exact colour, dimensions, and shape (a studded brick keeps the same stud pattern on its top face). +- The final assembled structure on the table must visually match the target preview in the upper-left inset: same overall 3D shape (a simple arch with two square columns and a horizontal lintel on top), same stacking, same relative colour layout, same orientation as the inset shows. +- The upper-left inset preview stays perfectly stationary, unchanged, and intact for the entire video, same content, same border, same position, same size. It is a reference card, not part of the scene being assembled. +- No human hand, no finger, no arm, no robot, no tool, no string, no gripper, no extra object enters the frame at any time. The blocks move on their own. +- The table surface, background, camera viewpoint, and lighting all stay perfectly fixed throughout the video. +- Motion is one continuous physical assembly sequence, blocks slide / lift smoothly into place. No jump cuts, no teleporting, no morphing into different shapes, no blocks duplicating or fading. +- By the final frame the assembly is complete and stable, sitting on the table where the scattered blocks used to be. +- No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv1_007.txt b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv1_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..3a729a5ccbbd564394bf44e06b9f4d214acf7fc3 --- /dev/null +++ b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv1_007.txt @@ -0,0 +1,10 @@ +The input image shows 3 scattered LEGO-style building blocks on a flat table surface. In the upper-left corner of the input image there is a small bordered inset preview showing the target 3D assembly, what those blocks should be assembled into: a tower with a wide base brick and two smaller bricks stacked on top. Generate a video continuing from the input: every scattered block on the table autonomously slides, lifts, rotates, and stacks together until all 3 of them are joined into exactly the 3D assembly shown in the upper-left inset preview. +Mandatory: +- Every single scattered block from the input must end up used in the final assembly; no extra blocks appear, no block disappears, no block is left behind on the table. Each block keeps its exact colour, dimensions, and shape (a studded brick keeps the same stud pattern on its top face). +- The final assembled structure on the table must visually match the target preview in the upper-left inset: same overall 3D shape (a tower with a wide base brick and two smaller bricks stacked on top), same stacking, same relative colour layout, same orientation as the inset shows. +- The upper-left inset preview stays perfectly stationary, unchanged, and intact for the entire video, same content, same border, same position, same size. It is a reference card, not part of the scene being assembled. +- No human hand, no finger, no arm, no robot, no tool, no string, no gripper, no extra object enters the frame at any time. The blocks move on their own. +- The table surface, background, camera viewpoint, and lighting all stay perfectly fixed throughout the video. +- Motion is one continuous physical assembly sequence, blocks slide / lift smoothly into place. No jump cuts, no teleporting, no morphing into different shapes, no blocks duplicating or fading. +- By the final frame the assembly is complete and stable, sitting on the table where the scattered blocks used to be. +- No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv1_008.txt b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv1_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..4dc8e71104c5d8b79bc41555b78590b00e3a4425 --- /dev/null +++ b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv1_008.txt @@ -0,0 +1,10 @@ +The input image shows 3 scattered LEGO-style building blocks on a flat table surface. In the upper-left corner of the input image there is a small bordered inset preview showing the target 3D assembly, what those blocks should be assembled into: a small chair: a flat seat with a two-brick backrest rising at one end. Generate a video continuing from the input: every scattered block on the table autonomously slides, lifts, rotates, and stacks together until all 3 of them are joined into exactly the 3D assembly shown in the upper-left inset preview. +Mandatory: +- Every single scattered block from the input must end up used in the final assembly; no extra blocks appear, no block disappears, no block is left behind on the table. Each block keeps its exact colour, dimensions, and shape (a studded brick keeps the same stud pattern on its top face). +- The final assembled structure on the table must visually match the target preview in the upper-left inset: same overall 3D shape (a small chair: a flat seat with a two-brick backrest rising at one end), same stacking, same relative colour layout, same orientation as the inset shows. +- The upper-left inset preview stays perfectly stationary, unchanged, and intact for the entire video, same content, same border, same position, same size. It is a reference card, not part of the scene being assembled. +- No human hand, no finger, no arm, no robot, no tool, no string, no gripper, no extra object enters the frame at any time. The blocks move on their own. +- The table surface, background, camera viewpoint, and lighting all stay perfectly fixed throughout the video. +- Motion is one continuous physical assembly sequence, blocks slide / lift smoothly into place. No jump cuts, no teleporting, no morphing into different shapes, no blocks duplicating or fading. +- By the final frame the assembly is complete and stable, sitting on the table where the scattered blocks used to be. +- No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv1_009.txt b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv1_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..3611ee6ce0d631dbd90221e6c52249e82fcd8d7b --- /dev/null +++ b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv1_009.txt @@ -0,0 +1,10 @@ +The input image shows 2 scattered LEGO-style building blocks on a flat table surface. In the upper-left corner of the input image there is a small bordered inset preview showing the target 3D assembly, what those blocks should be assembled into: a seesaw: a long plank balanced across a single low central brick. Generate a video continuing from the input: every scattered block on the table autonomously slides, lifts, rotates, and stacks together until all 2 of them are joined into exactly the 3D assembly shown in the upper-left inset preview. +Mandatory: +- Every single scattered block from the input must end up used in the final assembly; no extra blocks appear, no block disappears, no block is left behind on the table. Each block keeps its exact colour, dimensions, and shape (a studded brick keeps the same stud pattern on its top face). +- The final assembled structure on the table must visually match the target preview in the upper-left inset: same overall 3D shape (a seesaw: a long plank balanced across a single low central brick), same stacking, same relative colour layout, same orientation as the inset shows. +- The upper-left inset preview stays perfectly stationary, unchanged, and intact for the entire video, same content, same border, same position, same size. It is a reference card, not part of the scene being assembled. +- No human hand, no finger, no arm, no robot, no tool, no string, no gripper, no extra object enters the frame at any time. The blocks move on their own. +- The table surface, background, camera viewpoint, and lighting all stay perfectly fixed throughout the video. +- Motion is one continuous physical assembly sequence, blocks slide / lift smoothly into place. No jump cuts, no teleporting, no morphing into different shapes, no blocks duplicating or fading. +- By the final frame the assembly is complete and stable, sitting on the table where the scattered blocks used to be. +- No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv1_010.txt b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv1_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..ae8ecfc826b3bd270c4fb98825043ee1414eedae --- /dev/null +++ b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv1_010.txt @@ -0,0 +1,10 @@ +The input image shows 3 scattered LEGO-style building blocks on a flat table surface. In the upper-left corner of the input image there is a small bordered inset preview showing the target 3D assembly, what those blocks should be assembled into: a wide base brick with a small cube stacked on each end. Generate a video continuing from the input: every scattered block on the table autonomously slides, lifts, rotates, and stacks together until all 3 of them are joined into exactly the 3D assembly shown in the upper-left inset preview. +Mandatory: +- Every single scattered block from the input must end up used in the final assembly; no extra blocks appear, no block disappears, no block is left behind on the table. Each block keeps its exact colour, dimensions, and shape (a studded brick keeps the same stud pattern on its top face). +- The final assembled structure on the table must visually match the target preview in the upper-left inset: same overall 3D shape (a wide base brick with a small cube stacked on each end), same stacking, same relative colour layout, same orientation as the inset shows. +- The upper-left inset preview stays perfectly stationary, unchanged, and intact for the entire video, same content, same border, same position, same size. It is a reference card, not part of the scene being assembled. +- No human hand, no finger, no arm, no robot, no tool, no string, no gripper, no extra object enters the frame at any time. The blocks move on their own. +- The table surface, background, camera viewpoint, and lighting all stay perfectly fixed throughout the video. +- Motion is one continuous physical assembly sequence, blocks slide / lift smoothly into place. No jump cuts, no teleporting, no morphing into different shapes, no blocks duplicating or fading. +- By the final frame the assembly is complete and stable, sitting on the table where the scattered blocks used to be. +- No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv2_001.txt b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv2_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..a84683adebe5847c9bdd914e8f6ff431240ec844 --- /dev/null +++ b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv2_001.txt @@ -0,0 +1,10 @@ +The input image shows 5 scattered LEGO-style building blocks on a flat table surface. In the upper-left corner of the input image there is a small bordered inset preview showing the target 3D assembly, what those blocks should be assembled into: a simple four-legged table with a wide square top. Generate a video continuing from the input: every scattered block on the table autonomously slides, lifts, rotates, and stacks together until all 5 of them are joined into exactly the 3D assembly shown in the upper-left inset preview. +Mandatory: +- Every single scattered block from the input must end up used in the final assembly; no extra blocks appear, no block disappears, no block is left behind on the table. Each block keeps its exact colour, dimensions, and shape (a studded brick keeps the same stud pattern on its top face). +- The final assembled structure on the table must visually match the target preview in the upper-left inset: same overall 3D shape (a simple four-legged table with a wide square top), same stacking, same relative colour layout, same orientation as the inset shows. +- The upper-left inset preview stays perfectly stationary, unchanged, and intact for the entire video, same content, same border, same position, same size. It is a reference card, not part of the scene being assembled. +- No human hand, no finger, no arm, no robot, no tool, no string, no gripper, no extra object enters the frame at any time. The blocks move on their own. +- The table surface, background, camera viewpoint, and lighting all stay perfectly fixed throughout the video. +- Motion is one continuous physical assembly sequence, blocks slide / lift smoothly into place. No jump cuts, no teleporting, no morphing into different shapes, no blocks duplicating or fading. +- By the final frame the assembly is complete and stable, sitting on the table where the scattered blocks used to be. +- No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv2_002.txt b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv2_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..bebe77855218c4feae17d1eccaee30e11fa1f660 --- /dev/null +++ b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv2_002.txt @@ -0,0 +1,10 @@ +The input image shows 3 scattered LEGO-style building blocks on a flat table surface. In the upper-left corner of the input image there is a small bordered inset preview showing the target 3D assembly, what those blocks should be assembled into: a tall tower of three square bricks stacked vertically. Generate a video continuing from the input: every scattered block on the table autonomously slides, lifts, rotates, and stacks together until all 3 of them are joined into exactly the 3D assembly shown in the upper-left inset preview. +Mandatory: +- Every single scattered block from the input must end up used in the final assembly; no extra blocks appear, no block disappears, no block is left behind on the table. Each block keeps its exact colour, dimensions, and shape (a studded brick keeps the same stud pattern on its top face). +- The final assembled structure on the table must visually match the target preview in the upper-left inset: same overall 3D shape (a tall tower of three square bricks stacked vertically), same stacking, same relative colour layout, same orientation as the inset shows. +- The upper-left inset preview stays perfectly stationary, unchanged, and intact for the entire video, same content, same border, same position, same size. It is a reference card, not part of the scene being assembled. +- No human hand, no finger, no arm, no robot, no tool, no string, no gripper, no extra object enters the frame at any time. The blocks move on their own. +- The table surface, background, camera viewpoint, and lighting all stay perfectly fixed throughout the video. +- Motion is one continuous physical assembly sequence, blocks slide / lift smoothly into place. No jump cuts, no teleporting, no morphing into different shapes, no blocks duplicating or fading. +- By the final frame the assembly is complete and stable, sitting on the table where the scattered blocks used to be. +- No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv2_003.txt b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv2_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..6e7f18df122bc5f6e1d7ac7e397d5b6037edfc8e --- /dev/null +++ b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv2_003.txt @@ -0,0 +1,10 @@ +The input image shows 7 scattered LEGO-style building blocks on a flat table surface. In the upper-left corner of the input image there is a small bordered inset preview showing the target 3D assembly, what those blocks should be assembled into: a water tower with four legs supporting a wide tank and a small cap. Generate a video continuing from the input: every scattered block on the table autonomously slides, lifts, rotates, and stacks together until all 7 of them are joined into exactly the 3D assembly shown in the upper-left inset preview. +Mandatory: +- Every single scattered block from the input must end up used in the final assembly; no extra blocks appear, no block disappears, no block is left behind on the table. Each block keeps its exact colour, dimensions, and shape (a studded brick keeps the same stud pattern on its top face). +- The final assembled structure on the table must visually match the target preview in the upper-left inset: same overall 3D shape (a water tower with four legs supporting a wide tank and a small cap), same stacking, same relative colour layout, same orientation as the inset shows. +- The upper-left inset preview stays perfectly stationary, unchanged, and intact for the entire video, same content, same border, same position, same size. It is a reference card, not part of the scene being assembled. +- No human hand, no finger, no arm, no robot, no tool, no string, no gripper, no extra object enters the frame at any time. The blocks move on their own. +- The table surface, background, camera viewpoint, and lighting all stay perfectly fixed throughout the video. +- Motion is one continuous physical assembly sequence, blocks slide / lift smoothly into place. No jump cuts, no teleporting, no morphing into different shapes, no blocks duplicating or fading. +- By the final frame the assembly is complete and stable, sitting on the table where the scattered blocks used to be. +- No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv2_004.txt b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv2_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..2b7f57b25113941ce6fd5bd23df242a6fa46a064 --- /dev/null +++ b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv2_004.txt @@ -0,0 +1,10 @@ +The input image shows 5 scattered LEGO-style building blocks on a flat table surface. In the upper-left corner of the input image there is a small bordered inset preview showing the target 3D assembly, what those blocks should be assembled into: the letter H, two bricks tall, with two thick uprights and a low cross-bar. Generate a video continuing from the input: every scattered block on the table autonomously slides, lifts, rotates, and stacks together until all 5 of them are joined into exactly the 3D assembly shown in the upper-left inset preview. +Mandatory: +- Every single scattered block from the input must end up used in the final assembly; no extra blocks appear, no block disappears, no block is left behind on the table. Each block keeps its exact colour, dimensions, and shape (a studded brick keeps the same stud pattern on its top face). +- The final assembled structure on the table must visually match the target preview in the upper-left inset: same overall 3D shape (the letter H, two bricks tall, with two thick uprights and a low cross-bar), same stacking, same relative colour layout, same orientation as the inset shows. +- The upper-left inset preview stays perfectly stationary, unchanged, and intact for the entire video, same content, same border, same position, same size. It is a reference card, not part of the scene being assembled. +- No human hand, no finger, no arm, no robot, no tool, no string, no gripper, no extra object enters the frame at any time. The blocks move on their own. +- The table surface, background, camera viewpoint, and lighting all stay perfectly fixed throughout the video. +- Motion is one continuous physical assembly sequence, blocks slide / lift smoothly into place. No jump cuts, no teleporting, no morphing into different shapes, no blocks duplicating or fading. +- By the final frame the assembly is complete and stable, sitting on the table where the scattered blocks used to be. +- No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv2_005.txt b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv2_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..42b261941e55e3d890ff9b3522ed41b08b8a6503 --- /dev/null +++ b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv2_005.txt @@ -0,0 +1,10 @@ +The input image shows 5 scattered LEGO-style building blocks on a flat table surface. In the upper-left corner of the input image there is a small bordered inset preview showing the target 3D assembly, what those blocks should be assembled into: a flat roof slab with a tall chimney rising from one corner. Generate a video continuing from the input: every scattered block on the table autonomously slides, lifts, rotates, and stacks together until all 5 of them are joined into exactly the 3D assembly shown in the upper-left inset preview. +Mandatory: +- Every single scattered block from the input must end up used in the final assembly; no extra blocks appear, no block disappears, no block is left behind on the table. Each block keeps its exact colour, dimensions, and shape (a studded brick keeps the same stud pattern on its top face). +- The final assembled structure on the table must visually match the target preview in the upper-left inset: same overall 3D shape (a flat roof slab with a tall chimney rising from one corner), same stacking, same relative colour layout, same orientation as the inset shows. +- The upper-left inset preview stays perfectly stationary, unchanged, and intact for the entire video, same content, same border, same position, same size. It is a reference card, not part of the scene being assembled. +- No human hand, no finger, no arm, no robot, no tool, no string, no gripper, no extra object enters the frame at any time. The blocks move on their own. +- The table surface, background, camera viewpoint, and lighting all stay perfectly fixed throughout the video. +- Motion is one continuous physical assembly sequence, blocks slide / lift smoothly into place. No jump cuts, no teleporting, no morphing into different shapes, no blocks duplicating or fading. +- By the final frame the assembly is complete and stable, sitting on the table where the scattered blocks used to be. +- No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv2_006.txt b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv2_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..877667e7358540bc66dc83e041e277c332f7562a --- /dev/null +++ b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv2_006.txt @@ -0,0 +1,10 @@ +The input image shows 5 scattered LEGO-style building blocks on a flat table surface. In the upper-left corner of the input image there is a small bordered inset preview showing the target 3D assembly, what those blocks should be assembled into: the letter T standing two bricks tall with a wide top bar. Generate a video continuing from the input: every scattered block on the table autonomously slides, lifts, rotates, and stacks together until all 5 of them are joined into exactly the 3D assembly shown in the upper-left inset preview. +Mandatory: +- Every single scattered block from the input must end up used in the final assembly; no extra blocks appear, no block disappears, no block is left behind on the table. Each block keeps its exact colour, dimensions, and shape (a studded brick keeps the same stud pattern on its top face). +- The final assembled structure on the table must visually match the target preview in the upper-left inset: same overall 3D shape (the letter T standing two bricks tall with a wide top bar), same stacking, same relative colour layout, same orientation as the inset shows. +- The upper-left inset preview stays perfectly stationary, unchanged, and intact for the entire video, same content, same border, same position, same size. It is a reference card, not part of the scene being assembled. +- No human hand, no finger, no arm, no robot, no tool, no string, no gripper, no extra object enters the frame at any time. The blocks move on their own. +- The table surface, background, camera viewpoint, and lighting all stay perfectly fixed throughout the video. +- Motion is one continuous physical assembly sequence, blocks slide / lift smoothly into place. No jump cuts, no teleporting, no morphing into different shapes, no blocks duplicating or fading. +- By the final frame the assembly is complete and stable, sitting on the table where the scattered blocks used to be. +- No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv2_007.txt b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv2_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..1a97d3fc2cf93ebd22ce93a19903f7ca8fb11055 --- /dev/null +++ b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv2_007.txt @@ -0,0 +1,10 @@ +The input image shows 3 scattered LEGO-style building blocks on a flat table surface. In the upper-left corner of the input image there is a small bordered inset preview showing the target 3D assembly, what those blocks should be assembled into: a three-tier stepped altar shrinking towards the top. Generate a video continuing from the input: every scattered block on the table autonomously slides, lifts, rotates, and stacks together until all 3 of them are joined into exactly the 3D assembly shown in the upper-left inset preview. +Mandatory: +- Every single scattered block from the input must end up used in the final assembly; no extra blocks appear, no block disappears, no block is left behind on the table. Each block keeps its exact colour, dimensions, and shape (a studded brick keeps the same stud pattern on its top face). +- The final assembled structure on the table must visually match the target preview in the upper-left inset: same overall 3D shape (a three-tier stepped altar shrinking towards the top), same stacking, same relative colour layout, same orientation as the inset shows. +- The upper-left inset preview stays perfectly stationary, unchanged, and intact for the entire video, same content, same border, same position, same size. It is a reference card, not part of the scene being assembled. +- No human hand, no finger, no arm, no robot, no tool, no string, no gripper, no extra object enters the frame at any time. The blocks move on their own. +- The table surface, background, camera viewpoint, and lighting all stay perfectly fixed throughout the video. +- Motion is one continuous physical assembly sequence, blocks slide / lift smoothly into place. No jump cuts, no teleporting, no morphing into different shapes, no blocks duplicating or fading. +- By the final frame the assembly is complete and stable, sitting on the table where the scattered blocks used to be. +- No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv2_008.txt b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv2_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..c421d74bf4dd1c56cc6ce433d7d42ebcf23b26c3 --- /dev/null +++ b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv2_008.txt @@ -0,0 +1,10 @@ +The input image shows 5 scattered LEGO-style building blocks on a flat table surface. In the upper-left corner of the input image there is a small bordered inset preview showing the target 3D assembly, what those blocks should be assembled into: a bench: a long seat on two legs with two short backrest posts at the rear. Generate a video continuing from the input: every scattered block on the table autonomously slides, lifts, rotates, and stacks together until all 5 of them are joined into exactly the 3D assembly shown in the upper-left inset preview. +Mandatory: +- Every single scattered block from the input must end up used in the final assembly; no extra blocks appear, no block disappears, no block is left behind on the table. Each block keeps its exact colour, dimensions, and shape (a studded brick keeps the same stud pattern on its top face). +- The final assembled structure on the table must visually match the target preview in the upper-left inset: same overall 3D shape (a bench: a long seat on two legs with two short backrest posts at the rear), same stacking, same relative colour layout, same orientation as the inset shows. +- The upper-left inset preview stays perfectly stationary, unchanged, and intact for the entire video, same content, same border, same position, same size. It is a reference card, not part of the scene being assembled. +- No human hand, no finger, no arm, no robot, no tool, no string, no gripper, no extra object enters the frame at any time. The blocks move on their own. +- The table surface, background, camera viewpoint, and lighting all stay perfectly fixed throughout the video. +- Motion is one continuous physical assembly sequence, blocks slide / lift smoothly into place. No jump cuts, no teleporting, no morphing into different shapes, no blocks duplicating or fading. +- By the final frame the assembly is complete and stable, sitting on the table where the scattered blocks used to be. +- No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv2_009.txt b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv2_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..96c49214f4886914ba9fa87575c9ad4f10e99977 --- /dev/null +++ b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv2_009.txt @@ -0,0 +1,10 @@ +The input image shows 5 scattered LEGO-style building blocks on a flat table surface. In the upper-left corner of the input image there is a small bordered inset preview showing the target 3D assembly, what those blocks should be assembled into: the letter I standing upright with wide top and bottom bars and a small cap. Generate a video continuing from the input: every scattered block on the table autonomously slides, lifts, rotates, and stacks together until all 5 of them are joined into exactly the 3D assembly shown in the upper-left inset preview. +Mandatory: +- Every single scattered block from the input must end up used in the final assembly; no extra blocks appear, no block disappears, no block is left behind on the table. Each block keeps its exact colour, dimensions, and shape (a studded brick keeps the same stud pattern on its top face). +- The final assembled structure on the table must visually match the target preview in the upper-left inset: same overall 3D shape (the letter I standing upright with wide top and bottom bars and a small cap), same stacking, same relative colour layout, same orientation as the inset shows. +- The upper-left inset preview stays perfectly stationary, unchanged, and intact for the entire video, same content, same border, same position, same size. It is a reference card, not part of the scene being assembled. +- No human hand, no finger, no arm, no robot, no tool, no string, no gripper, no extra object enters the frame at any time. The blocks move on their own. +- The table surface, background, camera viewpoint, and lighting all stay perfectly fixed throughout the video. +- Motion is one continuous physical assembly sequence, blocks slide / lift smoothly into place. No jump cuts, no teleporting, no morphing into different shapes, no blocks duplicating or fading. +- By the final frame the assembly is complete and stable, sitting on the table where the scattered blocks used to be. +- No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv2_010.txt b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv2_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..486d6272190f55b7250fafabf047ae226bdbd589 --- /dev/null +++ b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv2_010.txt @@ -0,0 +1,10 @@ +The input image shows 3 scattered LEGO-style building blocks on a flat table surface. In the upper-left corner of the input image there is a small bordered inset preview showing the target 3D assembly, what those blocks should be assembled into: a three-tier layered cake shrinking towards the top. Generate a video continuing from the input: every scattered block on the table autonomously slides, lifts, rotates, and stacks together until all 3 of them are joined into exactly the 3D assembly shown in the upper-left inset preview. +Mandatory: +- Every single scattered block from the input must end up used in the final assembly; no extra blocks appear, no block disappears, no block is left behind on the table. Each block keeps its exact colour, dimensions, and shape (a studded brick keeps the same stud pattern on its top face). +- The final assembled structure on the table must visually match the target preview in the upper-left inset: same overall 3D shape (a three-tier layered cake shrinking towards the top), same stacking, same relative colour layout, same orientation as the inset shows. +- The upper-left inset preview stays perfectly stationary, unchanged, and intact for the entire video, same content, same border, same position, same size. It is a reference card, not part of the scene being assembled. +- No human hand, no finger, no arm, no robot, no tool, no string, no gripper, no extra object enters the frame at any time. The blocks move on their own. +- The table surface, background, camera viewpoint, and lighting all stay perfectly fixed throughout the video. +- Motion is one continuous physical assembly sequence, blocks slide / lift smoothly into place. No jump cuts, no teleporting, no morphing into different shapes, no blocks duplicating or fading. +- By the final frame the assembly is complete and stable, sitting on the table where the scattered blocks used to be. +- No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv3_001.txt b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv3_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..7338d947c8c5a659348fd4182d3e3645978eb381 --- /dev/null +++ b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv3_001.txt @@ -0,0 +1,10 @@ +The input image shows 3 scattered LEGO-style building blocks on a flat table surface. In the upper-left corner of the input image there is a small bordered inset preview showing the target 3D assembly, what those blocks should be assembled into: a two-step staircase climbing in one direction. Generate a video continuing from the input: every scattered block on the table autonomously slides, lifts, rotates, and stacks together until all 3 of them are joined into exactly the 3D assembly shown in the upper-left inset preview. +Mandatory: +- Every single scattered block from the input must end up used in the final assembly; no extra blocks appear, no block disappears, no block is left behind on the table. Each block keeps its exact colour, dimensions, and shape (a studded brick keeps the same stud pattern on its top face). +- The final assembled structure on the table must visually match the target preview in the upper-left inset: same overall 3D shape (a two-step staircase climbing in one direction), same stacking, same relative colour layout, same orientation as the inset shows. +- The upper-left inset preview stays perfectly stationary, unchanged, and intact for the entire video, same content, same border, same position, same size. It is a reference card, not part of the scene being assembled. +- No human hand, no finger, no arm, no robot, no tool, no string, no gripper, no extra object enters the frame at any time. The blocks move on their own. +- The table surface, background, camera viewpoint, and lighting all stay perfectly fixed throughout the video. +- Motion is one continuous physical assembly sequence, blocks slide / lift smoothly into place. No jump cuts, no teleporting, no morphing into different shapes, no blocks duplicating or fading. +- By the final frame the assembly is complete and stable, sitting on the table where the scattered blocks used to be. +- No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv3_002.txt b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv3_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..6ab0341d34254695ea85aa5a8f0a7b7ea2d6dafe --- /dev/null +++ b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv3_002.txt @@ -0,0 +1,10 @@ +The input image shows 5 scattered LEGO-style building blocks on a flat table surface. In the upper-left corner of the input image there is a small bordered inset preview showing the target 3D assembly, what those blocks should be assembled into: a winner's podium with a tall central platform flanked by two short side platforms. Generate a video continuing from the input: every scattered block on the table autonomously slides, lifts, rotates, and stacks together until all 5 of them are joined into exactly the 3D assembly shown in the upper-left inset preview. +Mandatory: +- Every single scattered block from the input must end up used in the final assembly; no extra blocks appear, no block disappears, no block is left behind on the table. Each block keeps its exact colour, dimensions, and shape (a studded brick keeps the same stud pattern on its top face). +- The final assembled structure on the table must visually match the target preview in the upper-left inset: same overall 3D shape (a winner's podium with a tall central platform flanked by two short side platforms), same stacking, same relative colour layout, same orientation as the inset shows. +- The upper-left inset preview stays perfectly stationary, unchanged, and intact for the entire video, same content, same border, same position, same size. It is a reference card, not part of the scene being assembled. +- No human hand, no finger, no arm, no robot, no tool, no string, no gripper, no extra object enters the frame at any time. The blocks move on their own. +- The table surface, background, camera viewpoint, and lighting all stay perfectly fixed throughout the video. +- Motion is one continuous physical assembly sequence, blocks slide / lift smoothly into place. No jump cuts, no teleporting, no morphing into different shapes, no blocks duplicating or fading. +- By the final frame the assembly is complete and stable, sitting on the table where the scattered blocks used to be. +- No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv3_003.txt b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv3_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..d1eb7eab91521135d43a1aa89384dfe0ad54eec5 --- /dev/null +++ b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv3_003.txt @@ -0,0 +1,10 @@ +The input image shows 6 scattered LEGO-style building blocks on a flat table surface. In the upper-left corner of the input image there is a small bordered inset preview showing the target 3D assembly, what those blocks should be assembled into: the letter E with three protruding arms. Generate a video continuing from the input: every scattered block on the table autonomously slides, lifts, rotates, and stacks together until all 6 of them are joined into exactly the 3D assembly shown in the upper-left inset preview. +Mandatory: +- Every single scattered block from the input must end up used in the final assembly; no extra blocks appear, no block disappears, no block is left behind on the table. Each block keeps its exact colour, dimensions, and shape (a studded brick keeps the same stud pattern on its top face). +- The final assembled structure on the table must visually match the target preview in the upper-left inset: same overall 3D shape (the letter E with three protruding arms), same stacking, same relative colour layout, same orientation as the inset shows. +- The upper-left inset preview stays perfectly stationary, unchanged, and intact for the entire video, same content, same border, same position, same size. It is a reference card, not part of the scene being assembled. +- No human hand, no finger, no arm, no robot, no tool, no string, no gripper, no extra object enters the frame at any time. The blocks move on their own. +- The table surface, background, camera viewpoint, and lighting all stay perfectly fixed throughout the video. +- Motion is one continuous physical assembly sequence, blocks slide / lift smoothly into place. No jump cuts, no teleporting, no morphing into different shapes, no blocks duplicating or fading. +- By the final frame the assembly is complete and stable, sitting on the table where the scattered blocks used to be. +- No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv3_004.txt b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv3_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..44125e61371d5b5fb329be5464b9406ffede4c01 --- /dev/null +++ b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv3_004.txt @@ -0,0 +1,10 @@ +The input image shows 6 scattered LEGO-style building blocks on a flat table surface. In the upper-left corner of the input image there is a small bordered inset preview showing the target 3D assembly, what those blocks should be assembled into: a small tank with two treads, a hull, a turret, and a cannon barrel. Generate a video continuing from the input: every scattered block on the table autonomously slides, lifts, rotates, and stacks together until all 6 of them are joined into exactly the 3D assembly shown in the upper-left inset preview. +Mandatory: +- Every single scattered block from the input must end up used in the final assembly; no extra blocks appear, no block disappears, no block is left behind on the table. Each block keeps its exact colour, dimensions, and shape (a studded brick keeps the same stud pattern on its top face). +- The final assembled structure on the table must visually match the target preview in the upper-left inset: same overall 3D shape (a small tank with two treads, a hull, a turret, and a cannon barrel), same stacking, same relative colour layout, same orientation as the inset shows. +- The upper-left inset preview stays perfectly stationary, unchanged, and intact for the entire video, same content, same border, same position, same size. It is a reference card, not part of the scene being assembled. +- No human hand, no finger, no arm, no robot, no tool, no string, no gripper, no extra object enters the frame at any time. The blocks move on their own. +- The table surface, background, camera viewpoint, and lighting all stay perfectly fixed throughout the video. +- Motion is one continuous physical assembly sequence, blocks slide / lift smoothly into place. No jump cuts, no teleporting, no morphing into different shapes, no blocks duplicating or fading. +- By the final frame the assembly is complete and stable, sitting on the table where the scattered blocks used to be. +- No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv3_005.txt b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv3_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..f1292335228a51562d4ce9866d6a64e49de91174 --- /dev/null +++ b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv3_005.txt @@ -0,0 +1,10 @@ +The input image shows 4 scattered LEGO-style building blocks on a flat table surface. In the upper-left corner of the input image there is a small bordered inset preview showing the target 3D assembly, what those blocks should be assembled into: a mushroom with a tall white stem and a wide red cap. Generate a video continuing from the input: every scattered block on the table autonomously slides, lifts, rotates, and stacks together until all 4 of them are joined into exactly the 3D assembly shown in the upper-left inset preview. +Mandatory: +- Every single scattered block from the input must end up used in the final assembly; no extra blocks appear, no block disappears, no block is left behind on the table. Each block keeps its exact colour, dimensions, and shape (a studded brick keeps the same stud pattern on its top face). +- The final assembled structure on the table must visually match the target preview in the upper-left inset: same overall 3D shape (a mushroom with a tall white stem and a wide red cap), same stacking, same relative colour layout, same orientation as the inset shows. +- The upper-left inset preview stays perfectly stationary, unchanged, and intact for the entire video, same content, same border, same position, same size. It is a reference card, not part of the scene being assembled. +- No human hand, no finger, no arm, no robot, no tool, no string, no gripper, no extra object enters the frame at any time. The blocks move on their own. +- The table surface, background, camera viewpoint, and lighting all stay perfectly fixed throughout the video. +- Motion is one continuous physical assembly sequence, blocks slide / lift smoothly into place. No jump cuts, no teleporting, no morphing into different shapes, no blocks duplicating or fading. +- By the final frame the assembly is complete and stable, sitting on the table where the scattered blocks used to be. +- No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv3_006.txt b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv3_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..85a116cff0a22b2d8044e9e9d22e5ab534f2e15e --- /dev/null +++ b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv3_006.txt @@ -0,0 +1,10 @@ +The input image shows 7 scattered LEGO-style building blocks on a flat table surface. In the upper-left corner of the input image there is a small bordered inset preview showing the target 3D assembly, what those blocks should be assembled into: a steam locomotive with a long chassis, a boiler, a cab, and a tall chimney. Generate a video continuing from the input: every scattered block on the table autonomously slides, lifts, rotates, and stacks together until all 7 of them are joined into exactly the 3D assembly shown in the upper-left inset preview. +Mandatory: +- Every single scattered block from the input must end up used in the final assembly; no extra blocks appear, no block disappears, no block is left behind on the table. Each block keeps its exact colour, dimensions, and shape (a studded brick keeps the same stud pattern on its top face). +- The final assembled structure on the table must visually match the target preview in the upper-left inset: same overall 3D shape (a steam locomotive with a long chassis, a boiler, a cab, and a tall chimney), same stacking, same relative colour layout, same orientation as the inset shows. +- The upper-left inset preview stays perfectly stationary, unchanged, and intact for the entire video, same content, same border, same position, same size. It is a reference card, not part of the scene being assembled. +- No human hand, no finger, no arm, no robot, no tool, no string, no gripper, no extra object enters the frame at any time. The blocks move on their own. +- The table surface, background, camera viewpoint, and lighting all stay perfectly fixed throughout the video. +- Motion is one continuous physical assembly sequence, blocks slide / lift smoothly into place. No jump cuts, no teleporting, no morphing into different shapes, no blocks duplicating or fading. +- By the final frame the assembly is complete and stable, sitting on the table where the scattered blocks used to be. +- No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv3_007.txt b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv3_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..1568326913074634169d8a04006999f4cf10b72c --- /dev/null +++ b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv3_007.txt @@ -0,0 +1,10 @@ +The input image shows 7 scattered LEGO-style building blocks on a flat table surface. In the upper-left corner of the input image there is a small bordered inset preview showing the target 3D assembly, what those blocks should be assembled into: a double archway with three thick pillars supporting one long top lintel. Generate a video continuing from the input: every scattered block on the table autonomously slides, lifts, rotates, and stacks together until all 7 of them are joined into exactly the 3D assembly shown in the upper-left inset preview. +Mandatory: +- Every single scattered block from the input must end up used in the final assembly; no extra blocks appear, no block disappears, no block is left behind on the table. Each block keeps its exact colour, dimensions, and shape (a studded brick keeps the same stud pattern on its top face). +- The final assembled structure on the table must visually match the target preview in the upper-left inset: same overall 3D shape (a double archway with three thick pillars supporting one long top lintel), same stacking, same relative colour layout, same orientation as the inset shows. +- The upper-left inset preview stays perfectly stationary, unchanged, and intact for the entire video, same content, same border, same position, same size. It is a reference card, not part of the scene being assembled. +- No human hand, no finger, no arm, no robot, no tool, no string, no gripper, no extra object enters the frame at any time. The blocks move on their own. +- The table surface, background, camera viewpoint, and lighting all stay perfectly fixed throughout the video. +- Motion is one continuous physical assembly sequence, blocks slide / lift smoothly into place. No jump cuts, no teleporting, no morphing into different shapes, no blocks duplicating or fading. +- By the final frame the assembly is complete and stable, sitting on the table where the scattered blocks used to be. +- No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv3_008.txt b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv3_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..58bfca1d17bdb4dde0c634800c95c62b7442574e --- /dev/null +++ b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv3_008.txt @@ -0,0 +1,10 @@ +The input image shows 7 scattered LEGO-style building blocks on a flat table surface. In the upper-left corner of the input image there is a small bordered inset preview showing the target 3D assembly, what those blocks should be assembled into: a goalpost with two tall white uprights and a yellow horizontal crossbar. Generate a video continuing from the input: every scattered block on the table autonomously slides, lifts, rotates, and stacks together until all 7 of them are joined into exactly the 3D assembly shown in the upper-left inset preview. +Mandatory: +- Every single scattered block from the input must end up used in the final assembly; no extra blocks appear, no block disappears, no block is left behind on the table. Each block keeps its exact colour, dimensions, and shape (a studded brick keeps the same stud pattern on its top face). +- The final assembled structure on the table must visually match the target preview in the upper-left inset: same overall 3D shape (a goalpost with two tall white uprights and a yellow horizontal crossbar), same stacking, same relative colour layout, same orientation as the inset shows. +- The upper-left inset preview stays perfectly stationary, unchanged, and intact for the entire video, same content, same border, same position, same size. It is a reference card, not part of the scene being assembled. +- No human hand, no finger, no arm, no robot, no tool, no string, no gripper, no extra object enters the frame at any time. The blocks move on their own. +- The table surface, background, camera viewpoint, and lighting all stay perfectly fixed throughout the video. +- Motion is one continuous physical assembly sequence, blocks slide / lift smoothly into place. No jump cuts, no teleporting, no morphing into different shapes, no blocks duplicating or fading. +- By the final frame the assembly is complete and stable, sitting on the table where the scattered blocks used to be. +- No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv3_009.txt b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv3_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..cfa908cc69357a7b48b64dc0977fc3a018e51cab --- /dev/null +++ b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv3_009.txt @@ -0,0 +1,10 @@ +The input image shows 6 scattered LEGO-style building blocks on a flat table surface. In the upper-left corner of the input image there is a small bordered inset preview showing the target 3D assembly, what those blocks should be assembled into: a rocket on a launch pad: a wide pad supporting a tall white body with a red nose cone and one side booster. Generate a video continuing from the input: every scattered block on the table autonomously slides, lifts, rotates, and stacks together until all 6 of them are joined into exactly the 3D assembly shown in the upper-left inset preview. +Mandatory: +- Every single scattered block from the input must end up used in the final assembly; no extra blocks appear, no block disappears, no block is left behind on the table. Each block keeps its exact colour, dimensions, and shape (a studded brick keeps the same stud pattern on its top face). +- The final assembled structure on the table must visually match the target preview in the upper-left inset: same overall 3D shape (a rocket on a launch pad: a wide pad supporting a tall white body with a red nose cone and one side booster), same stacking, same relative colour layout, same orientation as the inset shows. +- The upper-left inset preview stays perfectly stationary, unchanged, and intact for the entire video, same content, same border, same position, same size. It is a reference card, not part of the scene being assembled. +- No human hand, no finger, no arm, no robot, no tool, no string, no gripper, no extra object enters the frame at any time. The blocks move on their own. +- The table surface, background, camera viewpoint, and lighting all stay perfectly fixed throughout the video. +- Motion is one continuous physical assembly sequence, blocks slide / lift smoothly into place. No jump cuts, no teleporting, no morphing into different shapes, no blocks duplicating or fading. +- By the final frame the assembly is complete and stable, sitting on the table where the scattered blocks used to be. +- No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv3_010.txt b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv3_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..7037af2c26370d49c45ce3b5a1bbd7678770cb2a --- /dev/null +++ b/bench_data/block_assembly/prompt/video_gen_prompt/block_assembly_lv3_010.txt @@ -0,0 +1,10 @@ +The input image shows 7 scattered LEGO-style building blocks on a flat table surface. In the upper-left corner of the input image there is a small bordered inset preview showing the target 3D assembly, what those blocks should be assembled into: a small robot with two legs, a torso, two side arms, a head, and an antenna. Generate a video continuing from the input: every scattered block on the table autonomously slides, lifts, rotates, and stacks together until all 7 of them are joined into exactly the 3D assembly shown in the upper-left inset preview. +Mandatory: +- Every single scattered block from the input must end up used in the final assembly; no extra blocks appear, no block disappears, no block is left behind on the table. Each block keeps its exact colour, dimensions, and shape (a studded brick keeps the same stud pattern on its top face). +- The final assembled structure on the table must visually match the target preview in the upper-left inset: same overall 3D shape (a small robot with two legs, a torso, two side arms, a head, and an antenna), same stacking, same relative colour layout, same orientation as the inset shows. +- The upper-left inset preview stays perfectly stationary, unchanged, and intact for the entire video, same content, same border, same position, same size. It is a reference card, not part of the scene being assembled. +- No human hand, no finger, no arm, no robot, no tool, no string, no gripper, no extra object enters the frame at any time. The blocks move on their own. +- The table surface, background, camera viewpoint, and lighting all stay perfectly fixed throughout the video. +- Motion is one continuous physical assembly sequence, blocks slide / lift smoothly into place. No jump cuts, no teleporting, no morphing into different shapes, no blocks duplicating or fading. +- By the final frame the assembly is complete and stable, sitting on the table where the scattered blocks used to be. +- No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/input_image/lv1/classify_blocks_lv1_001.png b/bench_data/classify_blocks/input_image/lv1/classify_blocks_lv1_001.png new file mode 100644 index 0000000000000000000000000000000000000000..b0bb08d32d45f16148d790e90a30a4cb683b2c28 --- /dev/null +++ b/bench_data/classify_blocks/input_image/lv1/classify_blocks_lv1_001.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:2b5ecc88f0d30241288a75bf85512a4281e8ee856edb7fcf5a05c7e059ad6f4a +size 1870435 diff --git a/bench_data/classify_blocks/input_image/lv1/classify_blocks_lv1_002.png b/bench_data/classify_blocks/input_image/lv1/classify_blocks_lv1_002.png new file mode 100644 index 0000000000000000000000000000000000000000..801aa238aefa9b4f034e527894b6b2a41d57de81 --- /dev/null +++ b/bench_data/classify_blocks/input_image/lv1/classify_blocks_lv1_002.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:abc3b02424ffc6688ac24b457d7c766cbb51d2425ed43aa54d0bef26b7dac66c +size 2932177 diff --git a/bench_data/classify_blocks/input_image/lv1/classify_blocks_lv1_003.png b/bench_data/classify_blocks/input_image/lv1/classify_blocks_lv1_003.png new file mode 100644 index 0000000000000000000000000000000000000000..359b7db205de4b0819af690e2a0fa3f24c805c23 --- /dev/null +++ b/bench_data/classify_blocks/input_image/lv1/classify_blocks_lv1_003.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:9a758764627e4c511e773246bae48c122be1d7b026f49fbc54b9f742f5ff5911 +size 2662651 diff --git a/bench_data/classify_blocks/input_image/lv1/classify_blocks_lv1_004.png b/bench_data/classify_blocks/input_image/lv1/classify_blocks_lv1_004.png new file mode 100644 index 0000000000000000000000000000000000000000..e9f4c118a6f7754ab91f8e5b47828486541a5417 --- /dev/null +++ b/bench_data/classify_blocks/input_image/lv1/classify_blocks_lv1_004.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:1c8d647273ec6e0118d940d96f822eca8ccda56b8c6384e5358e95955ca3d4fd +size 2771312 diff --git a/bench_data/classify_blocks/input_image/lv1/classify_blocks_lv1_005.png b/bench_data/classify_blocks/input_image/lv1/classify_blocks_lv1_005.png new file mode 100644 index 0000000000000000000000000000000000000000..8988d95489c47aeb881205a6d4e8a0d27468a4d9 --- /dev/null +++ b/bench_data/classify_blocks/input_image/lv1/classify_blocks_lv1_005.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:3dc65ccb1ebd7050eb358edc84949cf55f9b603fc2fb01924dc2ee4533275594 +size 2923445 diff --git a/bench_data/classify_blocks/input_image/lv1/classify_blocks_lv1_006.png 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sha256:1edf0b6773969918c9de3432eb41ba737861e6cc47335a7fc8db5288fee57e45 +size 2550069 diff --git a/bench_data/classify_blocks/judge_spec/_completeness_judge.txt b/bench_data/classify_blocks/judge_spec/_completeness_judge.txt new file mode 100644 index 0000000000000000000000000000000000000000..9ea00d32f2b65783a67cb2909aa4df169b4965ee --- /dev/null +++ b/bench_data/classify_blocks/judge_spec/_completeness_judge.txt @@ -0,0 +1,8 @@ +Completeness scoring, three tiers (0 / 1 / 2), by how far the goal was carried out. +Tier 2 does NOT require flawless / perfect execution: near-complete (goal essentially reached, minor imperfections allowed) still counts as 2. +OVERRIDE (applies to every task): if the output changes drastically from the input image, unrelated new elements suddenly appear, or the scene differs wholesale from the input, score 0, regardless of any apparent task progress. +GUIDING PRINCIPLE: generated video is uncontrollable and may sprout odd elements. As a rule of thumb, if the procedure is carried out step by step but the final answer is simply wrong, give 1 (not 0). Reserve 0 for: the procedure is not attempted at all, or the output breaks / deviates drastically from the input (see OVERRIDE). + +0: Objects are not moved / sorting not attempted, or the scene deviates drastically from the input. +1: Objects are actually moved into containers (procedure carried out) but with wrong matches / some left on the surface. +2: Essentially every object ends inside the container whose label matches it on the criterion attribute (at most one misplaced), surface cleared. diff --git a/bench_data/classify_blocks/judge_spec/_judge_rubric_classify_blocks.json b/bench_data/classify_blocks/judge_spec/_judge_rubric_classify_blocks.json new file mode 100644 index 0000000000000000000000000000000000000000..b0698d3077fb641c148429436598d0eebd8890b5 --- /dev/null +++ b/bench_data/classify_blocks/judge_spec/_judge_rubric_classify_blocks.json @@ -0,0 +1,1962 @@ +[ + { + "id": "classify_blocks_lv1_001", + "answer": { + "active_attribute": "colour", + "n_bins": 2, + "n_objects": 3, + "bin_values": [ + "pink", + "orange" + ], + "counts_per_bin": [ + 2, + 1 + ], + "distractor_attributes": [ + "shape", + "size" + ], + "expected_assignment": [ + { + "bin_value": "pink", + "expected_objects": [ + "large pink square", + "small pink hexagon" + ] + }, + { + "bin_value": "orange", + "expected_objects": [ + "small orange hexagon" + ] + } + ] + }, + "rubric": [ + "All 3 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 2 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 2 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its colour-value: bin labelled colour=pink (2 objects: large pink square; small pink hexagon) / bin labelled colour=orange (1 objects: small orange hexagon).", + "The container counts are exactly [2, 1] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (shape, size) varied across objects but MUST be ignored; matching must follow colour, not shape, size.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 2: not 1, not 3, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv1_002", + "answer": { + "active_attribute": "shape", + "n_bins": 2, + "n_objects": 3, + "bin_values": [ + "hexagon", + "circle" + ], + "counts_per_bin": [ + 2, + 1 + ], + "distractor_attributes": [ + "colour", + "size" + ], + "expected_assignment": [ + { + "bin_value": "hexagon", + "expected_objects": [ + "medium blue hexagon", + "small red hexagon" + ] + }, + { + "bin_value": "circle", + "expected_objects": [ + "small yellow circle" + ] + } + ] + }, + "rubric": [ + "All 3 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 2 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 2 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its shape-value: bin labelled shape=hexagon (2 objects: medium blue hexagon; small red hexagon) / bin labelled shape=circle (1 objects: small yellow circle).", + "The container counts are exactly [2, 1] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (colour, size) varied across objects but MUST be ignored; matching must follow shape, not colour, size.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 2: not 1, not 3, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv1_003", + "answer": { + "active_attribute": "size", + "n_bins": 2, + "n_objects": 3, + "bin_values": [ + "small", + "large" + ], + "counts_per_bin": [ + 2, + 1 + ], + "distractor_attributes": [ + "colour", + "shape" + ], + "expected_assignment": [ + { + "bin_value": "small", + "expected_objects": [ + "small yellow circle", + "small purple triangle" + ] + }, + { + "bin_value": "large", + "expected_objects": [ + "large orange hexagon" + ] + } + ] + }, + "rubric": [ + "All 3 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 2 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 2 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its size-value: bin labelled size=small (2 objects: small yellow circle; small purple triangle) / bin labelled size=large (1 objects: large orange hexagon).", + "The container counts are exactly [2, 1] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (colour, shape) varied across objects but MUST be ignored; matching must follow size, not colour, shape.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 2: not 1, not 3, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv1_004", + "answer": { + "active_attribute": "colour", + "n_bins": 2, + "n_objects": 3, + "bin_values": [ + "red", + "pink" + ], + "counts_per_bin": [ + 2, + 1 + ], + "distractor_attributes": [ + "shape", + "size" + ], + "expected_assignment": [ + { + "bin_value": "red", + "expected_objects": [ + "medium red star", + "small red square" + ] + }, + { + "bin_value": "pink", + "expected_objects": [ + "large pink triangle" + ] + } + ] + }, + "rubric": [ + "All 3 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 2 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 2 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its colour-value: bin labelled colour=red (2 objects: medium red star; small red square) / bin labelled colour=pink (1 objects: large pink triangle).", + "The container counts are exactly [2, 1] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (shape, size) varied across objects but MUST be ignored; matching must follow colour, not shape, size.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 2: not 1, not 3, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv1_005", + "answer": { + "active_attribute": "shape", + "n_bins": 2, + "n_objects": 3, + "bin_values": [ + "square", + "hexagon" + ], + "counts_per_bin": [ + 2, + 1 + ], + "distractor_attributes": [ + "colour", + "size" + ], + "expected_assignment": [ + { + "bin_value": "square", + "expected_objects": [ + "large purple square", + "small green square" + ] + }, + { + "bin_value": "hexagon", + "expected_objects": [ + "medium orange hexagon" + ] + } + ] + }, + "rubric": [ + "All 3 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 2 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 2 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its shape-value: bin labelled shape=square (2 objects: large purple square; small green square) / bin labelled shape=hexagon (1 objects: medium orange hexagon).", + "The container counts are exactly [2, 1] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (colour, size) varied across objects but MUST be ignored; matching must follow shape, not colour, size.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 2: not 1, not 3, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv1_006", + "answer": { + "active_attribute": "size", + "n_bins": 2, + "n_objects": 3, + "bin_values": [ + "small", + "large" + ], + "counts_per_bin": [ + 2, + 1 + ], + "distractor_attributes": [ + "colour", + "shape" + ], + "expected_assignment": [ + { + "bin_value": "small", + "expected_objects": [ + "small blue square", + "small yellow triangle" + ] + }, + { + "bin_value": "large", + "expected_objects": [ + "large purple star" + ] + } + ] + }, + "rubric": [ + "All 3 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 2 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 2 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its size-value: bin labelled size=small (2 objects: small blue square; small yellow triangle) / bin labelled size=large (1 objects: large purple star).", + "The container counts are exactly [2, 1] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (colour, shape) varied across objects but MUST be ignored; matching must follow size, not colour, shape.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 2: not 1, not 3, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv1_007", + "answer": { + "active_attribute": "colour", + "n_bins": 2, + "n_objects": 3, + "bin_values": [ + "olive", + "red" + ], + "counts_per_bin": [ + 2, + 1 + ], + "distractor_attributes": [ + "shape", + "size" + ], + "expected_assignment": [ + { + "bin_value": "olive", + "expected_objects": [ + "large olive circle", + "medium olive hexagon" + ] + }, + { + "bin_value": "red", + "expected_objects": [ + "small red triangle" + ] + } + ] + }, + "rubric": [ + "All 3 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 2 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 2 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its colour-value: bin labelled colour=olive (2 objects: large olive circle; medium olive hexagon) / bin labelled colour=red (1 objects: small red triangle).", + "The container counts are exactly [2, 1] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (shape, size) varied across objects but MUST be ignored; matching must follow colour, not shape, size.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 2: not 1, not 3, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv1_008", + "answer": { + "active_attribute": "shape", + "n_bins": 2, + "n_objects": 3, + "bin_values": [ + "square", + "star" + ], + "counts_per_bin": [ + 2, + 1 + ], + "distractor_attributes": [ + "colour", + "size" + ], + "expected_assignment": [ + { + "bin_value": "square", + "expected_objects": [ + "medium red square", + "small yellow square" + ] + }, + { + "bin_value": "star", + "expected_objects": [ + "small green star" + ] + } + ] + }, + "rubric": [ + "All 3 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 2 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 2 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its shape-value: bin labelled shape=square (2 objects: medium red square; small yellow square) / bin labelled shape=star (1 objects: small green star).", + "The container counts are exactly [2, 1] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (colour, size) varied across objects but MUST be ignored; matching must follow shape, not colour, size.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 2: not 1, not 3, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv1_009", + "answer": { + "active_attribute": "size", + "n_bins": 2, + "n_objects": 3, + "bin_values": [ + "small", + "large" + ], + "counts_per_bin": [ + 2, + 1 + ], + "distractor_attributes": [ + "colour", + "shape" + ], + "expected_assignment": [ + { + "bin_value": "small", + "expected_objects": [ + "small blue star", + "small purple square" + ] + }, + { + "bin_value": "large", + "expected_objects": [ + "large green hexagon" + ] + } + ] + }, + "rubric": [ + "All 3 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 2 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 2 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its size-value: bin labelled size=small (2 objects: small blue star; small purple square) / bin labelled size=large (1 objects: large green hexagon).", + "The container counts are exactly [2, 1] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (colour, shape) varied across objects but MUST be ignored; matching must follow size, not colour, shape.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 2: not 1, not 3, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv1_010", + "answer": { + "active_attribute": "colour", + "n_bins": 2, + "n_objects": 3, + "bin_values": [ + "green", + "yellow" + ], + "counts_per_bin": [ + 2, + 1 + ], + "distractor_attributes": [ + "shape", + "size" + ], + "expected_assignment": [ + { + "bin_value": "green", + "expected_objects": [ + "large green circle", + "small green square" + ] + }, + { + "bin_value": "yellow", + "expected_objects": [ + "small yellow circle" + ] + } + ] + }, + "rubric": [ + "All 3 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 2 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 2 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its colour-value: bin labelled colour=green (2 objects: large green circle; small green square) / bin labelled colour=yellow (1 objects: small yellow circle).", + "The container counts are exactly [2, 1] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (shape, size) varied across objects but MUST be ignored; matching must follow colour, not shape, size.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 2: not 1, not 3, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv2_001", + "answer": { + "active_attribute": "colour", + "n_bins": 2, + "n_objects": 4, + "bin_values": [ + "purple", + "navy" + ], + "counts_per_bin": [ + 2, + 2 + ], + "distractor_attributes": [ + "shape", + "size" + ], + "expected_assignment": [ + { + "bin_value": "purple", + "expected_objects": [ + "large purple star", + "small purple circle" + ] + }, + { + "bin_value": "navy", + "expected_objects": [ + "large navy square", + "small navy star" + ] + } + ] + }, + "rubric": [ + "All 4 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 2 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 2 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its colour-value: bin labelled colour=purple (2 objects: large purple star; small purple circle) / bin labelled colour=navy (2 objects: large navy square; small navy star).", + "The container counts are exactly [2, 2] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (shape, size) varied across objects but MUST be ignored; matching must follow colour, not shape, size.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 2: not 1, not 3, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv2_002", + "answer": { + "active_attribute": "shape", + "n_bins": 2, + "n_objects": 4, + "bin_values": [ + "triangle", + "circle" + ], + "counts_per_bin": [ + 2, + 2 + ], + "distractor_attributes": [ + "colour", + "size" + ], + "expected_assignment": [ + { + "bin_value": "triangle", + "expected_objects": [ + "medium blue triangle", + "small yellow triangle" + ] + }, + { + "bin_value": "circle", + "expected_objects": [ + "medium green circle", + "large orange circle" + ] + } + ] + }, + "rubric": [ + "All 4 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 2 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 2 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its shape-value: bin labelled shape=triangle (2 objects: medium blue triangle; small yellow triangle) / bin labelled shape=circle (2 objects: medium green circle; large orange circle).", + "The container counts are exactly [2, 2] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (colour, size) varied across objects but MUST be ignored; matching must follow shape, not colour, size.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 2: not 1, not 3, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv2_003", + "answer": { + "active_attribute": "size", + "n_bins": 2, + "n_objects": 4, + "bin_values": [ + "small", + "large" + ], + "counts_per_bin": [ + 2, + 2 + ], + "distractor_attributes": [ + "colour", + "shape" + ], + "expected_assignment": [ + { + "bin_value": "small", + "expected_objects": [ + "small purple star", + "small red circle" + ] + }, + { + "bin_value": "large", + "expected_objects": [ + "large purple hexagon", + "large blue circle" + ] + } + ] + }, + "rubric": [ + "All 4 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 2 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 2 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its size-value: bin labelled size=small (2 objects: small purple star; small red circle) / bin labelled size=large (2 objects: large purple hexagon; large blue circle).", + "The container counts are exactly [2, 2] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (colour, shape) varied across objects but MUST be ignored; matching must follow size, not colour, shape.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 2: not 1, not 3, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv2_004", + "answer": { + "active_attribute": "colour", + "n_bins": 2, + "n_objects": 4, + "bin_values": [ + "magenta", + "purple" + ], + "counts_per_bin": [ + 2, + 2 + ], + "distractor_attributes": [ + "shape", + "size" + ], + "expected_assignment": [ + { + "bin_value": "magenta", + "expected_objects": [ + "medium magenta triangle", + "large magenta square" + ] + }, + { + "bin_value": "purple", + "expected_objects": [ + "small purple triangle", + "medium purple circle" + ] + } + ] + }, + "rubric": [ + "All 4 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 2 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 2 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its colour-value: bin labelled colour=magenta (2 objects: medium magenta triangle; large magenta square) / bin labelled colour=purple (2 objects: small purple triangle; medium purple circle).", + "The container counts are exactly [2, 2] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (shape, size) varied across objects but MUST be ignored; matching must follow colour, not shape, size.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 2: not 1, not 3, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv2_005", + "answer": { + "active_attribute": "shape", + "n_bins": 2, + "n_objects": 4, + "bin_values": [ + "diamond", + "circle" + ], + "counts_per_bin": [ + 2, + 2 + ], + "distractor_attributes": [ + "colour", + "size" + ], + "expected_assignment": [ + { + "bin_value": "diamond", + "expected_objects": [ + "small purple diamond", + "large red diamond" + ] + }, + { + "bin_value": "circle", + "expected_objects": [ + "small purple circle", + "medium green circle" + ] + } + ] + }, + "rubric": [ + "All 4 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 2 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 2 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its shape-value: bin labelled shape=diamond (2 objects: small purple diamond; large red diamond) / bin labelled shape=circle (2 objects: small purple circle; medium green circle).", + "The container counts are exactly [2, 2] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (colour, size) varied across objects but MUST be ignored; matching must follow shape, not colour, size.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 2: not 1, not 3, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv2_006", + "answer": { + "active_attribute": "size", + "n_bins": 2, + "n_objects": 4, + "bin_values": [ + "small", + "large" + ], + "counts_per_bin": [ + 2, + 2 + ], + "distractor_attributes": [ + "colour", + "shape" + ], + "expected_assignment": [ + { + "bin_value": "small", + "expected_objects": [ + "small green square", + "small red circle" + ] + }, + { + "bin_value": "large", + "expected_objects": [ + "large orange triangle", + "large blue star" + ] + } + ] + }, + "rubric": [ + "All 4 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 2 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 2 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its size-value: bin labelled size=small (2 objects: small green square; small red circle) / bin labelled size=large (2 objects: large orange triangle; large blue star).", + "The container counts are exactly [2, 2] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (colour, shape) varied across objects but MUST be ignored; matching must follow size, not colour, shape.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 2: not 1, not 3, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv2_007", + "answer": { + "active_attribute": "colour", + "n_bins": 2, + "n_objects": 4, + "bin_values": [ + "blue", + "yellow" + ], + "counts_per_bin": [ + 2, + 2 + ], + "distractor_attributes": [ + "shape", + "size" + ], + "expected_assignment": [ + { + "bin_value": "blue", + "expected_objects": [ + "large blue hexagon", + "small blue square" + ] + }, + { + "bin_value": "yellow", + "expected_objects": [ + "large yellow square", + "medium yellow triangle" + ] + } + ] + }, + "rubric": [ + "All 4 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 2 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 2 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its colour-value: bin labelled colour=blue (2 objects: large blue hexagon; small blue square) / bin labelled colour=yellow (2 objects: large yellow square; medium yellow triangle).", + "The container counts are exactly [2, 2] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (shape, size) varied across objects but MUST be ignored; matching must follow colour, not shape, size.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 2: not 1, not 3, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv2_008", + "answer": { + "active_attribute": "shape", + "n_bins": 2, + "n_objects": 4, + "bin_values": [ + "star", + "hexagon" + ], + "counts_per_bin": [ + 2, + 2 + ], + "distractor_attributes": [ + "colour", + "size" + ], + "expected_assignment": [ + { + "bin_value": "star", + "expected_objects": [ + "medium yellow star", + "small orange star" + ] + }, + { + "bin_value": "hexagon", + "expected_objects": [ + "small red hexagon", + "medium purple hexagon" + ] + } + ] + }, + "rubric": [ + "All 4 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 2 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 2 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its shape-value: bin labelled shape=star (2 objects: medium yellow star; small orange star) / bin labelled shape=hexagon (2 objects: small red hexagon; medium purple hexagon).", + "The container counts are exactly [2, 2] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (colour, size) varied across objects but MUST be ignored; matching must follow shape, not colour, size.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 2: not 1, not 3, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv2_009", + "answer": { + "active_attribute": "size", + "n_bins": 2, + "n_objects": 4, + "bin_values": [ + "small", + "large" + ], + "counts_per_bin": [ + 2, + 2 + ], + "distractor_attributes": [ + "colour", + "shape" + ], + "expected_assignment": [ + { + "bin_value": "small", + "expected_objects": [ + "small yellow hexagon", + "small purple circle" + ] + }, + { + "bin_value": "large", + "expected_objects": [ + "large red star", + "large blue triangle" + ] + } + ] + }, + "rubric": [ + "All 4 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 2 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 2 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its size-value: bin labelled size=small (2 objects: small yellow hexagon; small purple circle) / bin labelled size=large (2 objects: large red star; large blue triangle).", + "The container counts are exactly [2, 2] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (colour, shape) varied across objects but MUST be ignored; matching must follow size, not colour, shape.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 2: not 1, not 3, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv2_010", + "answer": { + "active_attribute": "colour", + "n_bins": 2, + "n_objects": 4, + "bin_values": [ + "navy", + "orange" + ], + "counts_per_bin": [ + 2, + 2 + ], + "distractor_attributes": [ + "shape", + "size" + ], + "expected_assignment": [ + { + "bin_value": "navy", + "expected_objects": [ + "medium navy hexagon", + "large navy star" + ] + }, + { + "bin_value": "orange", + "expected_objects": [ + "medium orange circle", + "small orange triangle" + ] + } + ] + }, + "rubric": [ + "All 4 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 2 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 2 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its colour-value: bin labelled colour=navy (2 objects: medium navy hexagon; large navy star) / bin labelled colour=orange (2 objects: medium orange circle; small orange triangle).", + "The container counts are exactly [2, 2] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (shape, size) varied across objects but MUST be ignored; matching must follow colour, not shape, size.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 2: not 1, not 3, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv3_002", + "answer": { + "active_attribute": "colour", + "n_bins": 3, + "n_objects": 5, + "bin_values": [ + "yellow", + "magenta", + "red" + ], + "counts_per_bin": [ + 2, + 2, + 1 + ], + "distractor_attributes": [ + "shape", + "size" + ], + "expected_assignment": [ + { + "bin_value": "yellow", + "expected_objects": [ + "small yellow circle", + "medium yellow square" + ] + }, + { + "bin_value": "magenta", + "expected_objects": [ + "small magenta hexagon", + "medium magenta star" + ] + }, + { + "bin_value": "red", + "expected_objects": [ + "small red hexagon" + ] + } + ] + }, + "rubric": [ + "All 5 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 3 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 3 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its colour-value: bin labelled colour=yellow (2 objects: small yellow circle; medium yellow square) / bin labelled colour=magenta (2 objects: small magenta hexagon; medium magenta star) / bin labelled colour=red (1 objects: small red hexagon).", + "The container counts are exactly [2, 2, 1] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (shape, size) varied across objects but MUST be ignored; matching must follow colour, not shape, size.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 3: not 2, not 4, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv3_001", + "answer": { + "active_attribute": "shape", + "n_bins": 3, + "n_objects": 5, + "bin_values": [ + "triangle", + "diamond", + "hexagon" + ], + "counts_per_bin": [ + 2, + 2, + 1 + ], + "distractor_attributes": [ + "colour", + "size" + ], + "expected_assignment": [ + { + "bin_value": "triangle", + "expected_objects": [ + "medium blue triangle", + "large orange triangle" + ] + }, + { + "bin_value": "diamond", + "expected_objects": [ + "large purple diamond", + "medium green diamond" + ] + }, + { + "bin_value": "hexagon", + "expected_objects": [ + "large purple hexagon" + ] + } + ] + }, + "rubric": [ + "All 5 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 3 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 3 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its shape-value: bin labelled shape=triangle (2 objects: medium blue triangle; large orange triangle) / bin labelled shape=diamond (2 objects: large purple diamond; medium green diamond) / bin labelled shape=hexagon (1 objects: large purple hexagon).", + "The container counts are exactly [2, 2, 1] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (colour, size) varied across objects but MUST be ignored; matching must follow shape, not colour, size.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 3: not 2, not 4, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv3_003", + "answer": { + "active_attribute": "size", + "n_bins": 3, + "n_objects": 5, + "bin_values": [ + "small", + "medium", + "large" + ], + "counts_per_bin": [ + 2, + 2, + 1 + ], + "distractor_attributes": [ + "colour", + "shape" + ], + "expected_assignment": [ + { + "bin_value": "small", + "expected_objects": [ + "small blue triangle", + "small yellow circle" + ] + }, + { + "bin_value": "medium", + "expected_objects": [ + "medium green triangle", + "medium purple circle" + ] + }, + { + "bin_value": "large", + "expected_objects": [ + "large blue square" + ] + } + ] + }, + "rubric": [ + "All 5 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 3 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 3 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its size-value: bin labelled size=small (2 objects: small blue triangle; small yellow circle) / bin labelled size=medium (2 objects: medium green triangle; medium purple circle) / bin labelled size=large (1 objects: large blue square).", + "The container counts are exactly [2, 2, 1] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (colour, shape) varied across objects but MUST be ignored; matching must follow size, not colour, shape.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 3: not 2, not 4, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv3_004", + "answer": { + "active_attribute": "colour", + "n_bins": 3, + "n_objects": 5, + "bin_values": [ + "orange", + "pink", + "blue" + ], + "counts_per_bin": [ + 2, + 2, + 1 + ], + "distractor_attributes": [ + "shape", + "size" + ], + "expected_assignment": [ + { + "bin_value": "orange", + "expected_objects": [ + "small orange hexagon", + "large orange star" + ] + }, + { + "bin_value": "pink", + "expected_objects": [ + "large pink hexagon", + "small pink circle" + ] + }, + { + "bin_value": "blue", + "expected_objects": [ + "small blue star" + ] + } + ] + }, + "rubric": [ + "All 5 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 3 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 3 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its colour-value: bin labelled colour=orange (2 objects: small orange hexagon; large orange star) / bin labelled colour=pink (2 objects: large pink hexagon; small pink circle) / bin labelled colour=blue (1 objects: small blue star).", + "The container counts are exactly [2, 2, 1] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (shape, size) varied across objects but MUST be ignored; matching must follow colour, not shape, size.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 3: not 2, not 4, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv3_005", + "answer": { + "active_attribute": "shape", + "n_bins": 3, + "n_objects": 5, + "bin_values": [ + "triangle", + "diamond", + "hexagon" + ], + "counts_per_bin": [ + 2, + 2, + 1 + ], + "distractor_attributes": [ + "colour", + "size" + ], + "expected_assignment": [ + { + "bin_value": "triangle", + "expected_objects": [ + "large purple triangle", + "small green triangle" + ] + }, + { + "bin_value": "diamond", + "expected_objects": [ + "small red diamond", + "large orange diamond" + ] + }, + { + "bin_value": "hexagon", + "expected_objects": [ + "small green hexagon" + ] + } + ] + }, + "rubric": [ + "All 5 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 3 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 3 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its shape-value: bin labelled shape=triangle (2 objects: large purple triangle; small green triangle) / bin labelled shape=diamond (2 objects: small red diamond; large orange diamond) / bin labelled shape=hexagon (1 objects: small green hexagon).", + "The container counts are exactly [2, 2, 1] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (colour, size) varied across objects but MUST be ignored; matching must follow shape, not colour, size.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 3: not 2, not 4, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv3_006", + "answer": { + "active_attribute": "size", + "n_bins": 3, + "n_objects": 5, + "bin_values": [ + "small", + "medium", + "large" + ], + "counts_per_bin": [ + 2, + 2, + 1 + ], + "distractor_attributes": [ + "colour", + "shape" + ], + "expected_assignment": [ + { + "bin_value": "small", + "expected_objects": [ + "small orange triangle", + "small purple star" + ] + }, + { + "bin_value": "medium", + "expected_objects": [ + "medium red hexagon", + "medium orange triangle" + ] + }, + { + "bin_value": "large", + "expected_objects": [ + "large red star" + ] + } + ] + }, + "rubric": [ + "All 5 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 3 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 3 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its size-value: bin labelled size=small (2 objects: small orange triangle; small purple star) / bin labelled size=medium (2 objects: medium red hexagon; medium orange triangle) / bin labelled size=large (1 objects: large red star).", + "The container counts are exactly [2, 2, 1] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (colour, shape) varied across objects but MUST be ignored; matching must follow size, not colour, shape.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 3: not 2, not 4, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv3_007", + "answer": { + "active_attribute": "colour", + "n_bins": 3, + "n_objects": 5, + "bin_values": [ + "yellow", + "red", + "blue" + ], + "counts_per_bin": [ + 2, + 2, + 1 + ], + "distractor_attributes": [ + "shape", + "size" + ], + "expected_assignment": [ + { + "bin_value": "yellow", + "expected_objects": [ + "small yellow star", + "medium yellow circle" + ] + }, + { + "bin_value": "red", + "expected_objects": [ + "large red circle", + "small red square" + ] + }, + { + "bin_value": "blue", + "expected_objects": [ + "large blue square" + ] + } + ] + }, + "rubric": [ + "All 5 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 3 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 3 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its colour-value: bin labelled colour=yellow (2 objects: small yellow star; medium yellow circle) / bin labelled colour=red (2 objects: large red circle; small red square) / bin labelled colour=blue (1 objects: large blue square).", + "The container counts are exactly [2, 2, 1] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (shape, size) varied across objects but MUST be ignored; matching must follow colour, not shape, size.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 3: not 2, not 4, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv3_008", + "answer": { + "active_attribute": "shape", + "n_bins": 3, + "n_objects": 5, + "bin_values": [ + "circle", + "star", + "square" + ], + "counts_per_bin": [ + 2, + 2, + 1 + ], + "distractor_attributes": [ + "colour", + "size" + ], + "expected_assignment": [ + { + "bin_value": "circle", + "expected_objects": [ + "large yellow circle", + "medium purple circle" + ] + }, + { + "bin_value": "star", + "expected_objects": [ + "medium yellow star", + "large green star" + ] + }, + { + "bin_value": "square", + "expected_objects": [ + "medium green square" + ] + } + ] + }, + "rubric": [ + "All 5 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 3 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 3 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its shape-value: bin labelled shape=circle (2 objects: large yellow circle; medium purple circle) / bin labelled shape=star (2 objects: medium yellow star; large green star) / bin labelled shape=square (1 objects: medium green square).", + "The container counts are exactly [2, 2, 1] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (colour, size) varied across objects but MUST be ignored; matching must follow shape, not colour, size.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 3: not 2, not 4, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv3_009", + "answer": { + "active_attribute": "size", + "n_bins": 3, + "n_objects": 5, + "bin_values": [ + "small", + "medium", + "large" + ], + "counts_per_bin": [ + 2, + 2, + 1 + ], + "distractor_attributes": [ + "colour", + "shape" + ], + "expected_assignment": [ + { + "bin_value": "small", + "expected_objects": [ + "small green circle", + "small purple hexagon" + ] + }, + { + "bin_value": "medium", + "expected_objects": [ + "medium red hexagon", + "medium blue triangle" + ] + }, + { + "bin_value": "large", + "expected_objects": [ + "large blue triangle" + ] + } + ] + }, + "rubric": [ + "All 5 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 3 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 3 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its size-value: bin labelled size=small (2 objects: small green circle; small purple hexagon) / bin labelled size=medium (2 objects: medium red hexagon; medium blue triangle) / bin labelled size=large (1 objects: large blue triangle).", + "The container counts are exactly [2, 2, 1] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (colour, shape) varied across objects but MUST be ignored; matching must follow size, not colour, shape.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 3: not 2, not 4, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv3_010", + "answer": { + "active_attribute": "colour", + "n_bins": 3, + "n_objects": 5, + "bin_values": [ + "olive", + "navy", + "blue" + ], + "counts_per_bin": [ + 2, + 2, + 1 + ], + "distractor_attributes": [ + "shape", + "size" + ], + "expected_assignment": [ + { + "bin_value": "olive", + "expected_objects": [ + "large olive square", + "small olive triangle" + ] + }, + { + "bin_value": "navy", + "expected_objects": [ + "medium navy hexagon", + "small navy square" + ] + }, + { + "bin_value": "blue", + "expected_objects": [ + "large blue hexagon" + ] + } + ] + }, + "rubric": [ + "All 5 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 3 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 3 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its colour-value: bin labelled colour=olive (2 objects: large olive square; small olive triangle) / bin labelled colour=navy (2 objects: medium navy hexagon; small navy square) / bin labelled colour=blue (1 objects: large blue hexagon).", + "The container counts are exactly [2, 2, 1] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (shape, size) varied across objects but MUST be ignored; matching must follow colour, not shape, size.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 3: not 2, not 4, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv4_001", + "answer": { + "active_attribute": "colour", + "n_bins": 3, + "n_objects": 6, + "bin_values": [ + "pink", + "teal", + "navy" + ], + "counts_per_bin": [ + 2, + 2, + 2 + ], + "distractor_attributes": [ + "shape", + "size" + ], + "expected_assignment": [ + { + "bin_value": "pink", + "expected_objects": [ + "large pink triangle", + "medium pink square" + ] + }, + { + "bin_value": "teal", + "expected_objects": [ + "medium teal square", + "small teal star" + ] + }, + { + "bin_value": "navy", + "expected_objects": [ + "medium navy square", + "large navy hexagon" + ] + } + ] + }, + "rubric": [ + "All 6 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 3 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 3 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its colour-value: bin labelled colour=pink (2 objects: large pink triangle; medium pink square) / bin labelled colour=teal (2 objects: medium teal square; small teal star) / bin labelled colour=navy (2 objects: medium navy square; large navy hexagon).", + "The container counts are exactly [2, 2, 2] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (shape, size) varied across objects but MUST be ignored; matching must follow colour, not shape, size.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 3: not 2, not 4, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv4_002", + "answer": { + "active_attribute": "shape", + "n_bins": 3, + "n_objects": 6, + "bin_values": [ + "square", + "triangle", + "circle" + ], + "counts_per_bin": [ + 2, + 2, + 2 + ], + "distractor_attributes": [ + "colour", + "size" + ], + "expected_assignment": [ + { + "bin_value": "square", + "expected_objects": [ + "large orange square", + "small purple square" + ] + }, + { + "bin_value": "triangle", + "expected_objects": [ + "medium orange triangle", + "small purple triangle" + ] + }, + { + "bin_value": "circle", + "expected_objects": [ + "large purple circle", + "medium blue circle" + ] + } + ] + }, + "rubric": [ + "All 6 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 3 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 3 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its shape-value: bin labelled shape=square (2 objects: large orange square; small purple square) / bin labelled shape=triangle (2 objects: medium orange triangle; small purple triangle) / bin labelled shape=circle (2 objects: large purple circle; medium blue circle).", + "The container counts are exactly [2, 2, 2] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (colour, size) varied across objects but MUST be ignored; matching must follow shape, not colour, size.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 3: not 2, not 4, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv4_003", + "answer": { + "active_attribute": "size", + "n_bins": 3, + "n_objects": 6, + "bin_values": [ + "small", + "medium", + "large" + ], + "counts_per_bin": [ + 2, + 2, + 2 + ], + "distractor_attributes": [ + "colour", + "shape" + ], + "expected_assignment": [ + { + "bin_value": "small", + "expected_objects": [ + "small yellow triangle", + "small orange star" + ] + }, + { + "bin_value": "medium", + "expected_objects": [ + "medium red square", + "medium yellow star" + ] + }, + { + "bin_value": "large", + "expected_objects": [ + "large red square", + "large orange star" + ] + } + ] + }, + "rubric": [ + "All 6 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 3 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 3 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its size-value: bin labelled size=small (2 objects: small yellow triangle; small orange star) / bin labelled size=medium (2 objects: medium red square; medium yellow star) / bin labelled size=large (2 objects: large red square; large orange star).", + "The container counts are exactly [2, 2, 2] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (colour, shape) varied across objects but MUST be ignored; matching must follow size, not colour, shape.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 3: not 2, not 4, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv4_004", + "answer": { + "active_attribute": "colour", + "n_bins": 3, + "n_objects": 6, + "bin_values": [ + "magenta", + "purple", + "green" + ], + "counts_per_bin": [ + 2, + 2, + 2 + ], + "distractor_attributes": [ + "shape", + "size" + ], + "expected_assignment": [ + { + "bin_value": "magenta", + "expected_objects": [ + "large magenta hexagon", + "medium magenta triangle" + ] + }, + { + "bin_value": "purple", + "expected_objects": [ + "large purple hexagon", + "small purple square" + ] + }, + { + "bin_value": "green", + "expected_objects": [ + "large green triangle", + "medium green star" + ] + } + ] + }, + "rubric": [ + "All 6 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 3 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 3 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its colour-value: bin labelled colour=magenta (2 objects: large magenta hexagon; medium magenta triangle) / bin labelled colour=purple (2 objects: large purple hexagon; small purple square) / bin labelled colour=green (2 objects: large green triangle; medium green star).", + "The container counts are exactly [2, 2, 2] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (shape, size) varied across objects but MUST be ignored; matching must follow colour, not shape, size.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 3: not 2, not 4, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv4_005", + "answer": { + "active_attribute": "shape", + "n_bins": 3, + "n_objects": 6, + "bin_values": [ + "star", + "diamond", + "circle" + ], + "counts_per_bin": [ + 2, + 2, + 2 + ], + "distractor_attributes": [ + "colour", + "size" + ], + "expected_assignment": [ + { + "bin_value": "star", + "expected_objects": [ + "small yellow star", + "large red star" + ] + }, + { + "bin_value": "diamond", + "expected_objects": [ + "large yellow diamond", + "small orange diamond" + ] + }, + { + "bin_value": "circle", + "expected_objects": [ + "medium yellow circle", + "small blue circle" + ] + } + ] + }, + "rubric": [ + "All 6 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 3 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 3 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its shape-value: bin labelled shape=star (2 objects: small yellow star; large red star) / bin labelled shape=diamond (2 objects: large yellow diamond; small orange diamond) / bin labelled shape=circle (2 objects: medium yellow circle; small blue circle).", + "The container counts are exactly [2, 2, 2] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (colour, size) varied across objects but MUST be ignored; matching must follow shape, not colour, size.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 3: not 2, not 4, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv4_006", + "answer": { + "active_attribute": "size", + "n_bins": 3, + "n_objects": 6, + "bin_values": [ + "small", + "medium", + "large" + ], + "counts_per_bin": [ + 2, + 2, + 2 + ], + "distractor_attributes": [ + "colour", + "shape" + ], + "expected_assignment": [ + { + "bin_value": "small", + "expected_objects": [ + "small orange circle", + "small yellow square" + ] + }, + { + "bin_value": "medium", + "expected_objects": [ + "medium orange triangle", + "medium red circle" + ] + }, + { + "bin_value": "large", + "expected_objects": [ + "large blue square", + "large green star" + ] + } + ] + }, + "rubric": [ + "All 6 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 3 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 3 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its size-value: bin labelled size=small (2 objects: small orange circle; small yellow square) / bin labelled size=medium (2 objects: medium orange triangle; medium red circle) / bin labelled size=large (2 objects: large blue square; large green star).", + "The container counts are exactly [2, 2, 2] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (colour, shape) varied across objects but MUST be ignored; matching must follow size, not colour, shape.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 3: not 2, not 4, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv4_007", + "answer": { + "active_attribute": "colour", + "n_bins": 3, + "n_objects": 6, + "bin_values": [ + "navy", + "red", + "olive" + ], + "counts_per_bin": [ + 2, + 2, + 2 + ], + "distractor_attributes": [ + "shape", + "size" + ], + "expected_assignment": [ + { + "bin_value": "navy", + "expected_objects": [ + "medium navy star", + "small navy circle" + ] + }, + { + "bin_value": "red", + "expected_objects": [ + "large red circle", + "medium red star" + ] + }, + { + "bin_value": "olive", + "expected_objects": [ + "medium olive star", + "large olive circle" + ] + } + ] + }, + "rubric": [ + "All 6 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 3 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 3 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its colour-value: bin labelled colour=navy (2 objects: medium navy star; small navy circle) / bin labelled colour=red (2 objects: large red circle; medium red star) / bin labelled colour=olive (2 objects: medium olive star; large olive circle).", + "The container counts are exactly [2, 2, 2] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (shape, size) varied across objects but MUST be ignored; matching must follow colour, not shape, size.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 3: not 2, not 4, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv4_008", + "answer": { + "active_attribute": "shape", + "n_bins": 3, + "n_objects": 6, + "bin_values": [ + "circle", + "diamond", + "star" + ], + "counts_per_bin": [ + 2, + 2, + 2 + ], + "distractor_attributes": [ + "colour", + "size" + ], + "expected_assignment": [ + { + "bin_value": "circle", + "expected_objects": [ + "small red circle", + "large blue circle" + ] + }, + { + "bin_value": "diamond", + "expected_objects": [ + "medium red diamond", + "large green diamond" + ] + }, + { + "bin_value": "star", + "expected_objects": [ + "large purple star", + "small yellow star" + ] + } + ] + }, + "rubric": [ + "All 6 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 3 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 3 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its shape-value: bin labelled shape=circle (2 objects: small red circle; large blue circle) / bin labelled shape=diamond (2 objects: medium red diamond; large green diamond) / bin labelled shape=star (2 objects: large purple star; small yellow star).", + "The container counts are exactly [2, 2, 2] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (colour, size) varied across objects but MUST be ignored; matching must follow shape, not colour, size.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 3: not 2, not 4, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv4_009", + "answer": { + "active_attribute": "size", + "n_bins": 3, + "n_objects": 6, + "bin_values": [ + "small", + "medium", + "large" + ], + "counts_per_bin": [ + 2, + 2, + 2 + ], + "distractor_attributes": [ + "colour", + "shape" + ], + "expected_assignment": [ + { + "bin_value": "small", + "expected_objects": [ + "small yellow circle", + "small purple square" + ] + }, + { + "bin_value": "medium", + "expected_objects": [ + "medium blue star", + "medium red triangle" + ] + }, + { + "bin_value": "large", + "expected_objects": [ + "large yellow square", + "large green circle" + ] + } + ] + }, + "rubric": [ + "All 6 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 3 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 3 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its size-value: bin labelled size=small (2 objects: small yellow circle; small purple square) / bin labelled size=medium (2 objects: medium blue star; medium red triangle) / bin labelled size=large (2 objects: large yellow square; large green circle).", + "The container counts are exactly [2, 2, 2] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (colour, shape) varied across objects but MUST be ignored; matching must follow size, not colour, shape.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 3: not 2, not 4, not a single merged pile, not a spread across the open surface." + ] + }, + { + "id": "classify_blocks_lv4_010", + "answer": { + "active_attribute": "colour", + "n_bins": 3, + "n_objects": 6, + "bin_values": [ + "olive", + "brown", + "red" + ], + "counts_per_bin": [ + 2, + 2, + 2 + ], + "distractor_attributes": [ + "shape", + "size" + ], + "expected_assignment": [ + { + "bin_value": "olive", + "expected_objects": [ + "medium olive circle", + "large olive square" + ] + }, + { + "bin_value": "brown", + "expected_objects": [ + "medium brown hexagon", + "small brown square" + ] + }, + { + "bin_value": "red", + "expected_objects": [ + "large red square", + "medium red circle" + ] + } + ] + }, + "rubric": [ + "All 6 input objects remain present, identifiable, and uniquely matchable (by their original shape + colour + size) throughout the clip, none vanishes, duplicates, recolours, reshapes, or resizes.", + "By the final frame every object is inside one of the 3 containers; no object is left on the open surface, sitting on a container rim, or placed between containers.", + "The 3 containers themselves never move and their labels never change. Each container ends up holding exactly the listed objects for its colour-value: bin labelled colour=olive (2 objects: medium olive circle; large olive square) / bin labelled colour=brown (2 objects: medium brown hexagon; small brown square) / bin labelled colour=red (2 objects: large red square; medium red circle).", + "The container counts are exactly [2, 2, 2] (in label order). No container is empty, no container holds the wrong count, and no object is duplicated or removed.", + "Distractor attribute(s) (shape, size) varied across objects but MUST be ignored; matching must follow colour, not shape, size.", + "Background, surface texture, lighting, and camera viewpoint stay fixed; aside from the hand(s) and the moved objects, no extra objects, props, labels, text, numbers, arrows, or annotations appear.", + "The number of distinct destination containers used is exactly 3: not 2, not 4, not a single merged pile, not a spread across the open surface." + ] + } +] \ No newline at end of file diff --git a/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv1_001.txt b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv1_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..0ebb255e4244d8339a45d44864414eaf4b7883d3 --- /dev/null +++ b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv1_001.txt @@ -0,0 +1,6 @@ +Generate a single top-down image showing the FINAL state of the scene from the input, after every object has been moved off the open lower surface and placed inside its correct container. +SORTING CRITERION, each object's correct container is determined ENTIRELY by its COLOUR: an object belongs in the one container whose inner-floor label shows the matching COLOUR. The other two attributes (SHAPE and SIZE) vary across objects but are DISTRACTORS and must be ignored. +The 2 labelled containers from the input keep their exact positions, outlines, and inner-floor labels, each label is still a solid colour swatch (a small filled coloured patch with no shape cue), painted on the tray bottom, never a separate pick-up-able object. The containers do not move, resize, or change in any way. +In the output the 3 objects are distributed across the 2 containers holding 2, 1 objects respectively, every object resting inside the container whose label matches its COLOUR. The lower surface is completely empty: no object is left out on the open surface, and no object sits in a wrong container. +Use exactly the 3 objects from the input, nothing added, removed, recoloured, resized, reshaped, or duplicated; each object's colour, shape, and size are preserved exactly as in the input. +No hand, arm, person, tool, or any external object appears anywhere in the image. Background, surface texture, lighting, and camera viewpoint are identical to the input. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv1_002.txt b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv1_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..a46501140b4006db412d8019d1c957189a7ba735 --- /dev/null +++ b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv1_002.txt @@ -0,0 +1,6 @@ +Generate a single top-down image showing the FINAL state of the scene from the input, after every object has been moved off the open lower surface and placed inside its correct container. +SORTING CRITERION, each object's correct container is determined ENTIRELY by its SIZE: an object belongs in the one container whose inner-floor label shows the matching SIZE. The other two attributes (COLOUR and SHAPE) vary across objects but are DISTRACTORS and must be ignored. +The 2 labelled containers from the input keep their exact positions, outlines, and inner-floor labels, each label is still a single neutral-grey circle whose radius encodes the bin's target SIZE class (small / medium / large), painted on the tray bottom, never a separate pick-up-able object. The containers do not move, resize, or change in any way. +In the output the 3 objects are distributed across the 2 containers holding 2, 1 objects respectively, every object resting inside the container whose label matches its SIZE. The lower surface is completely empty: no object is left out on the open surface, and no object sits in a wrong container. +Use exactly the 3 objects from the input, nothing added, removed, recoloured, resized, reshaped, or duplicated; each object's colour, shape, and size are preserved exactly as in the input. +No hand, arm, person, tool, or any external object appears anywhere in the image. Background, surface texture, lighting, and camera viewpoint are identical to the input. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv1_003.txt b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv1_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..06ff920bf40ef7fee080b44d29295df4e730d6b6 --- /dev/null +++ b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv1_003.txt @@ -0,0 +1,6 @@ +Generate a single top-down image showing the FINAL state of the scene from the input, after every object has been moved off the open lower surface and placed inside its correct container. +SORTING CRITERION, each object's correct container is determined ENTIRELY by its SHAPE: an object belongs in the one container whose inner-floor label shows the matching SHAPE. The other two attributes (COLOUR and SIZE) vary across objects but are DISTRACTORS and must be ignored. +The 2 labelled containers from the input keep their exact positions, outlines, and inner-floor labels, each label is still a single neutral-grey shape outline (the bin's target shape, with no colour cue), painted on the tray bottom, never a separate pick-up-able object. The containers do not move, resize, or change in any way. +In the output the 3 objects are distributed across the 2 containers holding 2, 1 objects respectively, every object resting inside the container whose label matches its SHAPE. The lower surface is completely empty: no object is left out on the open surface, and no object sits in a wrong container. +Use exactly the 3 objects from the input, nothing added, removed, recoloured, resized, reshaped, or duplicated; each object's colour, shape, and size are preserved exactly as in the input. +No hand, arm, person, tool, or any external object appears anywhere in the image. Background, surface texture, lighting, and camera viewpoint are identical to the input. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv1_004.txt b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv1_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..0ebb255e4244d8339a45d44864414eaf4b7883d3 --- /dev/null +++ b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv1_004.txt @@ -0,0 +1,6 @@ +Generate a single top-down image showing the FINAL state of the scene from the input, after every object has been moved off the open lower surface and placed inside its correct container. +SORTING CRITERION, each object's correct container is determined ENTIRELY by its COLOUR: an object belongs in the one container whose inner-floor label shows the matching COLOUR. The other two attributes (SHAPE and SIZE) vary across objects but are DISTRACTORS and must be ignored. +The 2 labelled containers from the input keep their exact positions, outlines, and inner-floor labels, each label is still a solid colour swatch (a small filled coloured patch with no shape cue), painted on the tray bottom, never a separate pick-up-able object. The containers do not move, resize, or change in any way. +In the output the 3 objects are distributed across the 2 containers holding 2, 1 objects respectively, every object resting inside the container whose label matches its COLOUR. The lower surface is completely empty: no object is left out on the open surface, and no object sits in a wrong container. +Use exactly the 3 objects from the input, nothing added, removed, recoloured, resized, reshaped, or duplicated; each object's colour, shape, and size are preserved exactly as in the input. +No hand, arm, person, tool, or any external object appears anywhere in the image. Background, surface texture, lighting, and camera viewpoint are identical to the input. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv1_005.txt b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv1_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..a46501140b4006db412d8019d1c957189a7ba735 --- /dev/null +++ b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv1_005.txt @@ -0,0 +1,6 @@ +Generate a single top-down image showing the FINAL state of the scene from the input, after every object has been moved off the open lower surface and placed inside its correct container. +SORTING CRITERION, each object's correct container is determined ENTIRELY by its SIZE: an object belongs in the one container whose inner-floor label shows the matching SIZE. The other two attributes (COLOUR and SHAPE) vary across objects but are DISTRACTORS and must be ignored. +The 2 labelled containers from the input keep their exact positions, outlines, and inner-floor labels, each label is still a single neutral-grey circle whose radius encodes the bin's target SIZE class (small / medium / large), painted on the tray bottom, never a separate pick-up-able object. The containers do not move, resize, or change in any way. +In the output the 3 objects are distributed across the 2 containers holding 2, 1 objects respectively, every object resting inside the container whose label matches its SIZE. The lower surface is completely empty: no object is left out on the open surface, and no object sits in a wrong container. +Use exactly the 3 objects from the input, nothing added, removed, recoloured, resized, reshaped, or duplicated; each object's colour, shape, and size are preserved exactly as in the input. +No hand, arm, person, tool, or any external object appears anywhere in the image. Background, surface texture, lighting, and camera viewpoint are identical to the input. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv1_006.txt b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv1_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..9fc5be1d1c6ff6350d23f3c0c2fb1ab39524e3c8 --- /dev/null +++ b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv1_006.txt @@ -0,0 +1,6 @@ +Generate a single top-down image showing the FINAL state of the scene from the input, after every object has been moved off the open lower surface and placed inside its correct container. +SORTING CRITERION, each object's correct container is determined ENTIRELY by its SHAPE: an object belongs in the one container whose inner-floor label shows the matching SHAPE. The other two attributes (COLOUR and SIZE) vary across objects but are DISTRACTORS and must be ignored. +The 2 labelled containers from the input keep their exact positions, outlines, and inner-floor labels, each label is still a single neutral-grey shape outline (the bin's target shape, with no colour cue), painted on the tray bottom, never a separate pick-up-able object. The containers do not move, resize, or change in any way. +In the output the 4 objects are distributed across the 2 containers holding 2, 2 objects respectively, every object resting inside the container whose label matches its SHAPE. The lower surface is completely empty: no object is left out on the open surface, and no object sits in a wrong container. +Use exactly the 4 objects from the input, nothing added, removed, recoloured, resized, reshaped, or duplicated; each object's colour, shape, and size are preserved exactly as in the input. +No hand, arm, person, tool, or any external object appears anywhere in the image. Background, surface texture, lighting, and camera viewpoint are identical to the input. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv1_007.txt b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv1_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..7094c4dde3f4c8159816e11d6065e6c3e21e5137 --- /dev/null +++ b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv1_007.txt @@ -0,0 +1,6 @@ +Generate a single top-down image showing the FINAL state of the scene from the input, after every object has been moved off the open lower surface and placed inside its correct container. +SORTING CRITERION, each object's correct container is determined ENTIRELY by its COLOUR: an object belongs in the one container whose inner-floor label shows the matching COLOUR. The other two attributes (SHAPE and SIZE) vary across objects but are DISTRACTORS and must be ignored. +The 2 labelled containers from the input keep their exact positions, outlines, and inner-floor labels, each label is still a solid colour swatch (a small filled coloured patch with no shape cue), painted on the tray bottom, never a separate pick-up-able object. The containers do not move, resize, or change in any way. +In the output the 4 objects are distributed across the 2 containers holding 2, 2 objects respectively, every object resting inside the container whose label matches its COLOUR. The lower surface is completely empty: no object is left out on the open surface, and no object sits in a wrong container. +Use exactly the 4 objects from the input, nothing added, removed, recoloured, resized, reshaped, or duplicated; each object's colour, shape, and size are preserved exactly as in the input. +No hand, arm, person, tool, or any external object appears anywhere in the image. Background, surface texture, lighting, and camera viewpoint are identical to the input. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv1_008.txt b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv1_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..b1d1074b6fd74cae8ab6b5ec52731f2893a8fa59 --- /dev/null +++ b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv1_008.txt @@ -0,0 +1,6 @@ +Generate a single top-down image showing the FINAL state of the scene from the input, after every object has been moved off the open lower surface and placed inside its correct container. +SORTING CRITERION, each object's correct container is determined ENTIRELY by its SIZE: an object belongs in the one container whose inner-floor label shows the matching SIZE. The other two attributes (COLOUR and SHAPE) vary across objects but are DISTRACTORS and must be ignored. +The 2 labelled containers from the input keep their exact positions, outlines, and inner-floor labels, each label is still a single neutral-grey circle whose radius encodes the bin's target SIZE class (small / medium / large), painted on the tray bottom, never a separate pick-up-able object. The containers do not move, resize, or change in any way. +In the output the 4 objects are distributed across the 2 containers holding 2, 2 objects respectively, every object resting inside the container whose label matches its SIZE. The lower surface is completely empty: no object is left out on the open surface, and no object sits in a wrong container. +Use exactly the 4 objects from the input, nothing added, removed, recoloured, resized, reshaped, or duplicated; each object's colour, shape, and size are preserved exactly as in the input. +No hand, arm, person, tool, or any external object appears anywhere in the image. Background, surface texture, lighting, and camera viewpoint are identical to the input. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv1_009.txt b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv1_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..9fc5be1d1c6ff6350d23f3c0c2fb1ab39524e3c8 --- /dev/null +++ b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv1_009.txt @@ -0,0 +1,6 @@ +Generate a single top-down image showing the FINAL state of the scene from the input, after every object has been moved off the open lower surface and placed inside its correct container. +SORTING CRITERION, each object's correct container is determined ENTIRELY by its SHAPE: an object belongs in the one container whose inner-floor label shows the matching SHAPE. The other two attributes (COLOUR and SIZE) vary across objects but are DISTRACTORS and must be ignored. +The 2 labelled containers from the input keep their exact positions, outlines, and inner-floor labels, each label is still a single neutral-grey shape outline (the bin's target shape, with no colour cue), painted on the tray bottom, never a separate pick-up-able object. The containers do not move, resize, or change in any way. +In the output the 4 objects are distributed across the 2 containers holding 2, 2 objects respectively, every object resting inside the container whose label matches its SHAPE. The lower surface is completely empty: no object is left out on the open surface, and no object sits in a wrong container. +Use exactly the 4 objects from the input, nothing added, removed, recoloured, resized, reshaped, or duplicated; each object's colour, shape, and size are preserved exactly as in the input. +No hand, arm, person, tool, or any external object appears anywhere in the image. Background, surface texture, lighting, and camera viewpoint are identical to the input. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv1_010.txt b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv1_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..7094c4dde3f4c8159816e11d6065e6c3e21e5137 --- /dev/null +++ b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv1_010.txt @@ -0,0 +1,6 @@ +Generate a single top-down image showing the FINAL state of the scene from the input, after every object has been moved off the open lower surface and placed inside its correct container. +SORTING CRITERION, each object's correct container is determined ENTIRELY by its COLOUR: an object belongs in the one container whose inner-floor label shows the matching COLOUR. The other two attributes (SHAPE and SIZE) vary across objects but are DISTRACTORS and must be ignored. +The 2 labelled containers from the input keep their exact positions, outlines, and inner-floor labels, each label is still a solid colour swatch (a small filled coloured patch with no shape cue), painted on the tray bottom, never a separate pick-up-able object. The containers do not move, resize, or change in any way. +In the output the 4 objects are distributed across the 2 containers holding 2, 2 objects respectively, every object resting inside the container whose label matches its COLOUR. The lower surface is completely empty: no object is left out on the open surface, and no object sits in a wrong container. +Use exactly the 4 objects from the input, nothing added, removed, recoloured, resized, reshaped, or duplicated; each object's colour, shape, and size are preserved exactly as in the input. +No hand, arm, person, tool, or any external object appears anywhere in the image. Background, surface texture, lighting, and camera viewpoint are identical to the input. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv2_001.txt b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv2_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..5ea677120d5413d66fc352415548c83de8bc032e --- /dev/null +++ b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv2_001.txt @@ -0,0 +1,6 @@ +Generate a single top-down image showing the FINAL state of the scene from the input, after every object has been moved off the open lower surface and placed inside its correct container. +SORTING CRITERION, each object's correct container is determined ENTIRELY by its SHAPE: an object belongs in the one container whose inner-floor label shows the matching SHAPE. The other two attributes (COLOUR and SIZE) vary across objects but are DISTRACTORS and must be ignored. +The 3 labelled containers from the input keep their exact positions, outlines, and inner-floor labels, each label is still a single neutral-grey shape outline (the bin's target shape, with no colour cue), painted on the tray bottom, never a separate pick-up-able object. The containers do not move, resize, or change in any way. +In the output the 5 objects are distributed across the 3 containers holding 2, 2, 1 objects respectively, every object resting inside the container whose label matches its SHAPE. The lower surface is completely empty: no object is left out on the open surface, and no object sits in a wrong container. +Use exactly the 5 objects from the input, nothing added, removed, recoloured, resized, reshaped, or duplicated; each object's colour, shape, and size are preserved exactly as in the input. +No hand, arm, person, tool, or any external object appears anywhere in the image. Background, surface texture, lighting, and camera viewpoint are identical to the input. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv2_002.txt b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv2_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..1366c093d2296c2f3a8e8573c33d8eadf61322c3 --- /dev/null +++ b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv2_002.txt @@ -0,0 +1,6 @@ +Generate a single top-down image showing the FINAL state of the scene from the input, after every object has been moved off the open lower surface and placed inside its correct container. +SORTING CRITERION, each object's correct container is determined ENTIRELY by its COLOUR: an object belongs in the one container whose inner-floor label shows the matching COLOUR. The other two attributes (SHAPE and SIZE) vary across objects but are DISTRACTORS and must be ignored. +The 3 labelled containers from the input keep their exact positions, outlines, and inner-floor labels, each label is still a solid colour swatch (a small filled coloured patch with no shape cue), painted on the tray bottom, never a separate pick-up-able object. The containers do not move, resize, or change in any way. +In the output the 5 objects are distributed across the 3 containers holding 2, 2, 1 objects respectively, every object resting inside the container whose label matches its COLOUR. The lower surface is completely empty: no object is left out on the open surface, and no object sits in a wrong container. +Use exactly the 5 objects from the input, nothing added, removed, recoloured, resized, reshaped, or duplicated; each object's colour, shape, and size are preserved exactly as in the input. +No hand, arm, person, tool, or any external object appears anywhere in the image. Background, surface texture, lighting, and camera viewpoint are identical to the input. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv2_003.txt b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv2_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..f015cf9698d659895d22e13a33836ee440e76846 --- /dev/null +++ b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv2_003.txt @@ -0,0 +1,6 @@ +Generate a single top-down image showing the FINAL state of the scene from the input, after every object has been moved off the open lower surface and placed inside its correct container. +SORTING CRITERION, each object's correct container is determined ENTIRELY by its SIZE: an object belongs in the one container whose inner-floor label shows the matching SIZE. The other two attributes (COLOUR and SHAPE) vary across objects but are DISTRACTORS and must be ignored. +The 3 labelled containers from the input keep their exact positions, outlines, and inner-floor labels, each label is still a single neutral-grey circle whose radius encodes the bin's target SIZE class (small / medium / large), painted on the tray bottom, never a separate pick-up-able object. The containers do not move, resize, or change in any way. +In the output the 5 objects are distributed across the 3 containers holding 2, 2, 1 objects respectively, every object resting inside the container whose label matches its SIZE. The lower surface is completely empty: no object is left out on the open surface, and no object sits in a wrong container. +Use exactly the 5 objects from the input, nothing added, removed, recoloured, resized, reshaped, or duplicated; each object's colour, shape, and size are preserved exactly as in the input. +No hand, arm, person, tool, or any external object appears anywhere in the image. Background, surface texture, lighting, and camera viewpoint are identical to the input. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv2_004.txt b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv2_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..1366c093d2296c2f3a8e8573c33d8eadf61322c3 --- /dev/null +++ b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv2_004.txt @@ -0,0 +1,6 @@ +Generate a single top-down image showing the FINAL state of the scene from the input, after every object has been moved off the open lower surface and placed inside its correct container. +SORTING CRITERION, each object's correct container is determined ENTIRELY by its COLOUR: an object belongs in the one container whose inner-floor label shows the matching COLOUR. The other two attributes (SHAPE and SIZE) vary across objects but are DISTRACTORS and must be ignored. +The 3 labelled containers from the input keep their exact positions, outlines, and inner-floor labels, each label is still a solid colour swatch (a small filled coloured patch with no shape cue), painted on the tray bottom, never a separate pick-up-able object. The containers do not move, resize, or change in any way. +In the output the 5 objects are distributed across the 3 containers holding 2, 2, 1 objects respectively, every object resting inside the container whose label matches its COLOUR. The lower surface is completely empty: no object is left out on the open surface, and no object sits in a wrong container. +Use exactly the 5 objects from the input, nothing added, removed, recoloured, resized, reshaped, or duplicated; each object's colour, shape, and size are preserved exactly as in the input. +No hand, arm, person, tool, or any external object appears anywhere in the image. Background, surface texture, lighting, and camera viewpoint are identical to the input. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv2_005.txt b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv2_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..5ea677120d5413d66fc352415548c83de8bc032e --- /dev/null +++ b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv2_005.txt @@ -0,0 +1,6 @@ +Generate a single top-down image showing the FINAL state of the scene from the input, after every object has been moved off the open lower surface and placed inside its correct container. +SORTING CRITERION, each object's correct container is determined ENTIRELY by its SHAPE: an object belongs in the one container whose inner-floor label shows the matching SHAPE. The other two attributes (COLOUR and SIZE) vary across objects but are DISTRACTORS and must be ignored. +The 3 labelled containers from the input keep their exact positions, outlines, and inner-floor labels, each label is still a single neutral-grey shape outline (the bin's target shape, with no colour cue), painted on the tray bottom, never a separate pick-up-able object. The containers do not move, resize, or change in any way. +In the output the 5 objects are distributed across the 3 containers holding 2, 2, 1 objects respectively, every object resting inside the container whose label matches its SHAPE. The lower surface is completely empty: no object is left out on the open surface, and no object sits in a wrong container. +Use exactly the 5 objects from the input, nothing added, removed, recoloured, resized, reshaped, or duplicated; each object's colour, shape, and size are preserved exactly as in the input. +No hand, arm, person, tool, or any external object appears anywhere in the image. Background, surface texture, lighting, and camera viewpoint are identical to the input. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv2_006.txt b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv2_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..f015cf9698d659895d22e13a33836ee440e76846 --- /dev/null +++ b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv2_006.txt @@ -0,0 +1,6 @@ +Generate a single top-down image showing the FINAL state of the scene from the input, after every object has been moved off the open lower surface and placed inside its correct container. +SORTING CRITERION, each object's correct container is determined ENTIRELY by its SIZE: an object belongs in the one container whose inner-floor label shows the matching SIZE. The other two attributes (COLOUR and SHAPE) vary across objects but are DISTRACTORS and must be ignored. +The 3 labelled containers from the input keep their exact positions, outlines, and inner-floor labels, each label is still a single neutral-grey circle whose radius encodes the bin's target SIZE class (small / medium / large), painted on the tray bottom, never a separate pick-up-able object. The containers do not move, resize, or change in any way. +In the output the 5 objects are distributed across the 3 containers holding 2, 2, 1 objects respectively, every object resting inside the container whose label matches its SIZE. The lower surface is completely empty: no object is left out on the open surface, and no object sits in a wrong container. +Use exactly the 5 objects from the input, nothing added, removed, recoloured, resized, reshaped, or duplicated; each object's colour, shape, and size are preserved exactly as in the input. +No hand, arm, person, tool, or any external object appears anywhere in the image. Background, surface texture, lighting, and camera viewpoint are identical to the input. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv2_007.txt b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv2_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..1366c093d2296c2f3a8e8573c33d8eadf61322c3 --- /dev/null +++ b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv2_007.txt @@ -0,0 +1,6 @@ +Generate a single top-down image showing the FINAL state of the scene from the input, after every object has been moved off the open lower surface and placed inside its correct container. +SORTING CRITERION, each object's correct container is determined ENTIRELY by its COLOUR: an object belongs in the one container whose inner-floor label shows the matching COLOUR. The other two attributes (SHAPE and SIZE) vary across objects but are DISTRACTORS and must be ignored. +The 3 labelled containers from the input keep their exact positions, outlines, and inner-floor labels, each label is still a solid colour swatch (a small filled coloured patch with no shape cue), painted on the tray bottom, never a separate pick-up-able object. The containers do not move, resize, or change in any way. +In the output the 5 objects are distributed across the 3 containers holding 2, 2, 1 objects respectively, every object resting inside the container whose label matches its COLOUR. The lower surface is completely empty: no object is left out on the open surface, and no object sits in a wrong container. +Use exactly the 5 objects from the input, nothing added, removed, recoloured, resized, reshaped, or duplicated; each object's colour, shape, and size are preserved exactly as in the input. +No hand, arm, person, tool, or any external object appears anywhere in the image. Background, surface texture, lighting, and camera viewpoint are identical to the input. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv2_008.txt b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv2_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..5ea677120d5413d66fc352415548c83de8bc032e --- /dev/null +++ b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv2_008.txt @@ -0,0 +1,6 @@ +Generate a single top-down image showing the FINAL state of the scene from the input, after every object has been moved off the open lower surface and placed inside its correct container. +SORTING CRITERION, each object's correct container is determined ENTIRELY by its SHAPE: an object belongs in the one container whose inner-floor label shows the matching SHAPE. The other two attributes (COLOUR and SIZE) vary across objects but are DISTRACTORS and must be ignored. +The 3 labelled containers from the input keep their exact positions, outlines, and inner-floor labels, each label is still a single neutral-grey shape outline (the bin's target shape, with no colour cue), painted on the tray bottom, never a separate pick-up-able object. The containers do not move, resize, or change in any way. +In the output the 5 objects are distributed across the 3 containers holding 2, 2, 1 objects respectively, every object resting inside the container whose label matches its SHAPE. The lower surface is completely empty: no object is left out on the open surface, and no object sits in a wrong container. +Use exactly the 5 objects from the input, nothing added, removed, recoloured, resized, reshaped, or duplicated; each object's colour, shape, and size are preserved exactly as in the input. +No hand, arm, person, tool, or any external object appears anywhere in the image. Background, surface texture, lighting, and camera viewpoint are identical to the input. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv2_009.txt b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv2_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..f015cf9698d659895d22e13a33836ee440e76846 --- /dev/null +++ b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv2_009.txt @@ -0,0 +1,6 @@ +Generate a single top-down image showing the FINAL state of the scene from the input, after every object has been moved off the open lower surface and placed inside its correct container. +SORTING CRITERION, each object's correct container is determined ENTIRELY by its SIZE: an object belongs in the one container whose inner-floor label shows the matching SIZE. The other two attributes (COLOUR and SHAPE) vary across objects but are DISTRACTORS and must be ignored. +The 3 labelled containers from the input keep their exact positions, outlines, and inner-floor labels, each label is still a single neutral-grey circle whose radius encodes the bin's target SIZE class (small / medium / large), painted on the tray bottom, never a separate pick-up-able object. The containers do not move, resize, or change in any way. +In the output the 5 objects are distributed across the 3 containers holding 2, 2, 1 objects respectively, every object resting inside the container whose label matches its SIZE. The lower surface is completely empty: no object is left out on the open surface, and no object sits in a wrong container. +Use exactly the 5 objects from the input, nothing added, removed, recoloured, resized, reshaped, or duplicated; each object's colour, shape, and size are preserved exactly as in the input. +No hand, arm, person, tool, or any external object appears anywhere in the image. Background, surface texture, lighting, and camera viewpoint are identical to the input. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv2_010.txt b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv2_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..1366c093d2296c2f3a8e8573c33d8eadf61322c3 --- /dev/null +++ b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv2_010.txt @@ -0,0 +1,6 @@ +Generate a single top-down image showing the FINAL state of the scene from the input, after every object has been moved off the open lower surface and placed inside its correct container. +SORTING CRITERION, each object's correct container is determined ENTIRELY by its COLOUR: an object belongs in the one container whose inner-floor label shows the matching COLOUR. The other two attributes (SHAPE and SIZE) vary across objects but are DISTRACTORS and must be ignored. +The 3 labelled containers from the input keep their exact positions, outlines, and inner-floor labels, each label is still a solid colour swatch (a small filled coloured patch with no shape cue), painted on the tray bottom, never a separate pick-up-able object. The containers do not move, resize, or change in any way. +In the output the 5 objects are distributed across the 3 containers holding 2, 2, 1 objects respectively, every object resting inside the container whose label matches its COLOUR. The lower surface is completely empty: no object is left out on the open surface, and no object sits in a wrong container. +Use exactly the 5 objects from the input, nothing added, removed, recoloured, resized, reshaped, or duplicated; each object's colour, shape, and size are preserved exactly as in the input. +No hand, arm, person, tool, or any external object appears anywhere in the image. Background, surface texture, lighting, and camera viewpoint are identical to the input. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv3_001.txt b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv3_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..9617c478b668b6b66a9afa6a270d86efef5da00b --- /dev/null +++ b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv3_001.txt @@ -0,0 +1,6 @@ +Generate a single top-down image showing the FINAL state of the scene from the input, after every object has been moved off the open lower surface and placed inside its correct container. +SORTING CRITERION, each object's correct container is determined ENTIRELY by its COLOUR: an object belongs in the one container whose inner-floor label shows the matching COLOUR. The other two attributes (SHAPE and SIZE) vary across objects but are DISTRACTORS and must be ignored. +The 3 labelled containers from the input keep their exact positions, outlines, and inner-floor labels, each label is still a solid colour swatch (a small filled coloured patch with no shape cue), painted on the tray bottom, never a separate pick-up-able object. The containers do not move, resize, or change in any way. +In the output the 6 objects are distributed across the 3 containers holding 2, 2, 2 objects respectively, every object resting inside the container whose label matches its COLOUR. The lower surface is completely empty: no object is left out on the open surface, and no object sits in a wrong container. +Use exactly the 6 objects from the input, nothing added, removed, recoloured, resized, reshaped, or duplicated; each object's colour, shape, and size are preserved exactly as in the input. +No hand, arm, person, tool, or any external object appears anywhere in the image. Background, surface texture, lighting, and camera viewpoint are identical to the input. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv3_002.txt b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv3_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..d61263ba6283245998c3203b82d004f5e258031a --- /dev/null +++ b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv3_002.txt @@ -0,0 +1,6 @@ +Generate a single top-down image showing the FINAL state of the scene from the input, after every object has been moved off the open lower surface and placed inside its correct container. +SORTING CRITERION, each object's correct container is determined ENTIRELY by its SHAPE: an object belongs in the one container whose inner-floor label shows the matching SHAPE. The other two attributes (COLOUR and SIZE) vary across objects but are DISTRACTORS and must be ignored. +The 3 labelled containers from the input keep their exact positions, outlines, and inner-floor labels, each label is still a single neutral-grey shape outline (the bin's target shape, with no colour cue), painted on the tray bottom, never a separate pick-up-able object. The containers do not move, resize, or change in any way. +In the output the 6 objects are distributed across the 3 containers holding 2, 2, 2 objects respectively, every object resting inside the container whose label matches its SHAPE. The lower surface is completely empty: no object is left out on the open surface, and no object sits in a wrong container. +Use exactly the 6 objects from the input, nothing added, removed, recoloured, resized, reshaped, or duplicated; each object's colour, shape, and size are preserved exactly as in the input. +No hand, arm, person, tool, or any external object appears anywhere in the image. Background, surface texture, lighting, and camera viewpoint are identical to the input. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv3_003.txt b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv3_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..8c8e3aa68dbbe400a8ac7b21c9d9a64d4f823200 --- /dev/null +++ b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv3_003.txt @@ -0,0 +1,6 @@ +Generate a single top-down image showing the FINAL state of the scene from the input, after every object has been moved off the open lower surface and placed inside its correct container. +SORTING CRITERION, each object's correct container is determined ENTIRELY by its SIZE: an object belongs in the one container whose inner-floor label shows the matching SIZE. The other two attributes (COLOUR and SHAPE) vary across objects but are DISTRACTORS and must be ignored. +The 3 labelled containers from the input keep their exact positions, outlines, and inner-floor labels, each label is still a single neutral-grey circle whose radius encodes the bin's target SIZE class (small / medium / large), painted on the tray bottom, never a separate pick-up-able object. The containers do not move, resize, or change in any way. +In the output the 6 objects are distributed across the 3 containers holding 2, 2, 2 objects respectively, every object resting inside the container whose label matches its SIZE. The lower surface is completely empty: no object is left out on the open surface, and no object sits in a wrong container. +Use exactly the 6 objects from the input, nothing added, removed, recoloured, resized, reshaped, or duplicated; each object's colour, shape, and size are preserved exactly as in the input. +No hand, arm, person, tool, or any external object appears anywhere in the image. Background, surface texture, lighting, and camera viewpoint are identical to the input. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv3_004.txt b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv3_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..9617c478b668b6b66a9afa6a270d86efef5da00b --- /dev/null +++ b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv3_004.txt @@ -0,0 +1,6 @@ +Generate a single top-down image showing the FINAL state of the scene from the input, after every object has been moved off the open lower surface and placed inside its correct container. +SORTING CRITERION, each object's correct container is determined ENTIRELY by its COLOUR: an object belongs in the one container whose inner-floor label shows the matching COLOUR. The other two attributes (SHAPE and SIZE) vary across objects but are DISTRACTORS and must be ignored. +The 3 labelled containers from the input keep their exact positions, outlines, and inner-floor labels, each label is still a solid colour swatch (a small filled coloured patch with no shape cue), painted on the tray bottom, never a separate pick-up-able object. The containers do not move, resize, or change in any way. +In the output the 6 objects are distributed across the 3 containers holding 2, 2, 2 objects respectively, every object resting inside the container whose label matches its COLOUR. The lower surface is completely empty: no object is left out on the open surface, and no object sits in a wrong container. +Use exactly the 6 objects from the input, nothing added, removed, recoloured, resized, reshaped, or duplicated; each object's colour, shape, and size are preserved exactly as in the input. +No hand, arm, person, tool, or any external object appears anywhere in the image. Background, surface texture, lighting, and camera viewpoint are identical to the input. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv3_005.txt b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv3_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..d61263ba6283245998c3203b82d004f5e258031a --- /dev/null +++ b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv3_005.txt @@ -0,0 +1,6 @@ +Generate a single top-down image showing the FINAL state of the scene from the input, after every object has been moved off the open lower surface and placed inside its correct container. +SORTING CRITERION, each object's correct container is determined ENTIRELY by its SHAPE: an object belongs in the one container whose inner-floor label shows the matching SHAPE. The other two attributes (COLOUR and SIZE) vary across objects but are DISTRACTORS and must be ignored. +The 3 labelled containers from the input keep their exact positions, outlines, and inner-floor labels, each label is still a single neutral-grey shape outline (the bin's target shape, with no colour cue), painted on the tray bottom, never a separate pick-up-able object. The containers do not move, resize, or change in any way. +In the output the 6 objects are distributed across the 3 containers holding 2, 2, 2 objects respectively, every object resting inside the container whose label matches its SHAPE. The lower surface is completely empty: no object is left out on the open surface, and no object sits in a wrong container. +Use exactly the 6 objects from the input, nothing added, removed, recoloured, resized, reshaped, or duplicated; each object's colour, shape, and size are preserved exactly as in the input. +No hand, arm, person, tool, or any external object appears anywhere in the image. Background, surface texture, lighting, and camera viewpoint are identical to the input. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv3_006.txt b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv3_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..8c8e3aa68dbbe400a8ac7b21c9d9a64d4f823200 --- /dev/null +++ b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv3_006.txt @@ -0,0 +1,6 @@ +Generate a single top-down image showing the FINAL state of the scene from the input, after every object has been moved off the open lower surface and placed inside its correct container. +SORTING CRITERION, each object's correct container is determined ENTIRELY by its SIZE: an object belongs in the one container whose inner-floor label shows the matching SIZE. The other two attributes (COLOUR and SHAPE) vary across objects but are DISTRACTORS and must be ignored. +The 3 labelled containers from the input keep their exact positions, outlines, and inner-floor labels, each label is still a single neutral-grey circle whose radius encodes the bin's target SIZE class (small / medium / large), painted on the tray bottom, never a separate pick-up-able object. The containers do not move, resize, or change in any way. +In the output the 6 objects are distributed across the 3 containers holding 2, 2, 2 objects respectively, every object resting inside the container whose label matches its SIZE. The lower surface is completely empty: no object is left out on the open surface, and no object sits in a wrong container. +Use exactly the 6 objects from the input, nothing added, removed, recoloured, resized, reshaped, or duplicated; each object's colour, shape, and size are preserved exactly as in the input. +No hand, arm, person, tool, or any external object appears anywhere in the image. Background, surface texture, lighting, and camera viewpoint are identical to the input. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv3_007.txt b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv3_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..9617c478b668b6b66a9afa6a270d86efef5da00b --- /dev/null +++ b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv3_007.txt @@ -0,0 +1,6 @@ +Generate a single top-down image showing the FINAL state of the scene from the input, after every object has been moved off the open lower surface and placed inside its correct container. +SORTING CRITERION, each object's correct container is determined ENTIRELY by its COLOUR: an object belongs in the one container whose inner-floor label shows the matching COLOUR. The other two attributes (SHAPE and SIZE) vary across objects but are DISTRACTORS and must be ignored. +The 3 labelled containers from the input keep their exact positions, outlines, and inner-floor labels, each label is still a solid colour swatch (a small filled coloured patch with no shape cue), painted on the tray bottom, never a separate pick-up-able object. The containers do not move, resize, or change in any way. +In the output the 6 objects are distributed across the 3 containers holding 2, 2, 2 objects respectively, every object resting inside the container whose label matches its COLOUR. The lower surface is completely empty: no object is left out on the open surface, and no object sits in a wrong container. +Use exactly the 6 objects from the input, nothing added, removed, recoloured, resized, reshaped, or duplicated; each object's colour, shape, and size are preserved exactly as in the input. +No hand, arm, person, tool, or any external object appears anywhere in the image. Background, surface texture, lighting, and camera viewpoint are identical to the input. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv3_008.txt b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv3_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..d61263ba6283245998c3203b82d004f5e258031a --- /dev/null +++ b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv3_008.txt @@ -0,0 +1,6 @@ +Generate a single top-down image showing the FINAL state of the scene from the input, after every object has been moved off the open lower surface and placed inside its correct container. +SORTING CRITERION, each object's correct container is determined ENTIRELY by its SHAPE: an object belongs in the one container whose inner-floor label shows the matching SHAPE. The other two attributes (COLOUR and SIZE) vary across objects but are DISTRACTORS and must be ignored. +The 3 labelled containers from the input keep their exact positions, outlines, and inner-floor labels, each label is still a single neutral-grey shape outline (the bin's target shape, with no colour cue), painted on the tray bottom, never a separate pick-up-able object. The containers do not move, resize, or change in any way. +In the output the 6 objects are distributed across the 3 containers holding 2, 2, 2 objects respectively, every object resting inside the container whose label matches its SHAPE. The lower surface is completely empty: no object is left out on the open surface, and no object sits in a wrong container. +Use exactly the 6 objects from the input, nothing added, removed, recoloured, resized, reshaped, or duplicated; each object's colour, shape, and size are preserved exactly as in the input. +No hand, arm, person, tool, or any external object appears anywhere in the image. Background, surface texture, lighting, and camera viewpoint are identical to the input. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv3_009.txt b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv3_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..8c8e3aa68dbbe400a8ac7b21c9d9a64d4f823200 --- /dev/null +++ b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv3_009.txt @@ -0,0 +1,6 @@ +Generate a single top-down image showing the FINAL state of the scene from the input, after every object has been moved off the open lower surface and placed inside its correct container. +SORTING CRITERION, each object's correct container is determined ENTIRELY by its SIZE: an object belongs in the one container whose inner-floor label shows the matching SIZE. The other two attributes (COLOUR and SHAPE) vary across objects but are DISTRACTORS and must be ignored. +The 3 labelled containers from the input keep their exact positions, outlines, and inner-floor labels, each label is still a single neutral-grey circle whose radius encodes the bin's target SIZE class (small / medium / large), painted on the tray bottom, never a separate pick-up-able object. The containers do not move, resize, or change in any way. +In the output the 6 objects are distributed across the 3 containers holding 2, 2, 2 objects respectively, every object resting inside the container whose label matches its SIZE. The lower surface is completely empty: no object is left out on the open surface, and no object sits in a wrong container. +Use exactly the 6 objects from the input, nothing added, removed, recoloured, resized, reshaped, or duplicated; each object's colour, shape, and size are preserved exactly as in the input. +No hand, arm, person, tool, or any external object appears anywhere in the image. Background, surface texture, lighting, and camera viewpoint are identical to the input. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv3_010.txt b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv3_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..9617c478b668b6b66a9afa6a270d86efef5da00b --- /dev/null +++ b/bench_data/classify_blocks/prompt/image_gen_prompt/classify_blocks_lv3_010.txt @@ -0,0 +1,6 @@ +Generate a single top-down image showing the FINAL state of the scene from the input, after every object has been moved off the open lower surface and placed inside its correct container. +SORTING CRITERION, each object's correct container is determined ENTIRELY by its COLOUR: an object belongs in the one container whose inner-floor label shows the matching COLOUR. The other two attributes (SHAPE and SIZE) vary across objects but are DISTRACTORS and must be ignored. +The 3 labelled containers from the input keep their exact positions, outlines, and inner-floor labels, each label is still a solid colour swatch (a small filled coloured patch with no shape cue), painted on the tray bottom, never a separate pick-up-able object. The containers do not move, resize, or change in any way. +In the output the 6 objects are distributed across the 3 containers holding 2, 2, 2 objects respectively, every object resting inside the container whose label matches its COLOUR. The lower surface is completely empty: no object is left out on the open surface, and no object sits in a wrong container. +Use exactly the 6 objects from the input, nothing added, removed, recoloured, resized, reshaped, or duplicated; each object's colour, shape, and size are preserved exactly as in the input. +No hand, arm, person, tool, or any external object appears anywhere in the image. Background, surface texture, lighting, and camera viewpoint are identical to the input. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv1_001.txt b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv1_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..e597b6115e7e5ba416ecd746d68afc62c9a48a7c --- /dev/null +++ b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv1_001.txt @@ -0,0 +1,7 @@ +SORTING CRITERION, classify the objects strictly by their COLOUR: each object goes into the container whose label shows the matching COLOUR; the other two attributes (SHAPE, SIZE) are distractors and must be ignored. +The input image is a top-down phone photo of a flat surface (a wooden table, paper sheet, or floor, 16:9). In the UPPER area are exactly 2 empty labelled containers (shallow trays or bins) arranged in a horizontal row, well separated from each other. Each container has one visual label painted on its inner floor (part of the tray bottom, clearly visible from the top-down view): a solid colour swatch (a small filled coloured patch with no shape cue). In the LOWER area are exactly 3 small flat objects of varying shape, size, and colour, scattered with clear gaps between them. No hand, no person, no extra props in the input. +Continue this image as a short video in which one or two human hands reach in from outside the frame and physically move the 3 objects one by one, sliding or briefly lifting each object and placing it down, until every object is inside the one container whose label matches the object's COLOUR. Either a single hand or both hands working together is acceptable; no other person, tool, chopstick, or external agent enters the frame. +Other attributes (SHAPE, SIZE) vary across objects but are DISTRACTORS, they do not align with the correct sort and must be IGNORED. +The 2 containers should end up holding 2, 1 objects respectively. Do NOT add, remove, or duplicate any object, exactly the 3 input objects must end up distributed across the 2 containers, with every object inside its correct container and none left on the open surface or in the wrong container. +Hand motion should look natural: each object is picked up or slid one at a time across the surface and placed into its correct container. Objects must not vanish, teleport, or morph; their shapes, sizes, and colours must be preserved exactly throughout. +The containers themselves never move; their positions, outlines, and labels stay fixed throughout. Background, surface texture, lighting, and camera viewpoint also stay perfectly fixed. Only the hand(s) and the moved objects are in motion. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv1_002.txt b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv1_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..8e93709ef34e8e210b06fe34f9f39a09b49ada27 --- /dev/null +++ b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv1_002.txt @@ -0,0 +1,7 @@ +SORTING CRITERION, classify the objects strictly by their SIZE: each object goes into the container whose label shows the matching SIZE; the other two attributes (COLOUR, SHAPE) are distractors and must be ignored. +The input image is a top-down phone photo of a flat surface (a wooden table, paper sheet, or floor, 16:9). In the UPPER area are exactly 2 empty labelled containers (shallow trays or bins) arranged in a horizontal row, well separated from each other. Each container has one visual label painted on its inner floor (part of the tray bottom, clearly visible from the top-down view): a single neutral-grey circle whose radius encodes the bin's target SIZE class (small / medium / large). In the LOWER area are exactly 3 small flat objects of varying shape, size, and colour, scattered with clear gaps between them. No hand, no person, no extra props in the input. +Continue this image as a short video in which one or two human hands reach in from outside the frame and physically move the 3 objects one by one, sliding or briefly lifting each object and placing it down, until every object is inside the one container whose label matches the object's SIZE. Either a single hand or both hands working together is acceptable; no other person, tool, chopstick, or external agent enters the frame. +Other attributes (COLOUR, SHAPE) vary across objects but are DISTRACTORS, they do not align with the correct sort and must be IGNORED. +The 2 containers should end up holding 2, 1 objects respectively. Do NOT add, remove, or duplicate any object, exactly the 3 input objects must end up distributed across the 2 containers, with every object inside its correct container and none left on the open surface or in the wrong container. +Hand motion should look natural: each object is picked up or slid one at a time across the surface and placed into its correct container. Objects must not vanish, teleport, or morph; their shapes, sizes, and colours must be preserved exactly throughout. +The containers themselves never move; their positions, outlines, and labels stay fixed throughout. Background, surface texture, lighting, and camera viewpoint also stay perfectly fixed. Only the hand(s) and the moved objects are in motion. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv1_003.txt b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv1_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..ed1fb5682ae754735e34327a4f0d8ca84c01ea35 --- /dev/null +++ b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv1_003.txt @@ -0,0 +1,7 @@ +SORTING CRITERION, classify the objects strictly by their SHAPE: each object goes into the container whose label shows the matching SHAPE; the other two attributes (COLOUR, SIZE) are distractors and must be ignored. +The input image is a top-down phone photo of a flat surface (a wooden table, paper sheet, or floor, 16:9). In the UPPER area are exactly 2 empty labelled containers (shallow trays or bins) arranged in a horizontal row, well separated from each other. Each container has one visual label painted on its inner floor (part of the tray bottom, clearly visible from the top-down view): a single neutral-grey shape outline (the bin's target shape, with no colour cue). In the LOWER area are exactly 3 small flat objects of varying shape, size, and colour, scattered with clear gaps between them. No hand, no person, no extra props in the input. +Continue this image as a short video in which one or two human hands reach in from outside the frame and physically move the 3 objects one by one, sliding or briefly lifting each object and placing it down, until every object is inside the one container whose label matches the object's SHAPE. Either a single hand or both hands working together is acceptable; no other person, tool, chopstick, or external agent enters the frame. +Other attributes (COLOUR, SIZE) vary across objects but are DISTRACTORS, they do not align with the correct sort and must be IGNORED. +The 2 containers should end up holding 2, 1 objects respectively. Do NOT add, remove, or duplicate any object, exactly the 3 input objects must end up distributed across the 2 containers, with every object inside its correct container and none left on the open surface or in the wrong container. +Hand motion should look natural: each object is picked up or slid one at a time across the surface and placed into its correct container. Objects must not vanish, teleport, or morph; their shapes, sizes, and colours must be preserved exactly throughout. +The containers themselves never move; their positions, outlines, and labels stay fixed throughout. Background, surface texture, lighting, and camera viewpoint also stay perfectly fixed. Only the hand(s) and the moved objects are in motion. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv1_004.txt b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv1_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..e597b6115e7e5ba416ecd746d68afc62c9a48a7c --- /dev/null +++ b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv1_004.txt @@ -0,0 +1,7 @@ +SORTING CRITERION, classify the objects strictly by their COLOUR: each object goes into the container whose label shows the matching COLOUR; the other two attributes (SHAPE, SIZE) are distractors and must be ignored. +The input image is a top-down phone photo of a flat surface (a wooden table, paper sheet, or floor, 16:9). In the UPPER area are exactly 2 empty labelled containers (shallow trays or bins) arranged in a horizontal row, well separated from each other. Each container has one visual label painted on its inner floor (part of the tray bottom, clearly visible from the top-down view): a solid colour swatch (a small filled coloured patch with no shape cue). In the LOWER area are exactly 3 small flat objects of varying shape, size, and colour, scattered with clear gaps between them. No hand, no person, no extra props in the input. +Continue this image as a short video in which one or two human hands reach in from outside the frame and physically move the 3 objects one by one, sliding or briefly lifting each object and placing it down, until every object is inside the one container whose label matches the object's COLOUR. Either a single hand or both hands working together is acceptable; no other person, tool, chopstick, or external agent enters the frame. +Other attributes (SHAPE, SIZE) vary across objects but are DISTRACTORS, they do not align with the correct sort and must be IGNORED. +The 2 containers should end up holding 2, 1 objects respectively. Do NOT add, remove, or duplicate any object, exactly the 3 input objects must end up distributed across the 2 containers, with every object inside its correct container and none left on the open surface or in the wrong container. +Hand motion should look natural: each object is picked up or slid one at a time across the surface and placed into its correct container. Objects must not vanish, teleport, or morph; their shapes, sizes, and colours must be preserved exactly throughout. +The containers themselves never move; their positions, outlines, and labels stay fixed throughout. Background, surface texture, lighting, and camera viewpoint also stay perfectly fixed. Only the hand(s) and the moved objects are in motion. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv1_005.txt b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv1_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..8e93709ef34e8e210b06fe34f9f39a09b49ada27 --- /dev/null +++ b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv1_005.txt @@ -0,0 +1,7 @@ +SORTING CRITERION, classify the objects strictly by their SIZE: each object goes into the container whose label shows the matching SIZE; the other two attributes (COLOUR, SHAPE) are distractors and must be ignored. +The input image is a top-down phone photo of a flat surface (a wooden table, paper sheet, or floor, 16:9). In the UPPER area are exactly 2 empty labelled containers (shallow trays or bins) arranged in a horizontal row, well separated from each other. Each container has one visual label painted on its inner floor (part of the tray bottom, clearly visible from the top-down view): a single neutral-grey circle whose radius encodes the bin's target SIZE class (small / medium / large). In the LOWER area are exactly 3 small flat objects of varying shape, size, and colour, scattered with clear gaps between them. No hand, no person, no extra props in the input. +Continue this image as a short video in which one or two human hands reach in from outside the frame and physically move the 3 objects one by one, sliding or briefly lifting each object and placing it down, until every object is inside the one container whose label matches the object's SIZE. Either a single hand or both hands working together is acceptable; no other person, tool, chopstick, or external agent enters the frame. +Other attributes (COLOUR, SHAPE) vary across objects but are DISTRACTORS, they do not align with the correct sort and must be IGNORED. +The 2 containers should end up holding 2, 1 objects respectively. Do NOT add, remove, or duplicate any object, exactly the 3 input objects must end up distributed across the 2 containers, with every object inside its correct container and none left on the open surface or in the wrong container. +Hand motion should look natural: each object is picked up or slid one at a time across the surface and placed into its correct container. Objects must not vanish, teleport, or morph; their shapes, sizes, and colours must be preserved exactly throughout. +The containers themselves never move; their positions, outlines, and labels stay fixed throughout. Background, surface texture, lighting, and camera viewpoint also stay perfectly fixed. Only the hand(s) and the moved objects are in motion. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv1_006.txt b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv1_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..0be5ace40f7ae872feb07e375fe81e25f798bae7 --- /dev/null +++ b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv1_006.txt @@ -0,0 +1,7 @@ +SORTING CRITERION, classify the objects strictly by their SHAPE: each object goes into the container whose label shows the matching SHAPE; the other two attributes (COLOUR, SIZE) are distractors and must be ignored. +The input image is a top-down phone photo of a flat surface (a wooden table, paper sheet, or floor, 16:9). In the UPPER area are exactly 2 empty labelled containers (shallow trays or bins) arranged in a horizontal row, well separated from each other. Each container has one visual label painted on its inner floor (part of the tray bottom, clearly visible from the top-down view): a single neutral-grey shape outline (the bin's target shape, with no colour cue). In the LOWER area are exactly 4 small flat objects of varying shape, size, and colour, scattered with clear gaps between them. No hand, no person, no extra props in the input. +Continue this image as a short video in which one or two human hands reach in from outside the frame and physically move the 4 objects one by one, sliding or briefly lifting each object and placing it down, until every object is inside the one container whose label matches the object's SHAPE. Either a single hand or both hands working together is acceptable; no other person, tool, chopstick, or external agent enters the frame. +Other attributes (COLOUR, SIZE) vary across objects but are DISTRACTORS, they do not align with the correct sort and must be IGNORED. +The 2 containers should end up holding 2, 2 objects respectively. Do NOT add, remove, or duplicate any object, exactly the 4 input objects must end up distributed across the 2 containers, with every object inside its correct container and none left on the open surface or in the wrong container. +Hand motion should look natural: each object is picked up or slid one at a time across the surface and placed into its correct container. Objects must not vanish, teleport, or morph; their shapes, sizes, and colours must be preserved exactly throughout. +The containers themselves never move; their positions, outlines, and labels stay fixed throughout. Background, surface texture, lighting, and camera viewpoint also stay perfectly fixed. Only the hand(s) and the moved objects are in motion. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv1_007.txt b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv1_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..0cf0349fcd7941fc0b59c1921c8c55438e50dff6 --- /dev/null +++ b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv1_007.txt @@ -0,0 +1,7 @@ +SORTING CRITERION, classify the objects strictly by their COLOUR: each object goes into the container whose label shows the matching COLOUR; the other two attributes (SHAPE, SIZE) are distractors and must be ignored. +The input image is a top-down phone photo of a flat surface (a wooden table, paper sheet, or floor, 16:9). In the UPPER area are exactly 2 empty labelled containers (shallow trays or bins) arranged in a horizontal row, well separated from each other. Each container has one visual label painted on its inner floor (part of the tray bottom, clearly visible from the top-down view): a solid colour swatch (a small filled coloured patch with no shape cue). In the LOWER area are exactly 4 small flat objects of varying shape, size, and colour, scattered with clear gaps between them. No hand, no person, no extra props in the input. +Continue this image as a short video in which one or two human hands reach in from outside the frame and physically move the 4 objects one by one, sliding or briefly lifting each object and placing it down, until every object is inside the one container whose label matches the object's COLOUR. Either a single hand or both hands working together is acceptable; no other person, tool, chopstick, or external agent enters the frame. +Other attributes (SHAPE, SIZE) vary across objects but are DISTRACTORS, they do not align with the correct sort and must be IGNORED. +The 2 containers should end up holding 2, 2 objects respectively. Do NOT add, remove, or duplicate any object, exactly the 4 input objects must end up distributed across the 2 containers, with every object inside its correct container and none left on the open surface or in the wrong container. +Hand motion should look natural: each object is picked up or slid one at a time across the surface and placed into its correct container. Objects must not vanish, teleport, or morph; their shapes, sizes, and colours must be preserved exactly throughout. +The containers themselves never move; their positions, outlines, and labels stay fixed throughout. Background, surface texture, lighting, and camera viewpoint also stay perfectly fixed. Only the hand(s) and the moved objects are in motion. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv1_008.txt b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv1_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..12f2022393cd5869f221b6f8de936d0096d04661 --- /dev/null +++ b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv1_008.txt @@ -0,0 +1,7 @@ +SORTING CRITERION, classify the objects strictly by their SIZE: each object goes into the container whose label shows the matching SIZE; the other two attributes (COLOUR, SHAPE) are distractors and must be ignored. +The input image is a top-down phone photo of a flat surface (a wooden table, paper sheet, or floor, 16:9). In the UPPER area are exactly 2 empty labelled containers (shallow trays or bins) arranged in a horizontal row, well separated from each other. Each container has one visual label painted on its inner floor (part of the tray bottom, clearly visible from the top-down view): a single neutral-grey circle whose radius encodes the bin's target SIZE class (small / medium / large). In the LOWER area are exactly 4 small flat objects of varying shape, size, and colour, scattered with clear gaps between them. No hand, no person, no extra props in the input. +Continue this image as a short video in which one or two human hands reach in from outside the frame and physically move the 4 objects one by one, sliding or briefly lifting each object and placing it down, until every object is inside the one container whose label matches the object's SIZE. Either a single hand or both hands working together is acceptable; no other person, tool, chopstick, or external agent enters the frame. +Other attributes (COLOUR, SHAPE) vary across objects but are DISTRACTORS, they do not align with the correct sort and must be IGNORED. +The 2 containers should end up holding 2, 2 objects respectively. Do NOT add, remove, or duplicate any object, exactly the 4 input objects must end up distributed across the 2 containers, with every object inside its correct container and none left on the open surface or in the wrong container. +Hand motion should look natural: each object is picked up or slid one at a time across the surface and placed into its correct container. Objects must not vanish, teleport, or morph; their shapes, sizes, and colours must be preserved exactly throughout. +The containers themselves never move; their positions, outlines, and labels stay fixed throughout. Background, surface texture, lighting, and camera viewpoint also stay perfectly fixed. Only the hand(s) and the moved objects are in motion. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv1_009.txt b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv1_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..0be5ace40f7ae872feb07e375fe81e25f798bae7 --- /dev/null +++ b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv1_009.txt @@ -0,0 +1,7 @@ +SORTING CRITERION, classify the objects strictly by their SHAPE: each object goes into the container whose label shows the matching SHAPE; the other two attributes (COLOUR, SIZE) are distractors and must be ignored. +The input image is a top-down phone photo of a flat surface (a wooden table, paper sheet, or floor, 16:9). In the UPPER area are exactly 2 empty labelled containers (shallow trays or bins) arranged in a horizontal row, well separated from each other. Each container has one visual label painted on its inner floor (part of the tray bottom, clearly visible from the top-down view): a single neutral-grey shape outline (the bin's target shape, with no colour cue). In the LOWER area are exactly 4 small flat objects of varying shape, size, and colour, scattered with clear gaps between them. No hand, no person, no extra props in the input. +Continue this image as a short video in which one or two human hands reach in from outside the frame and physically move the 4 objects one by one, sliding or briefly lifting each object and placing it down, until every object is inside the one container whose label matches the object's SHAPE. Either a single hand or both hands working together is acceptable; no other person, tool, chopstick, or external agent enters the frame. +Other attributes (COLOUR, SIZE) vary across objects but are DISTRACTORS, they do not align with the correct sort and must be IGNORED. +The 2 containers should end up holding 2, 2 objects respectively. Do NOT add, remove, or duplicate any object, exactly the 4 input objects must end up distributed across the 2 containers, with every object inside its correct container and none left on the open surface or in the wrong container. +Hand motion should look natural: each object is picked up or slid one at a time across the surface and placed into its correct container. Objects must not vanish, teleport, or morph; their shapes, sizes, and colours must be preserved exactly throughout. +The containers themselves never move; their positions, outlines, and labels stay fixed throughout. Background, surface texture, lighting, and camera viewpoint also stay perfectly fixed. Only the hand(s) and the moved objects are in motion. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv1_010.txt b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv1_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..0cf0349fcd7941fc0b59c1921c8c55438e50dff6 --- /dev/null +++ b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv1_010.txt @@ -0,0 +1,7 @@ +SORTING CRITERION, classify the objects strictly by their COLOUR: each object goes into the container whose label shows the matching COLOUR; the other two attributes (SHAPE, SIZE) are distractors and must be ignored. +The input image is a top-down phone photo of a flat surface (a wooden table, paper sheet, or floor, 16:9). In the UPPER area are exactly 2 empty labelled containers (shallow trays or bins) arranged in a horizontal row, well separated from each other. Each container has one visual label painted on its inner floor (part of the tray bottom, clearly visible from the top-down view): a solid colour swatch (a small filled coloured patch with no shape cue). In the LOWER area are exactly 4 small flat objects of varying shape, size, and colour, scattered with clear gaps between them. No hand, no person, no extra props in the input. +Continue this image as a short video in which one or two human hands reach in from outside the frame and physically move the 4 objects one by one, sliding or briefly lifting each object and placing it down, until every object is inside the one container whose label matches the object's COLOUR. Either a single hand or both hands working together is acceptable; no other person, tool, chopstick, or external agent enters the frame. +Other attributes (SHAPE, SIZE) vary across objects but are DISTRACTORS, they do not align with the correct sort and must be IGNORED. +The 2 containers should end up holding 2, 2 objects respectively. Do NOT add, remove, or duplicate any object, exactly the 4 input objects must end up distributed across the 2 containers, with every object inside its correct container and none left on the open surface or in the wrong container. +Hand motion should look natural: each object is picked up or slid one at a time across the surface and placed into its correct container. Objects must not vanish, teleport, or morph; their shapes, sizes, and colours must be preserved exactly throughout. +The containers themselves never move; their positions, outlines, and labels stay fixed throughout. Background, surface texture, lighting, and camera viewpoint also stay perfectly fixed. Only the hand(s) and the moved objects are in motion. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv2_001.txt b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv2_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..dda2c76f81282c8216d200b16ebcc57a2ff7c699 --- /dev/null +++ b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv2_001.txt @@ -0,0 +1,7 @@ +SORTING CRITERION, classify the objects strictly by their SHAPE: each object goes into the container whose label shows the matching SHAPE; the other two attributes (COLOUR, SIZE) are distractors and must be ignored. +The input image is a top-down phone photo of a flat surface (a wooden table, paper sheet, or floor, 16:9). In the UPPER area are exactly 3 empty labelled containers (shallow trays or bins) arranged in a horizontal row, well separated from each other. Each container has one visual label painted on its inner floor (part of the tray bottom, clearly visible from the top-down view): a single neutral-grey shape outline (the bin's target shape, with no colour cue). In the LOWER area are exactly 5 small flat objects of varying shape, size, and colour, scattered with clear gaps between them. No hand, no person, no extra props in the input. +Continue this image as a short video in which one or two human hands reach in from outside the frame and physically move the 5 objects one by one, sliding or briefly lifting each object and placing it down, until every object is inside the one container whose label matches the object's SHAPE. Either a single hand or both hands working together is acceptable; no other person, tool, chopstick, or external agent enters the frame. +Other attributes (COLOUR, SIZE) vary across objects but are DISTRACTORS, they do not align with the correct sort and must be IGNORED. +The 3 containers should end up holding 2, 2, 1 objects respectively. Do NOT add, remove, or duplicate any object, exactly the 5 input objects must end up distributed across the 3 containers, with every object inside its correct container and none left on the open surface or in the wrong container. +Hand motion should look natural: each object is picked up or slid one at a time across the surface and placed into its correct container. Objects must not vanish, teleport, or morph; their shapes, sizes, and colours must be preserved exactly throughout. +The containers themselves never move; their positions, outlines, and labels stay fixed throughout. Background, surface texture, lighting, and camera viewpoint also stay perfectly fixed. Only the hand(s) and the moved objects are in motion. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv2_002.txt b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv2_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..43942ee2b9cf83212a9dc94f8c2d75a19af61e2f --- /dev/null +++ b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv2_002.txt @@ -0,0 +1,7 @@ +SORTING CRITERION, classify the objects strictly by their COLOUR: each object goes into the container whose label shows the matching COLOUR; the other two attributes (SHAPE, SIZE) are distractors and must be ignored. +The input image is a top-down phone photo of a flat surface (a wooden table, paper sheet, or floor, 16:9). In the UPPER area are exactly 3 empty labelled containers (shallow trays or bins) arranged in a horizontal row, well separated from each other. Each container has one visual label painted on its inner floor (part of the tray bottom, clearly visible from the top-down view): a solid colour swatch (a small filled coloured patch with no shape cue). In the LOWER area are exactly 5 small flat objects of varying shape, size, and colour, scattered with clear gaps between them. No hand, no person, no extra props in the input. +Continue this image as a short video in which one or two human hands reach in from outside the frame and physically move the 5 objects one by one, sliding or briefly lifting each object and placing it down, until every object is inside the one container whose label matches the object's COLOUR. Either a single hand or both hands working together is acceptable; no other person, tool, chopstick, or external agent enters the frame. +Other attributes (SHAPE, SIZE) vary across objects but are DISTRACTORS, they do not align with the correct sort and must be IGNORED. +The 3 containers should end up holding 2, 2, 1 objects respectively. Do NOT add, remove, or duplicate any object, exactly the 5 input objects must end up distributed across the 3 containers, with every object inside its correct container and none left on the open surface or in the wrong container. +Hand motion should look natural: each object is picked up or slid one at a time across the surface and placed into its correct container. Objects must not vanish, teleport, or morph; their shapes, sizes, and colours must be preserved exactly throughout. +The containers themselves never move; their positions, outlines, and labels stay fixed throughout. Background, surface texture, lighting, and camera viewpoint also stay perfectly fixed. Only the hand(s) and the moved objects are in motion. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv2_003.txt b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv2_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..f6261f3fdd87c6cc706d5437519bd115a003b44a --- /dev/null +++ b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv2_003.txt @@ -0,0 +1,7 @@ +SORTING CRITERION, classify the objects strictly by their SIZE: each object goes into the container whose label shows the matching SIZE; the other two attributes (COLOUR, SHAPE) are distractors and must be ignored. +The input image is a top-down phone photo of a flat surface (a wooden table, paper sheet, or floor, 16:9). In the UPPER area are exactly 3 empty labelled containers (shallow trays or bins) arranged in a horizontal row, well separated from each other. Each container has one visual label painted on its inner floor (part of the tray bottom, clearly visible from the top-down view): a single neutral-grey circle whose radius encodes the bin's target SIZE class (small / medium / large). In the LOWER area are exactly 5 small flat objects of varying shape, size, and colour, scattered with clear gaps between them. No hand, no person, no extra props in the input. +Continue this image as a short video in which one or two human hands reach in from outside the frame and physically move the 5 objects one by one, sliding or briefly lifting each object and placing it down, until every object is inside the one container whose label matches the object's SIZE. Either a single hand or both hands working together is acceptable; no other person, tool, chopstick, or external agent enters the frame. +Other attributes (COLOUR, SHAPE) vary across objects but are DISTRACTORS, they do not align with the correct sort and must be IGNORED. +The 3 containers should end up holding 2, 2, 1 objects respectively. Do NOT add, remove, or duplicate any object, exactly the 5 input objects must end up distributed across the 3 containers, with every object inside its correct container and none left on the open surface or in the wrong container. +Hand motion should look natural: each object is picked up or slid one at a time across the surface and placed into its correct container. Objects must not vanish, teleport, or morph; their shapes, sizes, and colours must be preserved exactly throughout. +The containers themselves never move; their positions, outlines, and labels stay fixed throughout. Background, surface texture, lighting, and camera viewpoint also stay perfectly fixed. Only the hand(s) and the moved objects are in motion. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv2_004.txt b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv2_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..43942ee2b9cf83212a9dc94f8c2d75a19af61e2f --- /dev/null +++ b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv2_004.txt @@ -0,0 +1,7 @@ +SORTING CRITERION, classify the objects strictly by their COLOUR: each object goes into the container whose label shows the matching COLOUR; the other two attributes (SHAPE, SIZE) are distractors and must be ignored. +The input image is a top-down phone photo of a flat surface (a wooden table, paper sheet, or floor, 16:9). In the UPPER area are exactly 3 empty labelled containers (shallow trays or bins) arranged in a horizontal row, well separated from each other. Each container has one visual label painted on its inner floor (part of the tray bottom, clearly visible from the top-down view): a solid colour swatch (a small filled coloured patch with no shape cue). In the LOWER area are exactly 5 small flat objects of varying shape, size, and colour, scattered with clear gaps between them. No hand, no person, no extra props in the input. +Continue this image as a short video in which one or two human hands reach in from outside the frame and physically move the 5 objects one by one, sliding or briefly lifting each object and placing it down, until every object is inside the one container whose label matches the object's COLOUR. Either a single hand or both hands working together is acceptable; no other person, tool, chopstick, or external agent enters the frame. +Other attributes (SHAPE, SIZE) vary across objects but are DISTRACTORS, they do not align with the correct sort and must be IGNORED. +The 3 containers should end up holding 2, 2, 1 objects respectively. Do NOT add, remove, or duplicate any object, exactly the 5 input objects must end up distributed across the 3 containers, with every object inside its correct container and none left on the open surface or in the wrong container. +Hand motion should look natural: each object is picked up or slid one at a time across the surface and placed into its correct container. Objects must not vanish, teleport, or morph; their shapes, sizes, and colours must be preserved exactly throughout. +The containers themselves never move; their positions, outlines, and labels stay fixed throughout. Background, surface texture, lighting, and camera viewpoint also stay perfectly fixed. Only the hand(s) and the moved objects are in motion. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv2_005.txt b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv2_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..dda2c76f81282c8216d200b16ebcc57a2ff7c699 --- /dev/null +++ b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv2_005.txt @@ -0,0 +1,7 @@ +SORTING CRITERION, classify the objects strictly by their SHAPE: each object goes into the container whose label shows the matching SHAPE; the other two attributes (COLOUR, SIZE) are distractors and must be ignored. +The input image is a top-down phone photo of a flat surface (a wooden table, paper sheet, or floor, 16:9). In the UPPER area are exactly 3 empty labelled containers (shallow trays or bins) arranged in a horizontal row, well separated from each other. Each container has one visual label painted on its inner floor (part of the tray bottom, clearly visible from the top-down view): a single neutral-grey shape outline (the bin's target shape, with no colour cue). In the LOWER area are exactly 5 small flat objects of varying shape, size, and colour, scattered with clear gaps between them. No hand, no person, no extra props in the input. +Continue this image as a short video in which one or two human hands reach in from outside the frame and physically move the 5 objects one by one, sliding or briefly lifting each object and placing it down, until every object is inside the one container whose label matches the object's SHAPE. Either a single hand or both hands working together is acceptable; no other person, tool, chopstick, or external agent enters the frame. +Other attributes (COLOUR, SIZE) vary across objects but are DISTRACTORS, they do not align with the correct sort and must be IGNORED. +The 3 containers should end up holding 2, 2, 1 objects respectively. Do NOT add, remove, or duplicate any object, exactly the 5 input objects must end up distributed across the 3 containers, with every object inside its correct container and none left on the open surface or in the wrong container. +Hand motion should look natural: each object is picked up or slid one at a time across the surface and placed into its correct container. Objects must not vanish, teleport, or morph; their shapes, sizes, and colours must be preserved exactly throughout. +The containers themselves never move; their positions, outlines, and labels stay fixed throughout. Background, surface texture, lighting, and camera viewpoint also stay perfectly fixed. Only the hand(s) and the moved objects are in motion. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv2_006.txt b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv2_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..f6261f3fdd87c6cc706d5437519bd115a003b44a --- /dev/null +++ b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv2_006.txt @@ -0,0 +1,7 @@ +SORTING CRITERION, classify the objects strictly by their SIZE: each object goes into the container whose label shows the matching SIZE; the other two attributes (COLOUR, SHAPE) are distractors and must be ignored. +The input image is a top-down phone photo of a flat surface (a wooden table, paper sheet, or floor, 16:9). In the UPPER area are exactly 3 empty labelled containers (shallow trays or bins) arranged in a horizontal row, well separated from each other. Each container has one visual label painted on its inner floor (part of the tray bottom, clearly visible from the top-down view): a single neutral-grey circle whose radius encodes the bin's target SIZE class (small / medium / large). In the LOWER area are exactly 5 small flat objects of varying shape, size, and colour, scattered with clear gaps between them. No hand, no person, no extra props in the input. +Continue this image as a short video in which one or two human hands reach in from outside the frame and physically move the 5 objects one by one, sliding or briefly lifting each object and placing it down, until every object is inside the one container whose label matches the object's SIZE. Either a single hand or both hands working together is acceptable; no other person, tool, chopstick, or external agent enters the frame. +Other attributes (COLOUR, SHAPE) vary across objects but are DISTRACTORS, they do not align with the correct sort and must be IGNORED. +The 3 containers should end up holding 2, 2, 1 objects respectively. Do NOT add, remove, or duplicate any object, exactly the 5 input objects must end up distributed across the 3 containers, with every object inside its correct container and none left on the open surface or in the wrong container. +Hand motion should look natural: each object is picked up or slid one at a time across the surface and placed into its correct container. Objects must not vanish, teleport, or morph; their shapes, sizes, and colours must be preserved exactly throughout. +The containers themselves never move; their positions, outlines, and labels stay fixed throughout. Background, surface texture, lighting, and camera viewpoint also stay perfectly fixed. Only the hand(s) and the moved objects are in motion. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv2_007.txt b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv2_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..43942ee2b9cf83212a9dc94f8c2d75a19af61e2f --- /dev/null +++ b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv2_007.txt @@ -0,0 +1,7 @@ +SORTING CRITERION, classify the objects strictly by their COLOUR: each object goes into the container whose label shows the matching COLOUR; the other two attributes (SHAPE, SIZE) are distractors and must be ignored. +The input image is a top-down phone photo of a flat surface (a wooden table, paper sheet, or floor, 16:9). In the UPPER area are exactly 3 empty labelled containers (shallow trays or bins) arranged in a horizontal row, well separated from each other. Each container has one visual label painted on its inner floor (part of the tray bottom, clearly visible from the top-down view): a solid colour swatch (a small filled coloured patch with no shape cue). In the LOWER area are exactly 5 small flat objects of varying shape, size, and colour, scattered with clear gaps between them. No hand, no person, no extra props in the input. +Continue this image as a short video in which one or two human hands reach in from outside the frame and physically move the 5 objects one by one, sliding or briefly lifting each object and placing it down, until every object is inside the one container whose label matches the object's COLOUR. Either a single hand or both hands working together is acceptable; no other person, tool, chopstick, or external agent enters the frame. +Other attributes (SHAPE, SIZE) vary across objects but are DISTRACTORS, they do not align with the correct sort and must be IGNORED. +The 3 containers should end up holding 2, 2, 1 objects respectively. Do NOT add, remove, or duplicate any object, exactly the 5 input objects must end up distributed across the 3 containers, with every object inside its correct container and none left on the open surface or in the wrong container. +Hand motion should look natural: each object is picked up or slid one at a time across the surface and placed into its correct container. Objects must not vanish, teleport, or morph; their shapes, sizes, and colours must be preserved exactly throughout. +The containers themselves never move; their positions, outlines, and labels stay fixed throughout. Background, surface texture, lighting, and camera viewpoint also stay perfectly fixed. Only the hand(s) and the moved objects are in motion. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv2_008.txt b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv2_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..dda2c76f81282c8216d200b16ebcc57a2ff7c699 --- /dev/null +++ b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv2_008.txt @@ -0,0 +1,7 @@ +SORTING CRITERION, classify the objects strictly by their SHAPE: each object goes into the container whose label shows the matching SHAPE; the other two attributes (COLOUR, SIZE) are distractors and must be ignored. +The input image is a top-down phone photo of a flat surface (a wooden table, paper sheet, or floor, 16:9). In the UPPER area are exactly 3 empty labelled containers (shallow trays or bins) arranged in a horizontal row, well separated from each other. Each container has one visual label painted on its inner floor (part of the tray bottom, clearly visible from the top-down view): a single neutral-grey shape outline (the bin's target shape, with no colour cue). In the LOWER area are exactly 5 small flat objects of varying shape, size, and colour, scattered with clear gaps between them. No hand, no person, no extra props in the input. +Continue this image as a short video in which one or two human hands reach in from outside the frame and physically move the 5 objects one by one, sliding or briefly lifting each object and placing it down, until every object is inside the one container whose label matches the object's SHAPE. Either a single hand or both hands working together is acceptable; no other person, tool, chopstick, or external agent enters the frame. +Other attributes (COLOUR, SIZE) vary across objects but are DISTRACTORS, they do not align with the correct sort and must be IGNORED. +The 3 containers should end up holding 2, 2, 1 objects respectively. Do NOT add, remove, or duplicate any object, exactly the 5 input objects must end up distributed across the 3 containers, with every object inside its correct container and none left on the open surface or in the wrong container. +Hand motion should look natural: each object is picked up or slid one at a time across the surface and placed into its correct container. Objects must not vanish, teleport, or morph; their shapes, sizes, and colours must be preserved exactly throughout. +The containers themselves never move; their positions, outlines, and labels stay fixed throughout. Background, surface texture, lighting, and camera viewpoint also stay perfectly fixed. Only the hand(s) and the moved objects are in motion. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv2_009.txt b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv2_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..f6261f3fdd87c6cc706d5437519bd115a003b44a --- /dev/null +++ b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv2_009.txt @@ -0,0 +1,7 @@ +SORTING CRITERION, classify the objects strictly by their SIZE: each object goes into the container whose label shows the matching SIZE; the other two attributes (COLOUR, SHAPE) are distractors and must be ignored. +The input image is a top-down phone photo of a flat surface (a wooden table, paper sheet, or floor, 16:9). In the UPPER area are exactly 3 empty labelled containers (shallow trays or bins) arranged in a horizontal row, well separated from each other. Each container has one visual label painted on its inner floor (part of the tray bottom, clearly visible from the top-down view): a single neutral-grey circle whose radius encodes the bin's target SIZE class (small / medium / large). In the LOWER area are exactly 5 small flat objects of varying shape, size, and colour, scattered with clear gaps between them. No hand, no person, no extra props in the input. +Continue this image as a short video in which one or two human hands reach in from outside the frame and physically move the 5 objects one by one, sliding or briefly lifting each object and placing it down, until every object is inside the one container whose label matches the object's SIZE. Either a single hand or both hands working together is acceptable; no other person, tool, chopstick, or external agent enters the frame. +Other attributes (COLOUR, SHAPE) vary across objects but are DISTRACTORS, they do not align with the correct sort and must be IGNORED. +The 3 containers should end up holding 2, 2, 1 objects respectively. Do NOT add, remove, or duplicate any object, exactly the 5 input objects must end up distributed across the 3 containers, with every object inside its correct container and none left on the open surface or in the wrong container. +Hand motion should look natural: each object is picked up or slid one at a time across the surface and placed into its correct container. Objects must not vanish, teleport, or morph; their shapes, sizes, and colours must be preserved exactly throughout. +The containers themselves never move; their positions, outlines, and labels stay fixed throughout. Background, surface texture, lighting, and camera viewpoint also stay perfectly fixed. Only the hand(s) and the moved objects are in motion. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv2_010.txt b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv2_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..43942ee2b9cf83212a9dc94f8c2d75a19af61e2f --- /dev/null +++ b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv2_010.txt @@ -0,0 +1,7 @@ +SORTING CRITERION, classify the objects strictly by their COLOUR: each object goes into the container whose label shows the matching COLOUR; the other two attributes (SHAPE, SIZE) are distractors and must be ignored. +The input image is a top-down phone photo of a flat surface (a wooden table, paper sheet, or floor, 16:9). In the UPPER area are exactly 3 empty labelled containers (shallow trays or bins) arranged in a horizontal row, well separated from each other. Each container has one visual label painted on its inner floor (part of the tray bottom, clearly visible from the top-down view): a solid colour swatch (a small filled coloured patch with no shape cue). In the LOWER area are exactly 5 small flat objects of varying shape, size, and colour, scattered with clear gaps between them. No hand, no person, no extra props in the input. +Continue this image as a short video in which one or two human hands reach in from outside the frame and physically move the 5 objects one by one, sliding or briefly lifting each object and placing it down, until every object is inside the one container whose label matches the object's COLOUR. Either a single hand or both hands working together is acceptable; no other person, tool, chopstick, or external agent enters the frame. +Other attributes (SHAPE, SIZE) vary across objects but are DISTRACTORS, they do not align with the correct sort and must be IGNORED. +The 3 containers should end up holding 2, 2, 1 objects respectively. Do NOT add, remove, or duplicate any object, exactly the 5 input objects must end up distributed across the 3 containers, with every object inside its correct container and none left on the open surface or in the wrong container. +Hand motion should look natural: each object is picked up or slid one at a time across the surface and placed into its correct container. Objects must not vanish, teleport, or morph; their shapes, sizes, and colours must be preserved exactly throughout. +The containers themselves never move; their positions, outlines, and labels stay fixed throughout. Background, surface texture, lighting, and camera viewpoint also stay perfectly fixed. Only the hand(s) and the moved objects are in motion. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv3_001.txt b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv3_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..0585a2835b41d7278fb25789ec7a1965b13978ae --- /dev/null +++ b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv3_001.txt @@ -0,0 +1,7 @@ +SORTING CRITERION, classify the objects strictly by their COLOUR: each object goes into the container whose label shows the matching COLOUR; the other two attributes (SHAPE, SIZE) are distractors and must be ignored. +The input image is a top-down phone photo of a flat surface (a wooden table, paper sheet, or floor, 16:9). In the UPPER area are exactly 3 empty labelled containers (shallow trays or bins) arranged in a horizontal row, well separated from each other. Each container has one visual label painted on its inner floor (part of the tray bottom, clearly visible from the top-down view): a solid colour swatch (a small filled coloured patch with no shape cue). In the LOWER area are exactly 6 small flat objects of varying shape, size, and colour, scattered with clear gaps between them. No hand, no person, no extra props in the input. +Continue this image as a short video in which one or two human hands reach in from outside the frame and physically move the 6 objects one by one, sliding or briefly lifting each object and placing it down, until every object is inside the one container whose label matches the object's COLOUR. Either a single hand or both hands working together is acceptable; no other person, tool, chopstick, or external agent enters the frame. +Other attributes (SHAPE, SIZE) vary across objects but are DISTRACTORS, they do not align with the correct sort and must be IGNORED. +The 3 containers should end up holding 2, 2, 2 objects respectively. Do NOT add, remove, or duplicate any object, exactly the 6 input objects must end up distributed across the 3 containers, with every object inside its correct container and none left on the open surface or in the wrong container. +Hand motion should look natural: each object is picked up or slid one at a time across the surface and placed into its correct container. Objects must not vanish, teleport, or morph; their shapes, sizes, and colours must be preserved exactly throughout. +The containers themselves never move; their positions, outlines, and labels stay fixed throughout. Background, surface texture, lighting, and camera viewpoint also stay perfectly fixed. Only the hand(s) and the moved objects are in motion. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv3_002.txt b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv3_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..d306d7177824c7fb1978ad462a21f6599c0e4b74 --- /dev/null +++ b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv3_002.txt @@ -0,0 +1,7 @@ +SORTING CRITERION, classify the objects strictly by their SHAPE: each object goes into the container whose label shows the matching SHAPE; the other two attributes (COLOUR, SIZE) are distractors and must be ignored. +The input image is a top-down phone photo of a flat surface (a wooden table, paper sheet, or floor, 16:9). In the UPPER area are exactly 3 empty labelled containers (shallow trays or bins) arranged in a horizontal row, well separated from each other. Each container has one visual label painted on its inner floor (part of the tray bottom, clearly visible from the top-down view): a single neutral-grey shape outline (the bin's target shape, with no colour cue). In the LOWER area are exactly 6 small flat objects of varying shape, size, and colour, scattered with clear gaps between them. No hand, no person, no extra props in the input. +Continue this image as a short video in which one or two human hands reach in from outside the frame and physically move the 6 objects one by one, sliding or briefly lifting each object and placing it down, until every object is inside the one container whose label matches the object's SHAPE. Either a single hand or both hands working together is acceptable; no other person, tool, chopstick, or external agent enters the frame. +Other attributes (COLOUR, SIZE) vary across objects but are DISTRACTORS, they do not align with the correct sort and must be IGNORED. +The 3 containers should end up holding 2, 2, 2 objects respectively. Do NOT add, remove, or duplicate any object, exactly the 6 input objects must end up distributed across the 3 containers, with every object inside its correct container and none left on the open surface or in the wrong container. +Hand motion should look natural: each object is picked up or slid one at a time across the surface and placed into its correct container. Objects must not vanish, teleport, or morph; their shapes, sizes, and colours must be preserved exactly throughout. +The containers themselves never move; their positions, outlines, and labels stay fixed throughout. Background, surface texture, lighting, and camera viewpoint also stay perfectly fixed. Only the hand(s) and the moved objects are in motion. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv3_003.txt b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv3_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..16ccd8f126b8110513e7ab93fb40ee6123d13d0d --- /dev/null +++ b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv3_003.txt @@ -0,0 +1,7 @@ +SORTING CRITERION, classify the objects strictly by their SIZE: each object goes into the container whose label shows the matching SIZE; the other two attributes (COLOUR, SHAPE) are distractors and must be ignored. +The input image is a top-down phone photo of a flat surface (a wooden table, paper sheet, or floor, 16:9). In the UPPER area are exactly 3 empty labelled containers (shallow trays or bins) arranged in a horizontal row, well separated from each other. Each container has one visual label painted on its inner floor (part of the tray bottom, clearly visible from the top-down view): a single neutral-grey circle whose radius encodes the bin's target SIZE class (small / medium / large). In the LOWER area are exactly 6 small flat objects of varying shape, size, and colour, scattered with clear gaps between them. No hand, no person, no extra props in the input. +Continue this image as a short video in which one or two human hands reach in from outside the frame and physically move the 6 objects one by one, sliding or briefly lifting each object and placing it down, until every object is inside the one container whose label matches the object's SIZE. Either a single hand or both hands working together is acceptable; no other person, tool, chopstick, or external agent enters the frame. +Other attributes (COLOUR, SHAPE) vary across objects but are DISTRACTORS, they do not align with the correct sort and must be IGNORED. +The 3 containers should end up holding 2, 2, 2 objects respectively. Do NOT add, remove, or duplicate any object, exactly the 6 input objects must end up distributed across the 3 containers, with every object inside its correct container and none left on the open surface or in the wrong container. +Hand motion should look natural: each object is picked up or slid one at a time across the surface and placed into its correct container. Objects must not vanish, teleport, or morph; their shapes, sizes, and colours must be preserved exactly throughout. +The containers themselves never move; their positions, outlines, and labels stay fixed throughout. Background, surface texture, lighting, and camera viewpoint also stay perfectly fixed. Only the hand(s) and the moved objects are in motion. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv3_004.txt b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv3_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..0585a2835b41d7278fb25789ec7a1965b13978ae --- /dev/null +++ b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv3_004.txt @@ -0,0 +1,7 @@ +SORTING CRITERION, classify the objects strictly by their COLOUR: each object goes into the container whose label shows the matching COLOUR; the other two attributes (SHAPE, SIZE) are distractors and must be ignored. +The input image is a top-down phone photo of a flat surface (a wooden table, paper sheet, or floor, 16:9). In the UPPER area are exactly 3 empty labelled containers (shallow trays or bins) arranged in a horizontal row, well separated from each other. Each container has one visual label painted on its inner floor (part of the tray bottom, clearly visible from the top-down view): a solid colour swatch (a small filled coloured patch with no shape cue). In the LOWER area are exactly 6 small flat objects of varying shape, size, and colour, scattered with clear gaps between them. No hand, no person, no extra props in the input. +Continue this image as a short video in which one or two human hands reach in from outside the frame and physically move the 6 objects one by one, sliding or briefly lifting each object and placing it down, until every object is inside the one container whose label matches the object's COLOUR. Either a single hand or both hands working together is acceptable; no other person, tool, chopstick, or external agent enters the frame. +Other attributes (SHAPE, SIZE) vary across objects but are DISTRACTORS, they do not align with the correct sort and must be IGNORED. +The 3 containers should end up holding 2, 2, 2 objects respectively. Do NOT add, remove, or duplicate any object, exactly the 6 input objects must end up distributed across the 3 containers, with every object inside its correct container and none left on the open surface or in the wrong container. +Hand motion should look natural: each object is picked up or slid one at a time across the surface and placed into its correct container. Objects must not vanish, teleport, or morph; their shapes, sizes, and colours must be preserved exactly throughout. +The containers themselves never move; their positions, outlines, and labels stay fixed throughout. Background, surface texture, lighting, and camera viewpoint also stay perfectly fixed. Only the hand(s) and the moved objects are in motion. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv3_005.txt b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv3_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..d306d7177824c7fb1978ad462a21f6599c0e4b74 --- /dev/null +++ b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv3_005.txt @@ -0,0 +1,7 @@ +SORTING CRITERION, classify the objects strictly by their SHAPE: each object goes into the container whose label shows the matching SHAPE; the other two attributes (COLOUR, SIZE) are distractors and must be ignored. +The input image is a top-down phone photo of a flat surface (a wooden table, paper sheet, or floor, 16:9). In the UPPER area are exactly 3 empty labelled containers (shallow trays or bins) arranged in a horizontal row, well separated from each other. Each container has one visual label painted on its inner floor (part of the tray bottom, clearly visible from the top-down view): a single neutral-grey shape outline (the bin's target shape, with no colour cue). In the LOWER area are exactly 6 small flat objects of varying shape, size, and colour, scattered with clear gaps between them. No hand, no person, no extra props in the input. +Continue this image as a short video in which one or two human hands reach in from outside the frame and physically move the 6 objects one by one, sliding or briefly lifting each object and placing it down, until every object is inside the one container whose label matches the object's SHAPE. Either a single hand or both hands working together is acceptable; no other person, tool, chopstick, or external agent enters the frame. +Other attributes (COLOUR, SIZE) vary across objects but are DISTRACTORS, they do not align with the correct sort and must be IGNORED. +The 3 containers should end up holding 2, 2, 2 objects respectively. Do NOT add, remove, or duplicate any object, exactly the 6 input objects must end up distributed across the 3 containers, with every object inside its correct container and none left on the open surface or in the wrong container. +Hand motion should look natural: each object is picked up or slid one at a time across the surface and placed into its correct container. Objects must not vanish, teleport, or morph; their shapes, sizes, and colours must be preserved exactly throughout. +The containers themselves never move; their positions, outlines, and labels stay fixed throughout. Background, surface texture, lighting, and camera viewpoint also stay perfectly fixed. Only the hand(s) and the moved objects are in motion. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv3_006.txt b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv3_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..16ccd8f126b8110513e7ab93fb40ee6123d13d0d --- /dev/null +++ b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv3_006.txt @@ -0,0 +1,7 @@ +SORTING CRITERION, classify the objects strictly by their SIZE: each object goes into the container whose label shows the matching SIZE; the other two attributes (COLOUR, SHAPE) are distractors and must be ignored. +The input image is a top-down phone photo of a flat surface (a wooden table, paper sheet, or floor, 16:9). In the UPPER area are exactly 3 empty labelled containers (shallow trays or bins) arranged in a horizontal row, well separated from each other. Each container has one visual label painted on its inner floor (part of the tray bottom, clearly visible from the top-down view): a single neutral-grey circle whose radius encodes the bin's target SIZE class (small / medium / large). In the LOWER area are exactly 6 small flat objects of varying shape, size, and colour, scattered with clear gaps between them. No hand, no person, no extra props in the input. +Continue this image as a short video in which one or two human hands reach in from outside the frame and physically move the 6 objects one by one, sliding or briefly lifting each object and placing it down, until every object is inside the one container whose label matches the object's SIZE. Either a single hand or both hands working together is acceptable; no other person, tool, chopstick, or external agent enters the frame. +Other attributes (COLOUR, SHAPE) vary across objects but are DISTRACTORS, they do not align with the correct sort and must be IGNORED. +The 3 containers should end up holding 2, 2, 2 objects respectively. Do NOT add, remove, or duplicate any object, exactly the 6 input objects must end up distributed across the 3 containers, with every object inside its correct container and none left on the open surface or in the wrong container. +Hand motion should look natural: each object is picked up or slid one at a time across the surface and placed into its correct container. Objects must not vanish, teleport, or morph; their shapes, sizes, and colours must be preserved exactly throughout. +The containers themselves never move; their positions, outlines, and labels stay fixed throughout. Background, surface texture, lighting, and camera viewpoint also stay perfectly fixed. Only the hand(s) and the moved objects are in motion. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv3_007.txt b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv3_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..0585a2835b41d7278fb25789ec7a1965b13978ae --- /dev/null +++ b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv3_007.txt @@ -0,0 +1,7 @@ +SORTING CRITERION, classify the objects strictly by their COLOUR: each object goes into the container whose label shows the matching COLOUR; the other two attributes (SHAPE, SIZE) are distractors and must be ignored. +The input image is a top-down phone photo of a flat surface (a wooden table, paper sheet, or floor, 16:9). In the UPPER area are exactly 3 empty labelled containers (shallow trays or bins) arranged in a horizontal row, well separated from each other. Each container has one visual label painted on its inner floor (part of the tray bottom, clearly visible from the top-down view): a solid colour swatch (a small filled coloured patch with no shape cue). In the LOWER area are exactly 6 small flat objects of varying shape, size, and colour, scattered with clear gaps between them. No hand, no person, no extra props in the input. +Continue this image as a short video in which one or two human hands reach in from outside the frame and physically move the 6 objects one by one, sliding or briefly lifting each object and placing it down, until every object is inside the one container whose label matches the object's COLOUR. Either a single hand or both hands working together is acceptable; no other person, tool, chopstick, or external agent enters the frame. +Other attributes (SHAPE, SIZE) vary across objects but are DISTRACTORS, they do not align with the correct sort and must be IGNORED. +The 3 containers should end up holding 2, 2, 2 objects respectively. Do NOT add, remove, or duplicate any object, exactly the 6 input objects must end up distributed across the 3 containers, with every object inside its correct container and none left on the open surface or in the wrong container. +Hand motion should look natural: each object is picked up or slid one at a time across the surface and placed into its correct container. Objects must not vanish, teleport, or morph; their shapes, sizes, and colours must be preserved exactly throughout. +The containers themselves never move; their positions, outlines, and labels stay fixed throughout. Background, surface texture, lighting, and camera viewpoint also stay perfectly fixed. Only the hand(s) and the moved objects are in motion. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv3_008.txt b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv3_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..d306d7177824c7fb1978ad462a21f6599c0e4b74 --- /dev/null +++ b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv3_008.txt @@ -0,0 +1,7 @@ +SORTING CRITERION, classify the objects strictly by their SHAPE: each object goes into the container whose label shows the matching SHAPE; the other two attributes (COLOUR, SIZE) are distractors and must be ignored. +The input image is a top-down phone photo of a flat surface (a wooden table, paper sheet, or floor, 16:9). In the UPPER area are exactly 3 empty labelled containers (shallow trays or bins) arranged in a horizontal row, well separated from each other. Each container has one visual label painted on its inner floor (part of the tray bottom, clearly visible from the top-down view): a single neutral-grey shape outline (the bin's target shape, with no colour cue). In the LOWER area are exactly 6 small flat objects of varying shape, size, and colour, scattered with clear gaps between them. No hand, no person, no extra props in the input. +Continue this image as a short video in which one or two human hands reach in from outside the frame and physically move the 6 objects one by one, sliding or briefly lifting each object and placing it down, until every object is inside the one container whose label matches the object's SHAPE. Either a single hand or both hands working together is acceptable; no other person, tool, chopstick, or external agent enters the frame. +Other attributes (COLOUR, SIZE) vary across objects but are DISTRACTORS, they do not align with the correct sort and must be IGNORED. +The 3 containers should end up holding 2, 2, 2 objects respectively. Do NOT add, remove, or duplicate any object, exactly the 6 input objects must end up distributed across the 3 containers, with every object inside its correct container and none left on the open surface or in the wrong container. +Hand motion should look natural: each object is picked up or slid one at a time across the surface and placed into its correct container. Objects must not vanish, teleport, or morph; their shapes, sizes, and colours must be preserved exactly throughout. +The containers themselves never move; their positions, outlines, and labels stay fixed throughout. Background, surface texture, lighting, and camera viewpoint also stay perfectly fixed. Only the hand(s) and the moved objects are in motion. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv3_009.txt b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv3_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..16ccd8f126b8110513e7ab93fb40ee6123d13d0d --- /dev/null +++ b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv3_009.txt @@ -0,0 +1,7 @@ +SORTING CRITERION, classify the objects strictly by their SIZE: each object goes into the container whose label shows the matching SIZE; the other two attributes (COLOUR, SHAPE) are distractors and must be ignored. +The input image is a top-down phone photo of a flat surface (a wooden table, paper sheet, or floor, 16:9). In the UPPER area are exactly 3 empty labelled containers (shallow trays or bins) arranged in a horizontal row, well separated from each other. Each container has one visual label painted on its inner floor (part of the tray bottom, clearly visible from the top-down view): a single neutral-grey circle whose radius encodes the bin's target SIZE class (small / medium / large). In the LOWER area are exactly 6 small flat objects of varying shape, size, and colour, scattered with clear gaps between them. No hand, no person, no extra props in the input. +Continue this image as a short video in which one or two human hands reach in from outside the frame and physically move the 6 objects one by one, sliding or briefly lifting each object and placing it down, until every object is inside the one container whose label matches the object's SIZE. Either a single hand or both hands working together is acceptable; no other person, tool, chopstick, or external agent enters the frame. +Other attributes (COLOUR, SHAPE) vary across objects but are DISTRACTORS, they do not align with the correct sort and must be IGNORED. +The 3 containers should end up holding 2, 2, 2 objects respectively. Do NOT add, remove, or duplicate any object, exactly the 6 input objects must end up distributed across the 3 containers, with every object inside its correct container and none left on the open surface or in the wrong container. +Hand motion should look natural: each object is picked up or slid one at a time across the surface and placed into its correct container. Objects must not vanish, teleport, or morph; their shapes, sizes, and colours must be preserved exactly throughout. +The containers themselves never move; their positions, outlines, and labels stay fixed throughout. Background, surface texture, lighting, and camera viewpoint also stay perfectly fixed. Only the hand(s) and the moved objects are in motion. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv3_010.txt b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv3_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..0585a2835b41d7278fb25789ec7a1965b13978ae --- /dev/null +++ b/bench_data/classify_blocks/prompt/video_gen_prompt/classify_blocks_lv3_010.txt @@ -0,0 +1,7 @@ +SORTING CRITERION, classify the objects strictly by their COLOUR: each object goes into the container whose label shows the matching COLOUR; the other two attributes (SHAPE, SIZE) are distractors and must be ignored. +The input image is a top-down phone photo of a flat surface (a wooden table, paper sheet, or floor, 16:9). In the UPPER area are exactly 3 empty labelled containers (shallow trays or bins) arranged in a horizontal row, well separated from each other. Each container has one visual label painted on its inner floor (part of the tray bottom, clearly visible from the top-down view): a solid colour swatch (a small filled coloured patch with no shape cue). In the LOWER area are exactly 6 small flat objects of varying shape, size, and colour, scattered with clear gaps between them. No hand, no person, no extra props in the input. +Continue this image as a short video in which one or two human hands reach in from outside the frame and physically move the 6 objects one by one, sliding or briefly lifting each object and placing it down, until every object is inside the one container whose label matches the object's COLOUR. Either a single hand or both hands working together is acceptable; no other person, tool, chopstick, or external agent enters the frame. +Other attributes (SHAPE, SIZE) vary across objects but are DISTRACTORS, they do not align with the correct sort and must be IGNORED. +The 3 containers should end up holding 2, 2, 2 objects respectively. Do NOT add, remove, or duplicate any object, exactly the 6 input objects must end up distributed across the 3 containers, with every object inside its correct container and none left on the open surface or in the wrong container. +Hand motion should look natural: each object is picked up or slid one at a time across the surface and placed into its correct container. Objects must not vanish, teleport, or morph; their shapes, sizes, and colours must be preserved exactly throughout. +The containers themselves never move; their positions, outlines, and labels stay fixed throughout. Background, surface texture, lighting, and camera viewpoint also stay perfectly fixed. Only the hand(s) and the moved objects are in motion. No extra labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/clock_running/input_image/lv1/clock_running_lv1_001.png b/bench_data/clock_running/input_image/lv1/clock_running_lv1_001.png new file mode 100644 index 0000000000000000000000000000000000000000..3d60e42676e9c3a979074f04cb93e4d6a98edf01 --- /dev/null +++ b/bench_data/clock_running/input_image/lv1/clock_running_lv1_001.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:0e9b43450a094e60493b24b632898b1033d532cd66172a5b6e8cd2435b625bd4 +size 1832697 diff --git a/bench_data/clock_running/input_image/lv1/clock_running_lv1_002.png b/bench_data/clock_running/input_image/lv1/clock_running_lv1_002.png new file mode 100644 index 0000000000000000000000000000000000000000..bf52f94d087ae1e2de0c748bb3e6908ccdb9da67 --- /dev/null +++ b/bench_data/clock_running/input_image/lv1/clock_running_lv1_002.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid 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sha256:4691a88382065017a8a9556ad64275e775a74cd2d6bdb9205a80bdf59348d3e4 +size 2144293 diff --git a/bench_data/clock_running/judge_spec/_completeness_judge.txt b/bench_data/clock_running/judge_spec/_completeness_judge.txt new file mode 100644 index 0000000000000000000000000000000000000000..69c1aa5aa2de3c6ea595fd5ba06112c853c031fa --- /dev/null +++ b/bench_data/clock_running/judge_spec/_completeness_judge.txt @@ -0,0 +1,8 @@ +Completeness scoring, three tiers (0 / 1 / 2), by how far the goal was carried out. +Tier 2 does NOT require flawless / perfect execution: near-complete (goal essentially reached, minor imperfections allowed) still counts as 2. +OVERRIDE (applies to every task): if the output changes drastically from the input image, unrelated new elements suddenly appear, or the scene differs wholesale from the input, score 0, regardless of any apparent task progress. +GUIDING PRINCIPLE: generated video is uncontrollable and may sprout odd elements. As a rule of thumb, if the procedure is carried out step by step but the final answer is simply wrong, give 1 (not 0). Reserve 0 for: the procedure is not attempted at all, or the output breaks / deviates drastically from the input (see OVERRIDE). + +0: Not exactly two clean rotating hands, a second hand / extra pointer or other disruptive elements appear, hands don't move, or the scene deviates drastically from the input. +1: Exactly two hands (minute + hour) rotate with no other disruptive elements, but they do not settle within 15 minutes of the target time. +2: The hands settle within ±15 minutes of the correct target time (clockwise, minute hand longer than hour hand). diff --git a/bench_data/clock_running/judge_spec/_judge_rubric_clock_running.json b/bench_data/clock_running/judge_spec/_judge_rubric_clock_running.json new file mode 100644 index 0000000000000000000000000000000000000000..79a94fd416402417320f627dcb108bef7d99808b --- /dev/null +++ b/bench_data/clock_running/judge_spec/_judge_rubric_clock_running.json @@ -0,0 +1,302 @@ +[ + { + "id": "clock_running_lv1_001", + "rubric": [ + "Starting from clock time 11:10 shown in the input image, animate the analog clock's two hands rotating CLOCKWISE forward so that by the final frame the clock reads EXACTLY 11:25 (matching the provided GT image). Total elapsed clock-time = 15 minutes. The clock face, numerals, ticks, frame, and background must stay pixel-stable; only the hour and minute hands move.", + "Exactly one round clock face is visible,the same clock as in the input image (face design, hour numbers, ticks, frame, color all identical).", + "Exactly two hands are visible,a longer minute hand and a shorter hour hand. There is no second hand, sweep needle, or any third pointer at any moment.", + "By the FINAL frame the clock MUST read exactly 11:25, matching the GT image: minute hand pointing at minute 25, hour hand sitting between 11 and 12 displaced from 11 by the fraction 0.42 of the way toward 12. If the hands stop before reaching 11:25, never start moving at all, overshoot 11:25 without settling back to it, or end at any other clock time, this item is violated,the run must actually arrive at the target time.", + "Between the initial and final frames the hands rotated CLOCKWISE only,they never reverse direction, never skip past the target without coming back, never vibrate or twitch." + ] + }, + { + "id": "clock_running_lv1_002", + "rubric": [ + "Starting from clock time 2:55 shown in the input image, animate the analog clock's two hands rotating CLOCKWISE forward so that by the final frame the clock reads EXACTLY 3:15 (matching the provided GT image). Total elapsed clock-time = 20 minutes. The clock face, numerals, ticks, frame, and background must stay pixel-stable; only the hour and minute hands move.", + "Exactly one round clock face is visible,the same clock as in the input image (face design, hour numbers, ticks, frame, color all identical).", + "Exactly two hands are visible,a longer minute hand and a shorter hour hand. There is no second hand, sweep needle, or any third pointer at any moment.", + "By the FINAL frame the clock MUST read exactly 3:15, matching the GT image: minute hand pointing at minute 15, hour hand sitting between 3 and 4 displaced from 3 by the fraction 0.25 of the way toward 4. If the hands stop before reaching 3:15, never start moving at all, overshoot 3:15 without settling back to it, or end at any other clock time, this item is violated,the run must actually arrive at the target time.", + "Between the initial and final frames the hands rotated CLOCKWISE only,they never reverse direction, never skip past the target without coming back, never vibrate or twitch." + ] + }, + { + "id": "clock_running_lv1_003", + "rubric": [ + "Starting from clock time 12:25 shown in the input image, animate the analog clock's two hands rotating CLOCKWISE forward so that by the final frame the clock reads EXACTLY 12:30 (matching the provided GT image). Total elapsed clock-time = 5 minutes. The clock face, numerals, ticks, frame, and background must stay pixel-stable; only the hour and minute hands move.", + "Exactly one round clock face is visible,the same clock as in the input image (face design, hour numbers, ticks, frame, color all identical).", + "Exactly two hands are visible,a longer minute hand and a shorter hour hand. There is no second hand, sweep needle, or any third pointer at any moment.", + "By the FINAL frame the clock MUST read exactly 12:30, matching the GT image: minute hand pointing at minute 30, hour hand sitting between 12 and 1 displaced from 12 by the fraction 0.50 of the way toward 1. If the hands stop before reaching 12:30, never start moving at all, overshoot 12:30 without settling back to it, or end at any other clock time, this item is violated,the run must actually arrive at the target time.", + "Between the initial and final frames the hands rotated CLOCKWISE only,they never reverse direction, never skip past the target without coming back, never vibrate or twitch." + ] + }, + { + "id": "clock_running_lv1_004", + "rubric": [ + "Starting from clock time 6:20 shown in the input image, animate the analog clock's two hands rotating CLOCKWISE forward so that by the final frame the clock reads EXACTLY 6:30 (matching the provided GT image). Total elapsed clock-time = 10 minutes. The clock face, numerals, ticks, frame, and background must stay pixel-stable; only the hour and minute hands move.", + "Exactly one round clock face is visible,the same clock as in the input image (face design, hour numbers, ticks, frame, color all identical).", + "Exactly two hands are visible,a longer minute hand and a shorter hour hand. There is no second hand, sweep needle, or any third pointer at any moment.", + "By the FINAL frame the clock MUST read exactly 6:30, matching the GT image: minute hand pointing at minute 30, hour hand sitting between 6 and 7 displaced from 6 by the fraction 0.50 of the way toward 7. If the hands stop before reaching 6:30, never start moving at all, overshoot 6:30 without settling back to it, or end at any other clock time, this item is violated,the run must actually arrive at the target time.", + "Between the initial and final frames the hands rotated CLOCKWISE only,they never reverse direction, never skip past the target without coming back, never vibrate or twitch." + ] + }, + { + "id": "clock_running_lv1_005", + "rubric": [ + "Starting from clock time 9:40 shown in the input image, animate the analog clock's two hands rotating CLOCKWISE forward so that by the final frame the clock reads EXACTLY 10:10 (matching the provided GT image). Total elapsed clock-time = 30 minutes. The clock face, numerals, ticks, frame, and background must stay pixel-stable; only the hour and minute hands move.", + "Exactly one round clock face is visible,the same clock as in the input image (face design, hour numbers, ticks, frame, color all identical).", + "Exactly two hands are visible,a longer minute hand and a shorter hour hand. There is no second hand, sweep needle, or any third pointer at any moment.", + "By the FINAL frame the clock MUST read exactly 10:10, matching the GT image: minute hand pointing at minute 10, hour hand sitting between 10 and 11 displaced from 10 by the fraction 0.17 of the way toward 11. If the hands stop before reaching 10:10, never start moving at all, overshoot 10:10 without settling back to it, or end at any other clock time, this item is violated,the run must actually arrive at the target time.", + "Between the initial and final frames the hands rotated CLOCKWISE only,they never reverse direction, never skip past the target without coming back, never vibrate or twitch." + ] + }, + { + "id": "clock_running_lv1_006", + "rubric": [ + "Starting from clock time 7:50 shown in the input image, animate the analog clock's two hands rotating CLOCKWISE forward so that by the final frame the clock reads EXACTLY 8:20 (matching the provided GT image). Total elapsed clock-time = 30 minutes. The clock face, numerals, ticks, frame, and background must stay pixel-stable; only the hour and minute hands move.", + "Exactly one round clock face is visible,the same clock as in the input image (face design, hour numbers, ticks, frame, color all identical).", + "Exactly two hands are visible,a longer minute hand and a shorter hour hand. There is no second hand, sweep needle, or any third pointer at any moment.", + "By the FINAL frame the clock MUST read exactly 8:20, matching the GT image: minute hand pointing at minute 20, hour hand sitting between 8 and 9 displaced from 8 by the fraction 0.33 of the way toward 9. If the hands stop before reaching 8:20, never start moving at all, overshoot 8:20 without settling back to it, or end at any other clock time, this item is violated,the run must actually arrive at the target time.", + "Between the initial and final frames the hands rotated CLOCKWISE only,they never reverse direction, never skip past the target without coming back, never vibrate or twitch." + ] + }, + { + "id": "clock_running_lv1_007", + "rubric": [ + "Starting from clock time 7:35 shown in the input image, animate the analog clock's two hands rotating CLOCKWISE forward so that by the final frame the clock reads EXACTLY 7:40 (matching the provided GT image). Total elapsed clock-time = 5 minutes. The clock face, numerals, ticks, frame, and background must stay pixel-stable; only the hour and minute hands move.", + "Exactly one round clock face is visible,the same clock as in the input image (face design, hour numbers, ticks, frame, color all identical).", + "Exactly two hands are visible,a longer minute hand and a shorter hour hand. There is no second hand, sweep needle, or any third pointer at any moment.", + "By the FINAL frame the clock MUST read exactly 7:40, matching the GT image: minute hand pointing at minute 40, hour hand sitting between 7 and 8 displaced from 7 by the fraction 0.67 of the way toward 8. If the hands stop before reaching 7:40, never start moving at all, overshoot 7:40 without settling back to it, or end at any other clock time, this item is violated,the run must actually arrive at the target time.", + "Between the initial and final frames the hands rotated CLOCKWISE only,they never reverse direction, never skip past the target without coming back, never vibrate or twitch." + ] + }, + { + "id": "clock_running_lv1_008", + "rubric": [ + "Starting from clock time 4:40 shown in the input image, animate the analog clock's two hands rotating CLOCKWISE forward so that by the final frame the clock reads EXACTLY 4:50 (matching the provided GT image). Total elapsed clock-time = 10 minutes. The clock face, numerals, ticks, frame, and background must stay pixel-stable; only the hour and minute hands move.", + "Exactly one round clock face is visible,the same clock as in the input image (face design, hour numbers, ticks, frame, color all identical).", + "Exactly two hands are visible,a longer minute hand and a shorter hour hand. There is no second hand, sweep needle, or any third pointer at any moment.", + "By the FINAL frame the clock MUST read exactly 4:50, matching the GT image: minute hand pointing at minute 50, hour hand sitting between 4 and 5 displaced from 4 by the fraction 0.83 of the way toward 5. If the hands stop before reaching 4:50, never start moving at all, overshoot 4:50 without settling back to it, or end at any other clock time, this item is violated,the run must actually arrive at the target time.", + "Between the initial and final frames the hands rotated CLOCKWISE only,they never reverse direction, never skip past the target without coming back, never vibrate or twitch." + ] + }, + { + "id": "clock_running_lv1_009", + "rubric": [ + "Starting from clock time 5:30 shown in the input image, animate the analog clock's two hands rotating CLOCKWISE forward so that by the final frame the clock reads EXACTLY 5:50 (matching the provided GT image). Total elapsed clock-time = 20 minutes. The clock face, numerals, ticks, frame, and background must stay pixel-stable; only the hour and minute hands move.", + "Exactly one round clock face is visible,the same clock as in the input image (face design, hour numbers, ticks, frame, color all identical).", + "Exactly two hands are visible,a longer minute hand and a shorter hour hand. There is no second hand, sweep needle, or any third pointer at any moment.", + "By the FINAL frame the clock MUST read exactly 5:50, matching the GT image: minute hand pointing at minute 50, hour hand sitting between 5 and 6 displaced from 5 by the fraction 0.83 of the way toward 6. If the hands stop before reaching 5:50, never start moving at all, overshoot 5:50 without settling back to it, or end at any other clock time, this item is violated,the run must actually arrive at the target time.", + "Between the initial and final frames the hands rotated CLOCKWISE only,they never reverse direction, never skip past the target without coming back, never vibrate or twitch." + ] + }, + { + "id": "clock_running_lv1_010", + "rubric": [ + "Starting from clock time 5:20 shown in the input image, animate the analog clock's two hands rotating CLOCKWISE forward so that by the final frame the clock reads EXACTLY 5:45 (matching the provided GT image). Total elapsed clock-time = 25 minutes. The clock face, numerals, ticks, frame, and background must stay pixel-stable; only the hour and minute hands move.", + "Exactly one round clock face is visible,the same clock as in the input image (face design, hour numbers, ticks, frame, color all identical).", + "Exactly two hands are visible,a longer minute hand and a shorter hour hand. There is no second hand, sweep needle, or any third pointer at any moment.", + "By the FINAL frame the clock MUST read exactly 5:45, matching the GT image: minute hand pointing at minute 45, hour hand sitting between 5 and 6 displaced from 5 by the fraction 0.75 of the way toward 6. If the hands stop before reaching 5:45, never start moving at all, overshoot 5:45 without settling back to it, or end at any other clock time, this item is violated,the run must actually arrive at the target time.", + "Between the initial and final frames the hands rotated CLOCKWISE only,they never reverse direction, never skip past the target without coming back, never vibrate or twitch." + ] + }, + { + "id": "clock_running_lv2_001", + "rubric": [ + "Starting from clock time 1:20 shown in the input image, animate the analog clock's two hands rotating CLOCKWISE forward so that by the final frame the clock reads EXACTLY 2:40 (matching the provided GT image). Total elapsed clock-time = 80 minutes. The clock face, numerals, ticks, frame, and background must stay pixel-stable; only the hour and minute hands move.", + "Exactly one round clock face is visible,the same clock as in the input image (face design, hour numbers, ticks, frame, color all identical).", + "Exactly two hands are visible,a longer minute hand and a shorter hour hand. There is no second hand, sweep needle, or any third pointer at any moment.", + "By the FINAL frame the clock MUST read exactly 2:40, matching the GT image: minute hand pointing at minute 40, hour hand sitting between 2 and 3 displaced from 2 by the fraction 0.67 of the way toward 3. If the hands stop before reaching 2:40, never start moving at all, overshoot 2:40 without settling back to it, or end at any other clock time, this item is violated,the run must actually arrive at the target time.", + "Between the initial and final frames the hands rotated CLOCKWISE only,they never reverse direction, never skip past the target without coming back, never vibrate or twitch." + ] + }, + { + "id": "clock_running_lv2_002", + "rubric": [ + "Starting from clock time 11:55 shown in the input image, animate the analog clock's two hands rotating CLOCKWISE forward so that by the final frame the clock reads EXACTLY 12:30 (matching the provided GT image). Total elapsed clock-time = 35 minutes. The clock face, numerals, ticks, frame, and background must stay pixel-stable; only the hour and minute hands move.", + "Exactly one round clock face is visible,the same clock as in the input image (face design, hour numbers, ticks, frame, color all identical).", + "Exactly two hands are visible,a longer minute hand and a shorter hour hand. There is no second hand, sweep needle, or any third pointer at any moment.", + "By the FINAL frame the clock MUST read exactly 12:30, matching the GT image: minute hand pointing at minute 30, hour hand sitting between 12 and 1 displaced from 12 by the fraction 0.50 of the way toward 1. If the hands stop before reaching 12:30, never start moving at all, overshoot 12:30 without settling back to it, or end at any other clock time, this item is violated,the run must actually arrive at the target time.", + "Between the initial and final frames the hands rotated CLOCKWISE only,they never reverse direction, never skip past the target without coming back, never vibrate or twitch." + ] + }, + { + "id": "clock_running_lv2_003", + "rubric": [ + "Starting from clock time 8:35 shown in the input image, animate the analog clock's two hands rotating CLOCKWISE forward so that by the final frame the clock reads EXACTLY 9:20 (matching the provided GT image). Total elapsed clock-time = 45 minutes. The clock face, numerals, ticks, frame, and background must stay pixel-stable; only the hour and minute hands move.", + "Exactly one round clock face is visible,the same clock as in the input image (face design, hour numbers, ticks, frame, color all identical).", + "Exactly two hands are visible,a longer minute hand and a shorter hour hand. There is no second hand, sweep needle, or any third pointer at any moment.", + "By the FINAL frame the clock MUST read exactly 9:20, matching the GT image: minute hand pointing at minute 20, hour hand sitting between 9 and 10 displaced from 9 by the fraction 0.33 of the way toward 10. If the hands stop before reaching 9:20, never start moving at all, overshoot 9:20 without settling back to it, or end at any other clock time, this item is violated,the run must actually arrive at the target time.", + "Between the initial and final frames the hands rotated CLOCKWISE only,they never reverse direction, never skip past the target without coming back, never vibrate or twitch." + ] + }, + { + "id": "clock_running_lv2_004", + "rubric": [ + "Starting from clock time 3:35 shown in the input image, animate the analog clock's two hands rotating CLOCKWISE forward so that by the final frame the clock reads EXACTLY 4:55 (matching the provided GT image). Total elapsed clock-time = 80 minutes. The clock face, numerals, ticks, frame, and background must stay pixel-stable; only the hour and minute hands move.", + "Exactly one round clock face is visible,the same clock as in the input image (face design, hour numbers, ticks, frame, color all identical).", + "Exactly two hands are visible,a longer minute hand and a shorter hour hand. There is no second hand, sweep needle, or any third pointer at any moment.", + "By the FINAL frame the clock MUST read exactly 4:55, matching the GT image: minute hand pointing at minute 55, hour hand sitting between 4 and 5 displaced from 4 by the fraction 0.92 of the way toward 5. If the hands stop before reaching 4:55, never start moving at all, overshoot 4:55 without settling back to it, or end at any other clock time, this item is violated,the run must actually arrive at the target time.", + "Between the initial and final frames the hands rotated CLOCKWISE only,they never reverse direction, never skip past the target without coming back, never vibrate or twitch." + ] + }, + { + "id": "clock_running_lv2_005", + "rubric": [ + "Starting from clock time 1:35 shown in the input image, animate the analog clock's two hands rotating CLOCKWISE forward so that by the final frame the clock reads EXACTLY 2:20 (matching the provided GT image). Total elapsed clock-time = 45 minutes. The clock face, numerals, ticks, frame, and background must stay pixel-stable; only the hour and minute hands move.", + "Exactly one round clock face is visible,the same clock as in the input image (face design, hour numbers, ticks, frame, color all identical).", + "Exactly two hands are visible,a longer minute hand and a shorter hour hand. There is no second hand, sweep needle, or any third pointer at any moment.", + "By the FINAL frame the clock MUST read exactly 2:20, matching the GT image: minute hand pointing at minute 20, hour hand sitting between 2 and 3 displaced from 2 by the fraction 0.33 of the way toward 3. If the hands stop before reaching 2:20, never start moving at all, overshoot 2:20 without settling back to it, or end at any other clock time, this item is violated,the run must actually arrive at the target time.", + "Between the initial and final frames the hands rotated CLOCKWISE only,they never reverse direction, never skip past the target without coming back, never vibrate or twitch." + ] + }, + { + "id": "clock_running_lv2_006", + "rubric": [ + "Starting from clock time 11:00 shown in the input image, animate the analog clock's two hands rotating CLOCKWISE forward so that by the final frame the clock reads EXACTLY 11:55 (matching the provided GT image). Total elapsed clock-time = 55 minutes. The clock face, numerals, ticks, frame, and background must stay pixel-stable; only the hour and minute hands move.", + "Exactly one round clock face is visible,the same clock as in the input image (face design, hour numbers, ticks, frame, color all identical).", + "Exactly two hands are visible,a longer minute hand and a shorter hour hand. There is no second hand, sweep needle, or any third pointer at any moment.", + "By the FINAL frame the clock MUST read exactly 11:55, matching the GT image: minute hand pointing at minute 55, hour hand sitting between 11 and 12 displaced from 11 by the fraction 0.92 of the way toward 12. If the hands stop before reaching 11:55, never start moving at all, overshoot 11:55 without settling back to it, or end at any other clock time, this item is violated,the run must actually arrive at the target time.", + "Between the initial and final frames the hands rotated CLOCKWISE only,they never reverse direction, never skip past the target without coming back, never vibrate or twitch." + ] + }, + { + "id": "clock_running_lv2_007", + "rubric": [ + "Starting from clock time 1:20 shown in the input image, animate the analog clock's two hands rotating CLOCKWISE forward so that by the final frame the clock reads EXACTLY 2:20 (matching the provided GT image). Total elapsed clock-time = 60 minutes. The clock face, numerals, ticks, frame, and background must stay pixel-stable; only the hour and minute hands move.", + "Exactly one round clock face is visible,the same clock as in the input image (face design, hour numbers, ticks, frame, color all identical).", + "Exactly two hands are visible,a longer minute hand and a shorter hour hand. There is no second hand, sweep needle, or any third pointer at any moment.", + "By the FINAL frame the clock MUST read exactly 2:20, matching the GT image: minute hand pointing at minute 20, hour hand sitting between 2 and 3 displaced from 2 by the fraction 0.33 of the way toward 3. If the hands stop before reaching 2:20, never start moving at all, overshoot 2:20 without settling back to it, or end at any other clock time, this item is violated,the run must actually arrive at the target time.", + "Between the initial and final frames the hands rotated CLOCKWISE only,they never reverse direction, never skip past the target without coming back, never vibrate or twitch." + ] + }, + { + "id": "clock_running_lv2_008", + "rubric": [ + "Starting from clock time 8:10 shown in the input image, animate the analog clock's two hands rotating CLOCKWISE forward so that by the final frame the clock reads EXACTLY 9:05 (matching the provided GT image). Total elapsed clock-time = 55 minutes. The clock face, numerals, ticks, frame, and background must stay pixel-stable; only the hour and minute hands move.", + "Exactly one round clock face is visible,the same clock as in the input image (face design, hour numbers, ticks, frame, color all identical).", + "Exactly two hands are visible,a longer minute hand and a shorter hour hand. There is no second hand, sweep needle, or any third pointer at any moment.", + "By the FINAL frame the clock MUST read exactly 9:05, matching the GT image: minute hand pointing at minute 05, hour hand sitting between 9 and 10 displaced from 9 by the fraction 0.08 of the way toward 10. If the hands stop before reaching 9:05, never start moving at all, overshoot 9:05 without settling back to it, or end at any other clock time, this item is violated,the run must actually arrive at the target time.", + "Between the initial and final frames the hands rotated CLOCKWISE only,they never reverse direction, never skip past the target without coming back, never vibrate or twitch." + ] + }, + { + "id": "clock_running_lv2_009", + "rubric": [ + "Starting from clock time 9:00 shown in the input image, animate the analog clock's two hands rotating CLOCKWISE forward so that by the final frame the clock reads EXACTLY 10:25 (matching the provided GT image). Total elapsed clock-time = 85 minutes. The clock face, numerals, ticks, frame, and background must stay pixel-stable; only the hour and minute hands move.", + "Exactly one round clock face is visible,the same clock as in the input image (face design, hour numbers, ticks, frame, color all identical).", + "Exactly two hands are visible,a longer minute hand and a shorter hour hand. There is no second hand, sweep needle, or any third pointer at any moment.", + "By the FINAL frame the clock MUST read exactly 10:25, matching the GT image: minute hand pointing at minute 25, hour hand sitting between 10 and 11 displaced from 10 by the fraction 0.42 of the way toward 11. If the hands stop before reaching 10:25, never start moving at all, overshoot 10:25 without settling back to it, or end at any other clock time, this item is violated,the run must actually arrive at the target time.", + "Between the initial and final frames the hands rotated CLOCKWISE only,they never reverse direction, never skip past the target without coming back, never vibrate or twitch." + ] + }, + { + "id": "clock_running_lv2_010", + "rubric": [ + "Starting from clock time 7:10 shown in the input image, animate the analog clock's two hands rotating CLOCKWISE forward so that by the final frame the clock reads EXACTLY 8:15 (matching the provided GT image). Total elapsed clock-time = 65 minutes. The clock face, numerals, ticks, frame, and background must stay pixel-stable; only the hour and minute hands move.", + "Exactly one round clock face is visible,the same clock as in the input image (face design, hour numbers, ticks, frame, color all identical).", + "Exactly two hands are visible,a longer minute hand and a shorter hour hand. There is no second hand, sweep needle, or any third pointer at any moment.", + "By the FINAL frame the clock MUST read exactly 8:15, matching the GT image: minute hand pointing at minute 15, hour hand sitting between 8 and 9 displaced from 8 by the fraction 0.25 of the way toward 9. If the hands stop before reaching 8:15, never start moving at all, overshoot 8:15 without settling back to it, or end at any other clock time, this item is violated,the run must actually arrive at the target time.", + "Between the initial and final frames the hands rotated CLOCKWISE only,they never reverse direction, never skip past the target without coming back, never vibrate or twitch." + ] + }, + { + "id": "clock_running_lv3_001", + "rubric": [ + "Starting from clock time 10:35 shown in the input image, animate the analog clock's two hands rotating CLOCKWISE forward so that by the final frame the clock reads EXACTLY 12:30 (matching the provided GT image). Total elapsed clock-time = 115 minutes. The clock face, numerals, ticks, frame, and background must stay pixel-stable; only the hour and minute hands move.", + "Exactly one round clock face is visible,the same clock as in the input image (face design, hour numbers, ticks, frame, color all identical).", + "Exactly two hands are visible,a longer minute hand and a shorter hour hand. There is no second hand, sweep needle, or any third pointer at any moment.", + "By the FINAL frame the clock MUST read exactly 12:30, matching the GT image: minute hand pointing at minute 30, hour hand sitting between 12 and 1 displaced from 12 by the fraction 0.50 of the way toward 1. If the hands stop before reaching 12:30, never start moving at all, overshoot 12:30 without settling back to it, or end at any other clock time, this item is violated,the run must actually arrive at the target time.", + "Between the initial and final frames the hands rotated CLOCKWISE only,they never reverse direction, never skip past the target without coming back, never vibrate or twitch." + ] + }, + { + "id": "clock_running_lv3_002", + "rubric": [ + "Starting from clock time 4:50 shown in the input image, animate the analog clock's two hands rotating CLOCKWISE forward so that by the final frame the clock reads EXACTLY 7:00 (matching the provided GT image). Total elapsed clock-time = 130 minutes. The clock face, numerals, ticks, frame, and background must stay pixel-stable; only the hour and minute hands move.", + "Exactly one round clock face is visible,the same clock as in the input image (face design, hour numbers, ticks, frame, color all identical).", + "Exactly two hands are visible,a longer minute hand and a shorter hour hand. There is no second hand, sweep needle, or any third pointer at any moment.", + "By the FINAL frame the clock MUST read exactly 7:00, matching the GT image: minute hand pointing at minute 00, hour hand sitting between 7 and 8 displaced from 7 by the fraction 0.00 of the way toward 8. If the hands stop before reaching 7:00, never start moving at all, overshoot 7:00 without settling back to it, or end at any other clock time, this item is violated,the run must actually arrive at the target time.", + "Between the initial and final frames the hands rotated CLOCKWISE only,they never reverse direction, never skip past the target without coming back, never vibrate or twitch." + ] + }, + { + "id": "clock_running_lv3_003", + "rubric": [ + "Starting from clock time 10:40 shown in the input image, animate the analog clock's two hands rotating CLOCKWISE forward so that by the final frame the clock reads EXACTLY 12:20 (matching the provided GT image). Total elapsed clock-time = 100 minutes. The clock face, numerals, ticks, frame, and background must stay pixel-stable; only the hour and minute hands move.", + "Exactly one round clock face is visible,the same clock as in the input image (face design, hour numbers, ticks, frame, color all identical).", + "Exactly two hands are visible,a longer minute hand and a shorter hour hand. There is no second hand, sweep needle, or any third pointer at any moment.", + "By the FINAL frame the clock MUST read exactly 12:20, matching the GT image: minute hand pointing at minute 20, hour hand sitting between 12 and 1 displaced from 12 by the fraction 0.33 of the way toward 1. If the hands stop before reaching 12:20, never start moving at all, overshoot 12:20 without settling back to it, or end at any other clock time, this item is violated,the run must actually arrive at the target time.", + "Between the initial and final frames the hands rotated CLOCKWISE only,they never reverse direction, never skip past the target without coming back, never vibrate or twitch." + ] + }, + { + "id": "clock_running_lv3_004", + "rubric": [ + "Starting from clock time 5:40 shown in the input image, animate the analog clock's two hands rotating CLOCKWISE forward so that by the final frame the clock reads EXACTLY 8:25 (matching the provided GT image). Total elapsed clock-time = 165 minutes. The clock face, numerals, ticks, frame, and background must stay pixel-stable; only the hour and minute hands move.", + "Exactly one round clock face is visible,the same clock as in the input image (face design, hour numbers, ticks, frame, color all identical).", + "Exactly two hands are visible,a longer minute hand and a shorter hour hand. There is no second hand, sweep needle, or any third pointer at any moment.", + "By the FINAL frame the clock MUST read exactly 8:25, matching the GT image: minute hand pointing at minute 25, hour hand sitting between 8 and 9 displaced from 8 by the fraction 0.42 of the way toward 9. If the hands stop before reaching 8:25, never start moving at all, overshoot 8:25 without settling back to it, or end at any other clock time, this item is violated,the run must actually arrive at the target time.", + "Between the initial and final frames the hands rotated CLOCKWISE only,they never reverse direction, never skip past the target without coming back, never vibrate or twitch." + ] + }, + { + "id": "clock_running_lv3_005", + "rubric": [ + "Starting from clock time 4:05 shown in the input image, animate the analog clock's two hands rotating CLOCKWISE forward so that by the final frame the clock reads EXACTLY 7:00 (matching the provided GT image). Total elapsed clock-time = 175 minutes. The clock face, numerals, ticks, frame, and background must stay pixel-stable; only the hour and minute hands move.", + "Exactly one round clock face is visible,the same clock as in the input image (face design, hour numbers, ticks, frame, color all identical).", + "Exactly two hands are visible,a longer minute hand and a shorter hour hand. There is no second hand, sweep needle, or any third pointer at any moment.", + "By the FINAL frame the clock MUST read exactly 7:00, matching the GT image: minute hand pointing at minute 00, hour hand sitting between 7 and 8 displaced from 7 by the fraction 0.00 of the way toward 8. If the hands stop before reaching 7:00, never start moving at all, overshoot 7:00 without settling back to it, or end at any other clock time, this item is violated,the run must actually arrive at the target time.", + "Between the initial and final frames the hands rotated CLOCKWISE only,they never reverse direction, never skip past the target without coming back, never vibrate or twitch." + ] + }, + { + "id": "clock_running_lv3_006", + "rubric": [ + "Starting from clock time 9:25 shown in the input image, animate the analog clock's two hands rotating CLOCKWISE forward so that by the final frame the clock reads EXACTLY 11:10 (matching the provided GT image). Total elapsed clock-time = 105 minutes. The clock face, numerals, ticks, frame, and background must stay pixel-stable; only the hour and minute hands move.", + "Exactly one round clock face is visible,the same clock as in the input image (face design, hour numbers, ticks, frame, color all identical).", + "Exactly two hands are visible,a longer minute hand and a shorter hour hand. There is no second hand, sweep needle, or any third pointer at any moment.", + "By the FINAL frame the clock MUST read exactly 11:10, matching the GT image: minute hand pointing at minute 10, hour hand sitting between 11 and 12 displaced from 11 by the fraction 0.17 of the way toward 12. If the hands stop before reaching 11:10, never start moving at all, overshoot 11:10 without settling back to it, or end at any other clock time, this item is violated,the run must actually arrive at the target time.", + "Between the initial and final frames the hands rotated CLOCKWISE only,they never reverse direction, never skip past the target without coming back, never vibrate or twitch." + ] + }, + { + "id": "clock_running_lv3_007", + "rubric": [ + "Starting from clock time 9:15 shown in the input image, animate the analog clock's two hands rotating CLOCKWISE forward so that by the final frame the clock reads EXACTLY 11:10 (matching the provided GT image). Total elapsed clock-time = 115 minutes. The clock face, numerals, ticks, frame, and background must stay pixel-stable; only the hour and minute hands move.", + "Exactly one round clock face is visible,the same clock as in the input image (face design, hour numbers, ticks, frame, color all identical).", + "Exactly two hands are visible,a longer minute hand and a shorter hour hand. There is no second hand, sweep needle, or any third pointer at any moment.", + "By the FINAL frame the clock MUST read exactly 11:10, matching the GT image: minute hand pointing at minute 10, hour hand sitting between 11 and 12 displaced from 11 by the fraction 0.17 of the way toward 12. If the hands stop before reaching 11:10, never start moving at all, overshoot 11:10 without settling back to it, or end at any other clock time, this item is violated,the run must actually arrive at the target time.", + "Between the initial and final frames the hands rotated CLOCKWISE only,they never reverse direction, never skip past the target without coming back, never vibrate or twitch." + ] + }, + { + "id": "clock_running_lv3_008", + "rubric": [ + "Starting from clock time 2:00 shown in the input image, animate the analog clock's two hands rotating CLOCKWISE forward so that by the final frame the clock reads EXACTLY 4:15 (matching the provided GT image). Total elapsed clock-time = 135 minutes. The clock face, numerals, ticks, frame, and background must stay pixel-stable; only the hour and minute hands move.", + "Exactly one round clock face is visible,the same clock as in the input image (face design, hour numbers, ticks, frame, color all identical).", + "Exactly two hands are visible,a longer minute hand and a shorter hour hand. There is no second hand, sweep needle, or any third pointer at any moment.", + "By the FINAL frame the clock MUST read exactly 4:15, matching the GT image: minute hand pointing at minute 15, hour hand sitting between 4 and 5 displaced from 4 by the fraction 0.25 of the way toward 5. If the hands stop before reaching 4:15, never start moving at all, overshoot 4:15 without settling back to it, or end at any other clock time, this item is violated,the run must actually arrive at the target time.", + "Between the initial and final frames the hands rotated CLOCKWISE only,they never reverse direction, never skip past the target without coming back, never vibrate or twitch." + ] + }, + { + "id": "clock_running_lv3_009", + "rubric": [ + "Starting from clock time 1:55 shown in the input image, animate the analog clock's two hands rotating CLOCKWISE forward so that by the final frame the clock reads EXACTLY 3:35 (matching the provided GT image). Total elapsed clock-time = 100 minutes. The clock face, numerals, ticks, frame, and background must stay pixel-stable; only the hour and minute hands move.", + "Exactly one round clock face is visible,the same clock as in the input image (face design, hour numbers, ticks, frame, color all identical).", + "Exactly two hands are visible,a longer minute hand and a shorter hour hand. There is no second hand, sweep needle, or any third pointer at any moment.", + "By the FINAL frame the clock MUST read exactly 3:35, matching the GT image: minute hand pointing at minute 35, hour hand sitting between 3 and 4 displaced from 3 by the fraction 0.58 of the way toward 4. If the hands stop before reaching 3:35, never start moving at all, overshoot 3:35 without settling back to it, or end at any other clock time, this item is violated,the run must actually arrive at the target time.", + "Between the initial and final frames the hands rotated CLOCKWISE only,they never reverse direction, never skip past the target without coming back, never vibrate or twitch." + ] + }, + { + "id": "clock_running_lv3_010", + "rubric": [ + "Starting from clock time 11:15 shown in the input image, animate the analog clock's two hands rotating CLOCKWISE forward so that by the final frame the clock reads EXACTLY 1:15 (matching the provided GT image). Total elapsed clock-time = 120 minutes. The clock face, numerals, ticks, frame, and background must stay pixel-stable; only the hour and minute hands move.", + "Exactly one round clock face is visible,the same clock as in the input image (face design, hour numbers, ticks, frame, color all identical).", + "Exactly two hands are visible,a longer minute hand and a shorter hour hand. There is no second hand, sweep needle, or any third pointer at any moment.", + "By the FINAL frame the clock MUST read exactly 1:15, matching the GT image: minute hand pointing at minute 15, hour hand sitting between 1 and 2 displaced from 1 by the fraction 0.25 of the way toward 2. If the hands stop before reaching 1:15, never start moving at all, overshoot 1:15 without settling back to it, or end at any other clock time, this item is violated,the run must actually arrive at the target time.", + "Between the initial and final frames the hands rotated CLOCKWISE only,they never reverse direction, never skip past the target without coming back, never vibrate or twitch." + ] + } +] diff --git a/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv1_001.txt b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv1_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..c15135e92b12bc75769f381f786fb8ad07874e86 --- /dev/null +++ b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv1_001.txt @@ -0,0 +1,9 @@ +The input image shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand, currently reading 11:10. Generate a single image showing the SAME clock after 15 minutes have elapsed forward, so that the clock now reads exactly 11:25: minute hand pointing at minute 25, hour hand sitting between 11 and 12 at the matching offset (displaced from 11 by the fraction 0.42 of the way toward 12). + +Notes: +1. Output only the clock face at the final time 11:25; do NOT show any intermediate position or motion blur. +2. The clock has EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, sweep needle, or any third pointer is allowed at any time. +3. Minute hand is longer than the hour hand. Both hands are solid black. +4. Clock face, numerals 1-12, hour and minute ticks, frame, and background are pixel-identical to the input, only the two hands have rotated to their new positions. +5. Do NOT add any digital time display, annotations, arrows, numbers, text, or labels indicating the time. The only readout is the analog hand positions. +6. Background, lighting, and framing identical to the input. No glitches or artifacts. diff --git a/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv1_002.txt b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv1_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..d5251b18f541e998057d32c02525b2719fcb89be --- /dev/null +++ b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv1_002.txt @@ -0,0 +1,9 @@ +The input image shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand, currently reading 1:20. Generate a single image showing the SAME clock after 80 minutes have elapsed forward, so that the clock now reads exactly 2:40: minute hand pointing at minute 40, hour hand sitting between 2 and 3 at the matching offset (displaced from 2 by the fraction 0.67 of the way toward 3). + +Notes: +1. Output only the clock face at the final time 2:40; do NOT show any intermediate position or motion blur. +2. The clock has EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, sweep needle, or any third pointer is allowed at any time. +3. Minute hand is longer than the hour hand. Both hands are solid black. +4. Clock face, numerals 1-12, hour and minute ticks, frame, and background are pixel-identical to the input, only the two hands have rotated to their new positions. +5. Do NOT add any digital time display, annotations, arrows, numbers, text, or labels indicating the time. The only readout is the analog hand positions. +6. Background, lighting, and framing identical to the input. No glitches or artifacts. diff --git a/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv1_003.txt b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv1_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..f94f72fb86de66984adb58aeb3d7fd1b044b7ce9 --- /dev/null +++ b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv1_003.txt @@ -0,0 +1,9 @@ +The input image shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand, currently reading 12:25. Generate a single image showing the SAME clock after 5 minutes have elapsed forward, so that the clock now reads exactly 12:30: minute hand pointing at minute 30, hour hand sitting between 12 and 1 at the matching offset (displaced from 12 by the fraction 0.50 of the way toward 1). + +Notes: +1. Output only the clock face at the final time 12:30; do NOT show any intermediate position or motion blur. +2. The clock has EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, sweep needle, or any third pointer is allowed at any time. +3. Minute hand is longer than the hour hand. Both hands are solid black. +4. Clock face, numerals 1-12, hour and minute ticks, frame, and background are pixel-identical to the input, only the two hands have rotated to their new positions. +5. Do NOT add any digital time display, annotations, arrows, numbers, text, or labels indicating the time. The only readout is the analog hand positions. +6. Background, lighting, and framing identical to the input. No glitches or artifacts. diff --git a/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv1_004.txt b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv1_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..65c242ab77a6d231d7007905d744ab2e9497e22d --- /dev/null +++ b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv1_004.txt @@ -0,0 +1,9 @@ +The input image shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand, currently reading 3:35. Generate a single image showing the SAME clock after 80 minutes have elapsed forward, so that the clock now reads exactly 4:55: minute hand pointing at minute 55, hour hand sitting between 4 and 5 at the matching offset (displaced from 4 by the fraction 0.92 of the way toward 5). + +Notes: +1. Output only the clock face at the final time 4:55; do NOT show any intermediate position or motion blur. +2. The clock has EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, sweep needle, or any third pointer is allowed at any time. +3. Minute hand is longer than the hour hand. Both hands are solid black. +4. Clock face, numerals 1-12, hour and minute ticks, frame, and background are pixel-identical to the input, only the two hands have rotated to their new positions. +5. Do NOT add any digital time display, annotations, arrows, numbers, text, or labels indicating the time. The only readout is the analog hand positions. +6. Background, lighting, and framing identical to the input. No glitches or artifacts. diff --git a/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv1_005.txt b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv1_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..ad7a79e30463932259fd1f80a13c5ba6036d1e2d --- /dev/null +++ b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv1_005.txt @@ -0,0 +1,9 @@ +The input image shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand, currently reading 5:40. Generate a single image showing the SAME clock after 165 minutes have elapsed forward, so that the clock now reads exactly 8:25: minute hand pointing at minute 25, hour hand sitting between 8 and 9 at the matching offset (displaced from 8 by the fraction 0.42 of the way toward 9). + +Notes: +1. Output only the clock face at the final time 8:25; do NOT show any intermediate position or motion blur. +2. The clock has EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, sweep needle, or any third pointer is allowed at any time. +3. Minute hand is longer than the hour hand. Both hands are solid black. +4. Clock face, numerals 1-12, hour and minute ticks, frame, and background are pixel-identical to the input, only the two hands have rotated to their new positions. +5. Do NOT add any digital time display, annotations, arrows, numbers, text, or labels indicating the time. The only readout is the analog hand positions. +6. Background, lighting, and framing identical to the input. No glitches or artifacts. diff --git a/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv1_006.txt b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv1_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..a03df50ae3a1d5111addcefdc6c35c591cc274f2 --- /dev/null +++ b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv1_006.txt @@ -0,0 +1,9 @@ +The input image shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand, currently reading 7:50. Generate a single image showing the SAME clock after 30 minutes have elapsed forward, so that the clock now reads exactly 8:20: minute hand pointing at minute 20, hour hand sitting between 8 and 9 at the matching offset (displaced from 8 by the fraction 0.33 of the way toward 9). + +Notes: +1. Output only the clock face at the final time 8:20; do NOT show any intermediate position or motion blur. +2. The clock has EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, sweep needle, or any third pointer is allowed at any time. +3. Minute hand is longer than the hour hand. Both hands are solid black. +4. Clock face, numerals 1-12, hour and minute ticks, frame, and background are pixel-identical to the input, only the two hands have rotated to their new positions. +5. Do NOT add any digital time display, annotations, arrows, numbers, text, or labels indicating the time. The only readout is the analog hand positions. +6. Background, lighting, and framing identical to the input. No glitches or artifacts. diff --git a/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv1_007.txt b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv1_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..32b84193d0745b10ce05ee577e799f642ef90377 --- /dev/null +++ b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv1_007.txt @@ -0,0 +1,9 @@ +The input image shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand, currently reading 7:35. Generate a single image showing the SAME clock after 5 minutes have elapsed forward, so that the clock now reads exactly 7:40: minute hand pointing at minute 40, hour hand sitting between 7 and 8 at the matching offset (displaced from 7 by the fraction 0.67 of the way toward 8). + +Notes: +1. Output only the clock face at the final time 7:40; do NOT show any intermediate position or motion blur. +2. The clock has EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, sweep needle, or any third pointer is allowed at any time. +3. Minute hand is longer than the hour hand. Both hands are solid black. +4. Clock face, numerals 1-12, hour and minute ticks, frame, and background are pixel-identical to the input, only the two hands have rotated to their new positions. +5. Do NOT add any digital time display, annotations, arrows, numbers, text, or labels indicating the time. The only readout is the analog hand positions. +6. Background, lighting, and framing identical to the input. No glitches or artifacts. diff --git a/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv1_008.txt b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv1_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..63cf41d278d5ef6baba90954f013afc1fbf40d01 --- /dev/null +++ b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv1_008.txt @@ -0,0 +1,9 @@ +The input image shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand, currently reading 4:40. Generate a single image showing the SAME clock after 10 minutes have elapsed forward, so that the clock now reads exactly 4:50: minute hand pointing at minute 50, hour hand sitting between 4 and 5 at the matching offset (displaced from 4 by the fraction 0.83 of the way toward 5). + +Notes: +1. Output only the clock face at the final time 4:50; do NOT show any intermediate position or motion blur. +2. The clock has EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, sweep needle, or any third pointer is allowed at any time. +3. Minute hand is longer than the hour hand. Both hands are solid black. +4. Clock face, numerals 1-12, hour and minute ticks, frame, and background are pixel-identical to the input, only the two hands have rotated to their new positions. +5. Do NOT add any digital time display, annotations, arrows, numbers, text, or labels indicating the time. The only readout is the analog hand positions. +6. Background, lighting, and framing identical to the input. No glitches or artifacts. diff --git a/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv1_009.txt b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv1_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..fd223484df34928d021d5b261fb1a4c0ca164f45 --- /dev/null +++ b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv1_009.txt @@ -0,0 +1,9 @@ +The input image shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand, currently reading 5:30. Generate a single image showing the SAME clock after 20 minutes have elapsed forward, so that the clock now reads exactly 5:50: minute hand pointing at minute 50, hour hand sitting between 5 and 6 at the matching offset (displaced from 5 by the fraction 0.83 of the way toward 6). + +Notes: +1. Output only the clock face at the final time 5:50; do NOT show any intermediate position or motion blur. +2. The clock has EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, sweep needle, or any third pointer is allowed at any time. +3. Minute hand is longer than the hour hand. Both hands are solid black. +4. Clock face, numerals 1-12, hour and minute ticks, frame, and background are pixel-identical to the input, only the two hands have rotated to their new positions. +5. Do NOT add any digital time display, annotations, arrows, numbers, text, or labels indicating the time. The only readout is the analog hand positions. +6. Background, lighting, and framing identical to the input. No glitches or artifacts. diff --git a/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv1_010.txt b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv1_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..fe6cf38a372c1bc0b92642970597969874520e9e --- /dev/null +++ b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv1_010.txt @@ -0,0 +1,9 @@ +The input image shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand, currently reading 5:20. Generate a single image showing the SAME clock after 25 minutes have elapsed forward, so that the clock now reads exactly 5:45: minute hand pointing at minute 45, hour hand sitting between 5 and 6 at the matching offset (displaced from 5 by the fraction 0.75 of the way toward 6). + +Notes: +1. Output only the clock face at the final time 5:45; do NOT show any intermediate position or motion blur. +2. The clock has EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, sweep needle, or any third pointer is allowed at any time. +3. Minute hand is longer than the hour hand. Both hands are solid black. +4. Clock face, numerals 1-12, hour and minute ticks, frame, and background are pixel-identical to the input, only the two hands have rotated to their new positions. +5. Do NOT add any digital time display, annotations, arrows, numbers, text, or labels indicating the time. The only readout is the analog hand positions. +6. Background, lighting, and framing identical to the input. No glitches or artifacts. diff --git a/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv2_001.txt b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv2_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..f401b5f0c3b74e89b65992c92d0ff5013f26ed49 --- /dev/null +++ b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv2_001.txt @@ -0,0 +1,9 @@ +The input image shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand, currently reading 2:55. Generate a single image showing the SAME clock after 20 minutes have elapsed forward, so that the clock now reads exactly 3:15: minute hand pointing at minute 15, hour hand sitting between 3 and 4 at the matching offset (displaced from 3 by the fraction 0.25 of the way toward 4). + +Notes: +1. Output only the clock face at the final time 3:15; do NOT show any intermediate position or motion blur. +2. The clock has EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, sweep needle, or any third pointer is allowed at any time. +3. Minute hand is longer than the hour hand. Both hands are solid black. +4. Clock face, numerals 1-12, hour and minute ticks, frame, and background are pixel-identical to the input, only the two hands have rotated to their new positions. +5. Do NOT add any digital time display, annotations, arrows, numbers, text, or labels indicating the time. The only readout is the analog hand positions. +6. Background, lighting, and framing identical to the input. No glitches or artifacts. diff --git a/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv2_002.txt b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv2_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..832ac92c6a26027e93277488032d811c4e44f018 --- /dev/null +++ b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv2_002.txt @@ -0,0 +1,9 @@ +The input image shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand, currently reading 6:20. Generate a single image showing the SAME clock after 10 minutes have elapsed forward, so that the clock now reads exactly 6:30: minute hand pointing at minute 30, hour hand sitting between 6 and 7 at the matching offset (displaced from 6 by the fraction 0.50 of the way toward 7). + +Notes: +1. Output only the clock face at the final time 6:30; do NOT show any intermediate position or motion blur. +2. The clock has EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, sweep needle, or any third pointer is allowed at any time. +3. Minute hand is longer than the hour hand. Both hands are solid black. +4. Clock face, numerals 1-12, hour and minute ticks, frame, and background are pixel-identical to the input, only the two hands have rotated to their new positions. +5. Do NOT add any digital time display, annotations, arrows, numbers, text, or labels indicating the time. The only readout is the analog hand positions. +6. Background, lighting, and framing identical to the input. No glitches or artifacts. diff --git a/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv2_003.txt b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv2_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..73c8ca778e55346b381e85b6a5ed5ff0f9fec757 --- /dev/null +++ b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv2_003.txt @@ -0,0 +1,9 @@ +The input image shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand, currently reading 8:35. Generate a single image showing the SAME clock after 45 minutes have elapsed forward, so that the clock now reads exactly 9:20: minute hand pointing at minute 20, hour hand sitting between 9 and 10 at the matching offset (displaced from 9 by the fraction 0.33 of the way toward 10). + +Notes: +1. Output only the clock face at the final time 9:20; do NOT show any intermediate position or motion blur. +2. The clock has EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, sweep needle, or any third pointer is allowed at any time. +3. Minute hand is longer than the hour hand. Both hands are solid black. +4. Clock face, numerals 1-12, hour and minute ticks, frame, and background are pixel-identical to the input, only the two hands have rotated to their new positions. +5. Do NOT add any digital time display, annotations, arrows, numbers, text, or labels indicating the time. The only readout is the analog hand positions. +6. Background, lighting, and framing identical to the input. No glitches or artifacts. diff --git a/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv2_004.txt b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv2_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..1c54393a9e2f58634e6be166d748751443f1695c --- /dev/null +++ b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv2_004.txt @@ -0,0 +1,9 @@ +The input image shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand, currently reading 4:50. Generate a single image showing the SAME clock after 130 minutes have elapsed forward, so that the clock now reads exactly 7:00: minute hand pointing at minute 00, hour hand sitting between 7 and 8 at the matching offset (displaced from 7 by the fraction 0.00 of the way toward 8). + +Notes: +1. Output only the clock face at the final time 7:00; do NOT show any intermediate position or motion blur. +2. The clock has EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, sweep needle, or any third pointer is allowed at any time. +3. Minute hand is longer than the hour hand. Both hands are solid black. +4. Clock face, numerals 1-12, hour and minute ticks, frame, and background are pixel-identical to the input, only the two hands have rotated to their new positions. +5. Do NOT add any digital time display, annotations, arrows, numbers, text, or labels indicating the time. The only readout is the analog hand positions. +6. Background, lighting, and framing identical to the input. No glitches or artifacts. diff --git a/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv2_005.txt b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv2_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..1472cf505f62d714ea41bf49d68276fa30167ccf --- /dev/null +++ b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv2_005.txt @@ -0,0 +1,9 @@ +The input image shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand, currently reading 1:35. Generate a single image showing the SAME clock after 45 minutes have elapsed forward, so that the clock now reads exactly 2:20: minute hand pointing at minute 20, hour hand sitting between 2 and 3 at the matching offset (displaced from 2 by the fraction 0.33 of the way toward 3). + +Notes: +1. Output only the clock face at the final time 2:20; do NOT show any intermediate position or motion blur. +2. The clock has EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, sweep needle, or any third pointer is allowed at any time. +3. Minute hand is longer than the hour hand. Both hands are solid black. +4. Clock face, numerals 1-12, hour and minute ticks, frame, and background are pixel-identical to the input, only the two hands have rotated to their new positions. +5. Do NOT add any digital time display, annotations, arrows, numbers, text, or labels indicating the time. The only readout is the analog hand positions. +6. Background, lighting, and framing identical to the input. No glitches or artifacts. diff --git a/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv2_006.txt b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv2_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..5d2bb28238f98c049120053e77942289b9080fed --- /dev/null +++ b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv2_006.txt @@ -0,0 +1,9 @@ +The input image shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand, currently reading 11:00. Generate a single image showing the SAME clock after 55 minutes have elapsed forward, so that the clock now reads exactly 11:55: minute hand pointing at minute 55, hour hand sitting between 11 and 12 at the matching offset (displaced from 11 by the fraction 0.92 of the way toward 12). + +Notes: +1. Output only the clock face at the final time 11:55; do NOT show any intermediate position or motion blur. +2. The clock has EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, sweep needle, or any third pointer is allowed at any time. +3. Minute hand is longer than the hour hand. Both hands are solid black. +4. Clock face, numerals 1-12, hour and minute ticks, frame, and background are pixel-identical to the input, only the two hands have rotated to their new positions. +5. Do NOT add any digital time display, annotations, arrows, numbers, text, or labels indicating the time. The only readout is the analog hand positions. +6. Background, lighting, and framing identical to the input. No glitches or artifacts. diff --git a/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv2_007.txt b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv2_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..4ae3bc717d12d386230fc132447faf5bc877a9ce --- /dev/null +++ b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv2_007.txt @@ -0,0 +1,9 @@ +The input image shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand, currently reading 1:20. Generate a single image showing the SAME clock after 60 minutes have elapsed forward, so that the clock now reads exactly 2:20: minute hand pointing at minute 20, hour hand sitting between 2 and 3 at the matching offset (displaced from 2 by the fraction 0.33 of the way toward 3). + +Notes: +1. Output only the clock face at the final time 2:20; do NOT show any intermediate position or motion blur. +2. The clock has EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, sweep needle, or any third pointer is allowed at any time. +3. Minute hand is longer than the hour hand. Both hands are solid black. +4. Clock face, numerals 1-12, hour and minute ticks, frame, and background are pixel-identical to the input, only the two hands have rotated to their new positions. +5. Do NOT add any digital time display, annotations, arrows, numbers, text, or labels indicating the time. The only readout is the analog hand positions. +6. Background, lighting, and framing identical to the input. No glitches or artifacts. diff --git a/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv2_008.txt b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv2_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..482897dff4224588f04b7ee00a756462c9738fb6 --- /dev/null +++ b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv2_008.txt @@ -0,0 +1,9 @@ +The input image shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand, currently reading 8:10. Generate a single image showing the SAME clock after 55 minutes have elapsed forward, so that the clock now reads exactly 9:05: minute hand pointing at minute 05, hour hand sitting between 9 and 10 at the matching offset (displaced from 9 by the fraction 0.08 of the way toward 10). + +Notes: +1. Output only the clock face at the final time 9:05; do NOT show any intermediate position or motion blur. +2. The clock has EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, sweep needle, or any third pointer is allowed at any time. +3. Minute hand is longer than the hour hand. Both hands are solid black. +4. Clock face, numerals 1-12, hour and minute ticks, frame, and background are pixel-identical to the input, only the two hands have rotated to their new positions. +5. Do NOT add any digital time display, annotations, arrows, numbers, text, or labels indicating the time. The only readout is the analog hand positions. +6. Background, lighting, and framing identical to the input. No glitches or artifacts. diff --git a/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv2_009.txt b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv2_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..9996c223612d41804b82f7dbeac52e4417ac3874 --- /dev/null +++ b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv2_009.txt @@ -0,0 +1,9 @@ +The input image shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand, currently reading 9:00. Generate a single image showing the SAME clock after 85 minutes have elapsed forward, so that the clock now reads exactly 10:25: minute hand pointing at minute 25, hour hand sitting between 10 and 11 at the matching offset (displaced from 10 by the fraction 0.42 of the way toward 11). + +Notes: +1. Output only the clock face at the final time 10:25; do NOT show any intermediate position or motion blur. +2. The clock has EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, sweep needle, or any third pointer is allowed at any time. +3. Minute hand is longer than the hour hand. Both hands are solid black. +4. Clock face, numerals 1-12, hour and minute ticks, frame, and background are pixel-identical to the input, only the two hands have rotated to their new positions. +5. Do NOT add any digital time display, annotations, arrows, numbers, text, or labels indicating the time. The only readout is the analog hand positions. +6. Background, lighting, and framing identical to the input. No glitches or artifacts. diff --git a/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv2_010.txt b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv2_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..1fefb8ac4edff28a91f6f75c025b67fca6c8b2af --- /dev/null +++ b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv2_010.txt @@ -0,0 +1,9 @@ +The input image shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand, currently reading 7:10. Generate a single image showing the SAME clock after 65 minutes have elapsed forward, so that the clock now reads exactly 8:15: minute hand pointing at minute 15, hour hand sitting between 8 and 9 at the matching offset (displaced from 8 by the fraction 0.25 of the way toward 9). + +Notes: +1. Output only the clock face at the final time 8:15; do NOT show any intermediate position or motion blur. +2. The clock has EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, sweep needle, or any third pointer is allowed at any time. +3. Minute hand is longer than the hour hand. Both hands are solid black. +4. Clock face, numerals 1-12, hour and minute ticks, frame, and background are pixel-identical to the input, only the two hands have rotated to their new positions. +5. Do NOT add any digital time display, annotations, arrows, numbers, text, or labels indicating the time. The only readout is the analog hand positions. +6. Background, lighting, and framing identical to the input. No glitches or artifacts. diff --git a/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv3_001.txt b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv3_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..7821f4c69cd57fd95c59b6fd95fceebe243f4fe9 --- /dev/null +++ b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv3_001.txt @@ -0,0 +1,9 @@ +The input image shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand, currently reading 10:35. Generate a single image showing the SAME clock after 115 minutes have elapsed forward, so that the clock now reads exactly 12:30: minute hand pointing at minute 30, hour hand sitting between 12 and 1 at the matching offset (displaced from 12 by the fraction 0.50 of the way toward 1). + +Notes: +1. Output only the clock face at the final time 12:30; do NOT show any intermediate position or motion blur. +2. The clock has EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, sweep needle, or any third pointer is allowed at any time. +3. Minute hand is longer than the hour hand. Both hands are solid black. +4. Clock face, numerals 1-12, hour and minute ticks, frame, and background are pixel-identical to the input, only the two hands have rotated to their new positions. +5. Do NOT add any digital time display, annotations, arrows, numbers, text, or labels indicating the time. The only readout is the analog hand positions. +6. Background, lighting, and framing identical to the input. No glitches or artifacts. diff --git a/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv3_002.txt b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv3_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..01dd031d069ead8c0df88e7ddcad4ae97113d4a9 --- /dev/null +++ b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv3_002.txt @@ -0,0 +1,9 @@ +The input image shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand, currently reading 9:40. Generate a single image showing the SAME clock after 30 minutes have elapsed forward, so that the clock now reads exactly 10:10: minute hand pointing at minute 10, hour hand sitting between 10 and 11 at the matching offset (displaced from 10 by the fraction 0.17 of the way toward 11). + +Notes: +1. Output only the clock face at the final time 10:10; do NOT show any intermediate position or motion blur. +2. The clock has EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, sweep needle, or any third pointer is allowed at any time. +3. Minute hand is longer than the hour hand. Both hands are solid black. +4. Clock face, numerals 1-12, hour and minute ticks, frame, and background are pixel-identical to the input, only the two hands have rotated to their new positions. +5. Do NOT add any digital time display, annotations, arrows, numbers, text, or labels indicating the time. The only readout is the analog hand positions. +6. Background, lighting, and framing identical to the input. No glitches or artifacts. diff --git a/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv3_003.txt b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv3_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..599690c5b92ca21fba7b254219d4e7286ef2388c --- /dev/null +++ b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv3_003.txt @@ -0,0 +1,9 @@ +The input image shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand, currently reading 10:40. Generate a single image showing the SAME clock after 100 minutes have elapsed forward, so that the clock now reads exactly 12:20: minute hand pointing at minute 20, hour hand sitting between 12 and 1 at the matching offset (displaced from 12 by the fraction 0.33 of the way toward 1). + +Notes: +1. Output only the clock face at the final time 12:20; do NOT show any intermediate position or motion blur. +2. The clock has EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, sweep needle, or any third pointer is allowed at any time. +3. Minute hand is longer than the hour hand. Both hands are solid black. +4. Clock face, numerals 1-12, hour and minute ticks, frame, and background are pixel-identical to the input, only the two hands have rotated to their new positions. +5. Do NOT add any digital time display, annotations, arrows, numbers, text, or labels indicating the time. The only readout is the analog hand positions. +6. Background, lighting, and framing identical to the input. No glitches or artifacts. diff --git a/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv3_004.txt b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv3_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..65845c9a8ca3be0d8c3291e9f74fbffe92692d04 --- /dev/null +++ b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv3_004.txt @@ -0,0 +1,9 @@ +The input image shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand, currently reading 11:55. Generate a single image showing the SAME clock after 35 minutes have elapsed forward, so that the clock now reads exactly 12:30: minute hand pointing at minute 30, hour hand sitting between 12 and 1 at the matching offset (displaced from 12 by the fraction 0.50 of the way toward 1). + +Notes: +1. Output only the clock face at the final time 12:30; do NOT show any intermediate position or motion blur. +2. The clock has EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, sweep needle, or any third pointer is allowed at any time. +3. Minute hand is longer than the hour hand. Both hands are solid black. +4. Clock face, numerals 1-12, hour and minute ticks, frame, and background are pixel-identical to the input, only the two hands have rotated to their new positions. +5. Do NOT add any digital time display, annotations, arrows, numbers, text, or labels indicating the time. The only readout is the analog hand positions. +6. Background, lighting, and framing identical to the input. No glitches or artifacts. diff --git a/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv3_005.txt b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv3_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..08a653b52b090051aea054c84de0b25e98d8be9a --- /dev/null +++ b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv3_005.txt @@ -0,0 +1,9 @@ +The input image shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand, currently reading 4:05. Generate a single image showing the SAME clock after 175 minutes have elapsed forward, so that the clock now reads exactly 7:00: minute hand pointing at minute 00, hour hand sitting between 7 and 8 at the matching offset (displaced from 7 by the fraction 0.00 of the way toward 8). + +Notes: +1. Output only the clock face at the final time 7:00; do NOT show any intermediate position or motion blur. +2. The clock has EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, sweep needle, or any third pointer is allowed at any time. +3. Minute hand is longer than the hour hand. Both hands are solid black. +4. Clock face, numerals 1-12, hour and minute ticks, frame, and background are pixel-identical to the input, only the two hands have rotated to their new positions. +5. Do NOT add any digital time display, annotations, arrows, numbers, text, or labels indicating the time. The only readout is the analog hand positions. +6. Background, lighting, and framing identical to the input. No glitches or artifacts. diff --git a/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv3_006.txt b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv3_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..dde4f7de3660e3a245eb51c336b7a825f6675e19 --- /dev/null +++ b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv3_006.txt @@ -0,0 +1,9 @@ +The input image shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand, currently reading 9:25. Generate a single image showing the SAME clock after 105 minutes have elapsed forward, so that the clock now reads exactly 11:10: minute hand pointing at minute 10, hour hand sitting between 11 and 12 at the matching offset (displaced from 11 by the fraction 0.17 of the way toward 12). + +Notes: +1. Output only the clock face at the final time 11:10; do NOT show any intermediate position or motion blur. +2. The clock has EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, sweep needle, or any third pointer is allowed at any time. +3. Minute hand is longer than the hour hand. Both hands are solid black. +4. Clock face, numerals 1-12, hour and minute ticks, frame, and background are pixel-identical to the input, only the two hands have rotated to their new positions. +5. Do NOT add any digital time display, annotations, arrows, numbers, text, or labels indicating the time. The only readout is the analog hand positions. +6. Background, lighting, and framing identical to the input. No glitches or artifacts. diff --git a/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv3_007.txt b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv3_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..ec8429d2c3e20ad917866b92584733904e6b4324 --- /dev/null +++ b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv3_007.txt @@ -0,0 +1,9 @@ +The input image shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand, currently reading 9:15. Generate a single image showing the SAME clock after 115 minutes have elapsed forward, so that the clock now reads exactly 11:10: minute hand pointing at minute 10, hour hand sitting between 11 and 12 at the matching offset (displaced from 11 by the fraction 0.17 of the way toward 12). + +Notes: +1. Output only the clock face at the final time 11:10; do NOT show any intermediate position or motion blur. +2. The clock has EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, sweep needle, or any third pointer is allowed at any time. +3. Minute hand is longer than the hour hand. Both hands are solid black. +4. Clock face, numerals 1-12, hour and minute ticks, frame, and background are pixel-identical to the input, only the two hands have rotated to their new positions. +5. Do NOT add any digital time display, annotations, arrows, numbers, text, or labels indicating the time. The only readout is the analog hand positions. +6. Background, lighting, and framing identical to the input. No glitches or artifacts. diff --git a/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv3_008.txt b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv3_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..4bb3be0539c862634f006a8fe0ce49169207e29a --- /dev/null +++ b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv3_008.txt @@ -0,0 +1,9 @@ +The input image shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand, currently reading 2:00. Generate a single image showing the SAME clock after 135 minutes have elapsed forward, so that the clock now reads exactly 4:15: minute hand pointing at minute 15, hour hand sitting between 4 and 5 at the matching offset (displaced from 4 by the fraction 0.25 of the way toward 5). + +Notes: +1. Output only the clock face at the final time 4:15; do NOT show any intermediate position or motion blur. +2. The clock has EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, sweep needle, or any third pointer is allowed at any time. +3. Minute hand is longer than the hour hand. Both hands are solid black. +4. Clock face, numerals 1-12, hour and minute ticks, frame, and background are pixel-identical to the input, only the two hands have rotated to their new positions. +5. Do NOT add any digital time display, annotations, arrows, numbers, text, or labels indicating the time. The only readout is the analog hand positions. +6. Background, lighting, and framing identical to the input. No glitches or artifacts. diff --git a/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv3_009.txt b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv3_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..af4f5db0341fbbfc6e40285cc0af3788c5fe9bd2 --- /dev/null +++ b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv3_009.txt @@ -0,0 +1,9 @@ +The input image shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand, currently reading 1:55. Generate a single image showing the SAME clock after 100 minutes have elapsed forward, so that the clock now reads exactly 3:35: minute hand pointing at minute 35, hour hand sitting between 3 and 4 at the matching offset (displaced from 3 by the fraction 0.58 of the way toward 4). + +Notes: +1. Output only the clock face at the final time 3:35; do NOT show any intermediate position or motion blur. +2. The clock has EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, sweep needle, or any third pointer is allowed at any time. +3. Minute hand is longer than the hour hand. Both hands are solid black. +4. Clock face, numerals 1-12, hour and minute ticks, frame, and background are pixel-identical to the input, only the two hands have rotated to their new positions. +5. Do NOT add any digital time display, annotations, arrows, numbers, text, or labels indicating the time. The only readout is the analog hand positions. +6. Background, lighting, and framing identical to the input. No glitches or artifacts. diff --git a/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv3_010.txt b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv3_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..1f5c72a5f867013867a74d672cb17301ad0f47cb --- /dev/null +++ b/bench_data/clock_running/prompt/image_gen_prompt/clock_running_lv3_010.txt @@ -0,0 +1,9 @@ +The input image shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand, currently reading 11:15. Generate a single image showing the SAME clock after 120 minutes have elapsed forward, so that the clock now reads exactly 1:15: minute hand pointing at minute 15, hour hand sitting between 1 and 2 at the matching offset (displaced from 1 by the fraction 0.25 of the way toward 2). + +Notes: +1. Output only the clock face at the final time 1:15; do NOT show any intermediate position or motion blur. +2. The clock has EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, sweep needle, or any third pointer is allowed at any time. +3. Minute hand is longer than the hour hand. Both hands are solid black. +4. Clock face, numerals 1-12, hour and minute ticks, frame, and background are pixel-identical to the input, only the two hands have rotated to their new positions. +5. Do NOT add any digital time display, annotations, arrows, numbers, text, or labels indicating the time. The only readout is the analog hand positions. +6. Background, lighting, and framing identical to the input. No glitches or artifacts. diff --git a/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv1_001.txt b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv1_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..3014bf6275aa1babf80360dfb3bd0f8648f71b27 --- /dev/null +++ b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv1_001.txt @@ -0,0 +1,9 @@ +Animate the wall clock in the input running forward by exactly 15 minutes, from 11:10 to 11:25: at the end the minute hand on minute 25; hour hand between 11 and 12 at the matching offset. The clock may run sped-up, fit the full 15 minutes into the clip. + +Notes: +1. The input shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, no sweep needle, no sub-dial. Hour numerals 1-12, hour and minute ticks, no glass reflection, no text. +2. Both hands rotate CLOCKWISE only, never backward, never past the target. +3. The minute hand traces a smooth circular path (may complete one or more full revolutions before settling); the hour hand drifts proportionally at 1/12 of the minute-hand rotation, never in hour-by-hour jumps. +4. Only the two hands move; the clock face, numerals, ticks, frame, and background stay pixel-stable. +5. Minute hand stays longer than the hour hand throughout; no morphing. NO second hand or any third pointer ever appears. +6. No teleport, snap, vibration, reversal, extra dials, flicker, or added decorations. diff --git a/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv1_002.txt b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv1_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..f481dc1f95caa75cb1629bae7641ba524bc47ff4 --- /dev/null +++ b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv1_002.txt @@ -0,0 +1,9 @@ +Animate the wall clock in the input running forward by exactly 80 minutes, from 1:20 to 2:40: at the end the minute hand on minute 40; hour hand between 2 and 3 at the matching offset. The clock may run sped-up, fit the full 80 minutes into the clip. + +Notes: +1. The input shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, no sweep needle, no sub-dial. Hour numerals 1-12, hour and minute ticks, no glass reflection, no text. +2. Both hands rotate CLOCKWISE only, never backward, never past the target. +3. The minute hand traces a smooth circular path (may complete one or more full revolutions before settling); the hour hand drifts proportionally at 1/12 of the minute-hand rotation, never in hour-by-hour jumps. +4. Only the two hands move; the clock face, numerals, ticks, frame, and background stay pixel-stable. +5. Minute hand stays longer than the hour hand throughout; no morphing. NO second hand or any third pointer ever appears. +6. No teleport, snap, vibration, reversal, extra dials, flicker, or added decorations. diff --git a/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv1_003.txt b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv1_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..7966f5e2ebc7310c7b134981861cb3b37809fc18 --- /dev/null +++ b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv1_003.txt @@ -0,0 +1,9 @@ +Animate the wall clock in the input running forward by exactly 5 minutes, from 12:25 to 12:30: at the end the minute hand on minute 30; hour hand between 12 and 1 at the matching offset. The clock may run sped-up, fit the full 5 minutes into the clip. + +Notes: +1. The input shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, no sweep needle, no sub-dial. Hour numerals 1-12, hour and minute ticks, no glass reflection, no text. +2. Both hands rotate CLOCKWISE only, never backward, never past the target. +3. The minute hand traces a smooth circular path (may complete one or more full revolutions before settling); the hour hand drifts proportionally at 1/12 of the minute-hand rotation, never in hour-by-hour jumps. +4. Only the two hands move; the clock face, numerals, ticks, frame, and background stay pixel-stable. +5. Minute hand stays longer than the hour hand throughout; no morphing. NO second hand or any third pointer ever appears. +6. No teleport, snap, vibration, reversal, extra dials, flicker, or added decorations. diff --git a/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv1_004.txt b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv1_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..517517fd69a0b5e30cec15d352dd7dcc9aca6290 --- /dev/null +++ b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv1_004.txt @@ -0,0 +1,9 @@ +Animate the wall clock in the input running forward by exactly 80 minutes, from 3:35 to 4:55: at the end the minute hand on minute 55; hour hand between 4 and 5 at the matching offset. The clock may run sped-up, fit the full 80 minutes into the clip. + +Notes: +1. The input shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, no sweep needle, no sub-dial. Hour numerals 1-12, hour and minute ticks, no glass reflection, no text. +2. Both hands rotate CLOCKWISE only, never backward, never past the target. +3. The minute hand traces a smooth circular path (may complete one or more full revolutions before settling); the hour hand drifts proportionally at 1/12 of the minute-hand rotation, never in hour-by-hour jumps. +4. Only the two hands move; the clock face, numerals, ticks, frame, and background stay pixel-stable. +5. Minute hand stays longer than the hour hand throughout; no morphing. NO second hand or any third pointer ever appears. +6. No teleport, snap, vibration, reversal, extra dials, flicker, or added decorations. diff --git a/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv1_005.txt b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv1_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..1ea9eff7d078422bfbfeeb736cb68627f83fc3db --- /dev/null +++ b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv1_005.txt @@ -0,0 +1,9 @@ +Animate the wall clock in the input running forward by exactly 165 minutes, from 5:40 to 8:25: at the end the minute hand on minute 25; hour hand between 8 and 9 at the matching offset. The clock may run sped-up, fit the full 165 minutes into the clip. + +Notes: +1. The input shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, no sweep needle, no sub-dial. Hour numerals 1-12, hour and minute ticks, no glass reflection, no text. +2. Both hands rotate CLOCKWISE only, never backward, never past the target. +3. The minute hand traces a smooth circular path (may complete one or more full revolutions before settling); the hour hand drifts proportionally at 1/12 of the minute-hand rotation, never in hour-by-hour jumps. +4. Only the two hands move; the clock face, numerals, ticks, frame, and background stay pixel-stable. +5. Minute hand stays longer than the hour hand throughout; no morphing. NO second hand or any third pointer ever appears. +6. No teleport, snap, vibration, reversal, extra dials, flicker, or added decorations. diff --git a/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv1_006.txt b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv1_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..5ef97d785d79ec03836ad67e4c3cb54ac622ab54 --- /dev/null +++ b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv1_006.txt @@ -0,0 +1,9 @@ +Animate the wall clock in the input running forward by exactly 30 minutes, from 7:50 to 8:20: at the end the minute hand on minute 20; hour hand between 8 and 9 at the matching offset. The clock may run sped-up, fit the full 30 minutes into the clip. + +Notes: +1. The input shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, no sweep needle, no sub-dial. Hour numerals 1-12, hour and minute ticks, no glass reflection, no text. +2. Both hands rotate CLOCKWISE only, never backward, never past the target. +3. The minute hand traces a smooth circular path (may complete one or more full revolutions before settling); the hour hand drifts proportionally at 1/12 of the minute-hand rotation, never in hour-by-hour jumps. +4. Only the two hands move; the clock face, numerals, ticks, frame, and background stay pixel-stable. +5. Minute hand stays longer than the hour hand throughout; no morphing. NO second hand or any third pointer ever appears. +6. No teleport, snap, vibration, reversal, extra dials, flicker, or added decorations. diff --git a/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv1_007.txt b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv1_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..18fc3118a75e68a2ada0e58f6a01a5bf61713644 --- /dev/null +++ b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv1_007.txt @@ -0,0 +1,9 @@ +Animate the wall clock in the input running forward by exactly 5 minutes, from 7:35 to 7:40: at the end the minute hand on minute 40; hour hand between 7 and 8 at the matching offset. The clock may run sped-up, fit the full 5 minutes into the clip. + +Notes: +1. The input shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, no sweep needle, no sub-dial. Hour numerals 1-12, hour and minute ticks, no glass reflection, no text. +2. Both hands rotate CLOCKWISE only, never backward, never past the target. +3. The minute hand traces a smooth circular path (may complete one or more full revolutions before settling); the hour hand drifts proportionally at 1/12 of the minute-hand rotation, never in hour-by-hour jumps. +4. Only the two hands move; the clock face, numerals, ticks, frame, and background stay pixel-stable. +5. Minute hand stays longer than the hour hand throughout; no morphing. NO second hand or any third pointer ever appears. +6. No teleport, snap, vibration, reversal, extra dials, flicker, or added decorations. diff --git a/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv1_008.txt b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv1_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..09190e7ba89e16ab3502e6cca6f7506889ba7a30 --- /dev/null +++ b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv1_008.txt @@ -0,0 +1,9 @@ +Animate the wall clock in the input running forward by exactly 10 minutes, from 4:40 to 4:50: at the end the minute hand on minute 50; hour hand between 4 and 5 at the matching offset. The clock may run sped-up, fit the full 10 minutes into the clip. + +Notes: +1. The input shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, no sweep needle, no sub-dial. Hour numerals 1-12, hour and minute ticks, no glass reflection, no text. +2. Both hands rotate CLOCKWISE only, never backward, never past the target. +3. The minute hand traces a smooth circular path (may complete one or more full revolutions before settling); the hour hand drifts proportionally at 1/12 of the minute-hand rotation, never in hour-by-hour jumps. +4. Only the two hands move; the clock face, numerals, ticks, frame, and background stay pixel-stable. +5. Minute hand stays longer than the hour hand throughout; no morphing. NO second hand or any third pointer ever appears. +6. No teleport, snap, vibration, reversal, extra dials, flicker, or added decorations. diff --git a/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv1_009.txt b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv1_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..eb18668c6a6eec8d7e4d0409c13ba314980c28a9 --- /dev/null +++ b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv1_009.txt @@ -0,0 +1,9 @@ +Animate the wall clock in the input running forward by exactly 20 minutes, from 5:30 to 5:50: at the end the minute hand on minute 50; hour hand between 5 and 6 at the matching offset. The clock may run sped-up, fit the full 20 minutes into the clip. + +Notes: +1. The input shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, no sweep needle, no sub-dial. Hour numerals 1-12, hour and minute ticks, no glass reflection, no text. +2. Both hands rotate CLOCKWISE only, never backward, never past the target. +3. The minute hand traces a smooth circular path (may complete one or more full revolutions before settling); the hour hand drifts proportionally at 1/12 of the minute-hand rotation, never in hour-by-hour jumps. +4. Only the two hands move; the clock face, numerals, ticks, frame, and background stay pixel-stable. +5. Minute hand stays longer than the hour hand throughout; no morphing. NO second hand or any third pointer ever appears. +6. No teleport, snap, vibration, reversal, extra dials, flicker, or added decorations. diff --git a/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv1_010.txt b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv1_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..527a51c7201e6dec2af094f6832e2c3e2bfce314 --- /dev/null +++ b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv1_010.txt @@ -0,0 +1,9 @@ +Animate the wall clock in the input running forward by exactly 25 minutes, from 5:20 to 5:45: at the end the minute hand on minute 45; hour hand between 5 and 6 at the matching offset. The clock may run sped-up, fit the full 25 minutes into the clip. + +Notes: +1. The input shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, no sweep needle, no sub-dial. Hour numerals 1-12, hour and minute ticks, no glass reflection, no text. +2. Both hands rotate CLOCKWISE only, never backward, never past the target. +3. The minute hand traces a smooth circular path (may complete one or more full revolutions before settling); the hour hand drifts proportionally at 1/12 of the minute-hand rotation, never in hour-by-hour jumps. +4. Only the two hands move; the clock face, numerals, ticks, frame, and background stay pixel-stable. +5. Minute hand stays longer than the hour hand throughout; no morphing. NO second hand or any third pointer ever appears. +6. No teleport, snap, vibration, reversal, extra dials, flicker, or added decorations. diff --git a/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv2_001.txt b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv2_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..0ed671894388327c984bbb3308a6457c5be2d78b --- /dev/null +++ b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv2_001.txt @@ -0,0 +1,9 @@ +Animate the wall clock in the input running forward by exactly 20 minutes, from 2:55 to 3:15: at the end the minute hand on minute 15; hour hand between 3 and 4 at the matching offset. The clock may run sped-up, fit the full 20 minutes into the clip. + +Notes: +1. The input shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, no sweep needle, no sub-dial. Hour numerals 1-12, hour and minute ticks, no glass reflection, no text. +2. Both hands rotate CLOCKWISE only, never backward, never past the target. +3. The minute hand traces a smooth circular path (may complete one or more full revolutions before settling); the hour hand drifts proportionally at 1/12 of the minute-hand rotation, never in hour-by-hour jumps. +4. Only the two hands move; the clock face, numerals, ticks, frame, and background stay pixel-stable. +5. Minute hand stays longer than the hour hand throughout; no morphing. NO second hand or any third pointer ever appears. +6. No teleport, snap, vibration, reversal, extra dials, flicker, or added decorations. diff --git a/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv2_002.txt b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv2_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..25c619ef7809ebf9bc4e8a1be8739cb8aebe48c9 --- /dev/null +++ b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv2_002.txt @@ -0,0 +1,9 @@ +Animate the wall clock in the input running forward by exactly 10 minutes, from 6:20 to 6:30: at the end the minute hand on minute 30; hour hand between 6 and 7 at the matching offset. The clock may run sped-up, fit the full 10 minutes into the clip. + +Notes: +1. The input shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, no sweep needle, no sub-dial. Hour numerals 1-12, hour and minute ticks, no glass reflection, no text. +2. Both hands rotate CLOCKWISE only, never backward, never past the target. +3. The minute hand traces a smooth circular path (may complete one or more full revolutions before settling); the hour hand drifts proportionally at 1/12 of the minute-hand rotation, never in hour-by-hour jumps. +4. Only the two hands move; the clock face, numerals, ticks, frame, and background stay pixel-stable. +5. Minute hand stays longer than the hour hand throughout; no morphing. NO second hand or any third pointer ever appears. +6. No teleport, snap, vibration, reversal, extra dials, flicker, or added decorations. diff --git a/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv2_003.txt b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv2_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..18bdc824c13c49c622ce2644c7c350886518760b --- /dev/null +++ b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv2_003.txt @@ -0,0 +1,9 @@ +Animate the wall clock in the input running forward by exactly 45 minutes, from 8:35 to 9:20: at the end the minute hand on minute 20; hour hand between 9 and 10 at the matching offset. The clock may run sped-up, fit the full 45 minutes into the clip. + +Notes: +1. The input shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, no sweep needle, no sub-dial. Hour numerals 1-12, hour and minute ticks, no glass reflection, no text. +2. Both hands rotate CLOCKWISE only, never backward, never past the target. +3. The minute hand traces a smooth circular path (may complete one or more full revolutions before settling); the hour hand drifts proportionally at 1/12 of the minute-hand rotation, never in hour-by-hour jumps. +4. Only the two hands move; the clock face, numerals, ticks, frame, and background stay pixel-stable. +5. Minute hand stays longer than the hour hand throughout; no morphing. NO second hand or any third pointer ever appears. +6. No teleport, snap, vibration, reversal, extra dials, flicker, or added decorations. diff --git a/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv2_004.txt b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv2_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..f7918dc06b982d5f89b8adf3eff420ee665dc5c6 --- /dev/null +++ b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv2_004.txt @@ -0,0 +1,9 @@ +Animate the wall clock in the input running forward by exactly 130 minutes, from 4:50 to 7:00: at the end the minute hand on minute 00; hour hand between 7 and 8 at the matching offset. The clock may run sped-up, fit the full 130 minutes into the clip. + +Notes: +1. The input shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, no sweep needle, no sub-dial. Hour numerals 1-12, hour and minute ticks, no glass reflection, no text. +2. Both hands rotate CLOCKWISE only, never backward, never past the target. +3. The minute hand traces a smooth circular path (may complete one or more full revolutions before settling); the hour hand drifts proportionally at 1/12 of the minute-hand rotation, never in hour-by-hour jumps. +4. Only the two hands move; the clock face, numerals, ticks, frame, and background stay pixel-stable. +5. Minute hand stays longer than the hour hand throughout; no morphing. NO second hand or any third pointer ever appears. +6. No teleport, snap, vibration, reversal, extra dials, flicker, or added decorations. diff --git a/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv2_005.txt b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv2_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..74c483e3f96d0ef99f77cb65bca08f514d39f7ad --- /dev/null +++ b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv2_005.txt @@ -0,0 +1,9 @@ +Animate the wall clock in the input running forward by exactly 45 minutes, from 1:35 to 2:20: at the end the minute hand on minute 20; hour hand between 2 and 3 at the matching offset. The clock may run sped-up, fit the full 45 minutes into the clip. + +Notes: +1. The input shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, no sweep needle, no sub-dial. Hour numerals 1-12, hour and minute ticks, no glass reflection, no text. +2. Both hands rotate CLOCKWISE only, never backward, never past the target. +3. The minute hand traces a smooth circular path (may complete one or more full revolutions before settling); the hour hand drifts proportionally at 1/12 of the minute-hand rotation, never in hour-by-hour jumps. +4. Only the two hands move; the clock face, numerals, ticks, frame, and background stay pixel-stable. +5. Minute hand stays longer than the hour hand throughout; no morphing. NO second hand or any third pointer ever appears. +6. No teleport, snap, vibration, reversal, extra dials, flicker, or added decorations. diff --git a/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv2_006.txt b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv2_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..d3c2a3e2afcc3cc4a396ec4fda76421ade11cc6d --- /dev/null +++ b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv2_006.txt @@ -0,0 +1,9 @@ +Animate the wall clock in the input running forward by exactly 55 minutes, from 11:00 to 11:55: at the end the minute hand on minute 55; hour hand between 11 and 12 at the matching offset. The clock may run sped-up, fit the full 55 minutes into the clip. + +Notes: +1. The input shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, no sweep needle, no sub-dial. Hour numerals 1-12, hour and minute ticks, no glass reflection, no text. +2. Both hands rotate CLOCKWISE only, never backward, never past the target. +3. The minute hand traces a smooth circular path (may complete one or more full revolutions before settling); the hour hand drifts proportionally at 1/12 of the minute-hand rotation, never in hour-by-hour jumps. +4. Only the two hands move; the clock face, numerals, ticks, frame, and background stay pixel-stable. +5. Minute hand stays longer than the hour hand throughout; no morphing. NO second hand or any third pointer ever appears. +6. No teleport, snap, vibration, reversal, extra dials, flicker, or added decorations. diff --git a/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv2_007.txt b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv2_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..10294cc397d9ca15d764ebac82c1f85567ad61f7 --- /dev/null +++ b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv2_007.txt @@ -0,0 +1,9 @@ +Animate the wall clock in the input running forward by exactly 60 minutes, from 1:20 to 2:20: at the end the minute hand on minute 20; hour hand between 2 and 3 at the matching offset. The clock may run sped-up, fit the full 60 minutes into the clip. + +Notes: +1. The input shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, no sweep needle, no sub-dial. Hour numerals 1-12, hour and minute ticks, no glass reflection, no text. +2. Both hands rotate CLOCKWISE only, never backward, never past the target. +3. The minute hand traces a smooth circular path (may complete one or more full revolutions before settling); the hour hand drifts proportionally at 1/12 of the minute-hand rotation, never in hour-by-hour jumps. +4. Only the two hands move; the clock face, numerals, ticks, frame, and background stay pixel-stable. +5. Minute hand stays longer than the hour hand throughout; no morphing. NO second hand or any third pointer ever appears. +6. No teleport, snap, vibration, reversal, extra dials, flicker, or added decorations. diff --git a/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv2_008.txt b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv2_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..64c55e489b6c2d5f922125608a77940f5138223e --- /dev/null +++ b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv2_008.txt @@ -0,0 +1,9 @@ +Animate the wall clock in the input running forward by exactly 55 minutes, from 8:10 to 9:05: at the end the minute hand on minute 05; hour hand between 9 and 10 at the matching offset. The clock may run sped-up, fit the full 55 minutes into the clip. + +Notes: +1. The input shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, no sweep needle, no sub-dial. Hour numerals 1-12, hour and minute ticks, no glass reflection, no text. +2. Both hands rotate CLOCKWISE only, never backward, never past the target. +3. The minute hand traces a smooth circular path (may complete one or more full revolutions before settling); the hour hand drifts proportionally at 1/12 of the minute-hand rotation, never in hour-by-hour jumps. +4. Only the two hands move; the clock face, numerals, ticks, frame, and background stay pixel-stable. +5. Minute hand stays longer than the hour hand throughout; no morphing. NO second hand or any third pointer ever appears. +6. No teleport, snap, vibration, reversal, extra dials, flicker, or added decorations. diff --git a/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv2_009.txt b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv2_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..966674a9d38ea66ec47fc7b8563600633d169b29 --- /dev/null +++ b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv2_009.txt @@ -0,0 +1,9 @@ +Animate the wall clock in the input running forward by exactly 85 minutes, from 9:00 to 10:25: at the end the minute hand on minute 25; hour hand between 10 and 11 at the matching offset. The clock may run sped-up, fit the full 85 minutes into the clip. + +Notes: +1. The input shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, no sweep needle, no sub-dial. Hour numerals 1-12, hour and minute ticks, no glass reflection, no text. +2. Both hands rotate CLOCKWISE only, never backward, never past the target. +3. The minute hand traces a smooth circular path (may complete one or more full revolutions before settling); the hour hand drifts proportionally at 1/12 of the minute-hand rotation, never in hour-by-hour jumps. +4. Only the two hands move; the clock face, numerals, ticks, frame, and background stay pixel-stable. +5. Minute hand stays longer than the hour hand throughout; no morphing. NO second hand or any third pointer ever appears. +6. No teleport, snap, vibration, reversal, extra dials, flicker, or added decorations. diff --git a/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv2_010.txt b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv2_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..69c99ad307828036f97922fac31fbd385d350493 --- /dev/null +++ b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv2_010.txt @@ -0,0 +1,9 @@ +Animate the wall clock in the input running forward by exactly 65 minutes, from 7:10 to 8:15: at the end the minute hand on minute 15; hour hand between 8 and 9 at the matching offset. The clock may run sped-up, fit the full 65 minutes into the clip. + +Notes: +1. The input shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, no sweep needle, no sub-dial. Hour numerals 1-12, hour and minute ticks, no glass reflection, no text. +2. Both hands rotate CLOCKWISE only, never backward, never past the target. +3. The minute hand traces a smooth circular path (may complete one or more full revolutions before settling); the hour hand drifts proportionally at 1/12 of the minute-hand rotation, never in hour-by-hour jumps. +4. Only the two hands move; the clock face, numerals, ticks, frame, and background stay pixel-stable. +5. Minute hand stays longer than the hour hand throughout; no morphing. NO second hand or any third pointer ever appears. +6. No teleport, snap, vibration, reversal, extra dials, flicker, or added decorations. diff --git a/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv3_001.txt b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv3_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..59ed6167130502ada8b4489c04bb140057b90a72 --- /dev/null +++ b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv3_001.txt @@ -0,0 +1,9 @@ +Animate the wall clock in the input running forward by exactly 115 minutes, from 10:35 to 12:30: at the end the minute hand on minute 30; hour hand between 12 and 1 at the matching offset. The clock may run sped-up, fit the full 115 minutes into the clip. + +Notes: +1. The input shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, no sweep needle, no sub-dial. Hour numerals 1-12, hour and minute ticks, no glass reflection, no text. +2. Both hands rotate CLOCKWISE only, never backward, never past the target. +3. The minute hand traces a smooth circular path (may complete one or more full revolutions before settling); the hour hand drifts proportionally at 1/12 of the minute-hand rotation, never in hour-by-hour jumps. +4. Only the two hands move; the clock face, numerals, ticks, frame, and background stay pixel-stable. +5. Minute hand stays longer than the hour hand throughout; no morphing. NO second hand or any third pointer ever appears. +6. No teleport, snap, vibration, reversal, extra dials, flicker, or added decorations. diff --git a/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv3_002.txt b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv3_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..72e824719a29b0b4a0a023df76e4902acd24bb2f --- /dev/null +++ b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv3_002.txt @@ -0,0 +1,9 @@ +Animate the wall clock in the input running forward by exactly 30 minutes, from 9:40 to 10:10: at the end the minute hand on minute 10; hour hand between 10 and 11 at the matching offset. The clock may run sped-up, fit the full 30 minutes into the clip. + +Notes: +1. The input shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, no sweep needle, no sub-dial. Hour numerals 1-12, hour and minute ticks, no glass reflection, no text. +2. Both hands rotate CLOCKWISE only, never backward, never past the target. +3. The minute hand traces a smooth circular path (may complete one or more full revolutions before settling); the hour hand drifts proportionally at 1/12 of the minute-hand rotation, never in hour-by-hour jumps. +4. Only the two hands move; the clock face, numerals, ticks, frame, and background stay pixel-stable. +5. Minute hand stays longer than the hour hand throughout; no morphing. NO second hand or any third pointer ever appears. +6. No teleport, snap, vibration, reversal, extra dials, flicker, or added decorations. diff --git a/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv3_003.txt b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv3_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..9c5f3137333ef662ddf86612e97f1d241bb2ecd0 --- /dev/null +++ b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv3_003.txt @@ -0,0 +1,9 @@ +Animate the wall clock in the input running forward by exactly 100 minutes, from 10:40 to 12:20: at the end the minute hand on minute 20; hour hand between 12 and 1 at the matching offset. The clock may run sped-up, fit the full 100 minutes into the clip. + +Notes: +1. The input shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, no sweep needle, no sub-dial. Hour numerals 1-12, hour and minute ticks, no glass reflection, no text. +2. Both hands rotate CLOCKWISE only, never backward, never past the target. +3. The minute hand traces a smooth circular path (may complete one or more full revolutions before settling); the hour hand drifts proportionally at 1/12 of the minute-hand rotation, never in hour-by-hour jumps. +4. Only the two hands move; the clock face, numerals, ticks, frame, and background stay pixel-stable. +5. Minute hand stays longer than the hour hand throughout; no morphing. NO second hand or any third pointer ever appears. +6. No teleport, snap, vibration, reversal, extra dials, flicker, or added decorations. diff --git a/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv3_004.txt b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv3_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..70fb823f751281ccf3cd3581359a53f77ffe9e64 --- /dev/null +++ b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv3_004.txt @@ -0,0 +1,9 @@ +Animate the wall clock in the input running forward by exactly 35 minutes, from 11:55 to 12:30: at the end the minute hand on minute 30; hour hand between 12 and 1 at the matching offset. The clock may run sped-up, fit the full 35 minutes into the clip. + +Notes: +1. The input shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, no sweep needle, no sub-dial. Hour numerals 1-12, hour and minute ticks, no glass reflection, no text. +2. Both hands rotate CLOCKWISE only, never backward, never past the target. +3. The minute hand traces a smooth circular path (may complete one or more full revolutions before settling); the hour hand drifts proportionally at 1/12 of the minute-hand rotation, never in hour-by-hour jumps. +4. Only the two hands move; the clock face, numerals, ticks, frame, and background stay pixel-stable. +5. Minute hand stays longer than the hour hand throughout; no morphing. NO second hand or any third pointer ever appears. +6. No teleport, snap, vibration, reversal, extra dials, flicker, or added decorations. diff --git a/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv3_005.txt b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv3_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..fe29af7ef153ed96e89f9bf8be97a8197eb6b205 --- /dev/null +++ b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv3_005.txt @@ -0,0 +1,9 @@ +Animate the wall clock in the input running forward by exactly 175 minutes, from 4:05 to 7:00: at the end the minute hand on minute 00; hour hand between 7 and 8 at the matching offset. The clock may run sped-up, fit the full 175 minutes into the clip. + +Notes: +1. The input shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, no sweep needle, no sub-dial. Hour numerals 1-12, hour and minute ticks, no glass reflection, no text. +2. Both hands rotate CLOCKWISE only, never backward, never past the target. +3. The minute hand traces a smooth circular path (may complete one or more full revolutions before settling); the hour hand drifts proportionally at 1/12 of the minute-hand rotation, never in hour-by-hour jumps. +4. Only the two hands move; the clock face, numerals, ticks, frame, and background stay pixel-stable. +5. Minute hand stays longer than the hour hand throughout; no morphing. NO second hand or any third pointer ever appears. +6. No teleport, snap, vibration, reversal, extra dials, flicker, or added decorations. diff --git a/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv3_006.txt b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv3_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..6db7c0004ea469ec16ac803b12911421977f5d29 --- /dev/null +++ b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv3_006.txt @@ -0,0 +1,9 @@ +Animate the wall clock in the input running forward by exactly 105 minutes, from 9:25 to 11:10: at the end the minute hand on minute 10; hour hand between 11 and 12 at the matching offset. The clock may run sped-up, fit the full 105 minutes into the clip. + +Notes: +1. The input shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, no sweep needle, no sub-dial. Hour numerals 1-12, hour and minute ticks, no glass reflection, no text. +2. Both hands rotate CLOCKWISE only, never backward, never past the target. +3. The minute hand traces a smooth circular path (may complete one or more full revolutions before settling); the hour hand drifts proportionally at 1/12 of the minute-hand rotation, never in hour-by-hour jumps. +4. Only the two hands move; the clock face, numerals, ticks, frame, and background stay pixel-stable. +5. Minute hand stays longer than the hour hand throughout; no morphing. NO second hand or any third pointer ever appears. +6. No teleport, snap, vibration, reversal, extra dials, flicker, or added decorations. diff --git a/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv3_007.txt b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv3_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..f66751ce5fcb7e60bed36376792b0310ee39a22f --- /dev/null +++ b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv3_007.txt @@ -0,0 +1,9 @@ +Animate the wall clock in the input running forward by exactly 115 minutes, from 9:15 to 11:10: at the end the minute hand on minute 10; hour hand between 11 and 12 at the matching offset. The clock may run sped-up, fit the full 115 minutes into the clip. + +Notes: +1. The input shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, no sweep needle, no sub-dial. Hour numerals 1-12, hour and minute ticks, no glass reflection, no text. +2. Both hands rotate CLOCKWISE only, never backward, never past the target. +3. The minute hand traces a smooth circular path (may complete one or more full revolutions before settling); the hour hand drifts proportionally at 1/12 of the minute-hand rotation, never in hour-by-hour jumps. +4. Only the two hands move; the clock face, numerals, ticks, frame, and background stay pixel-stable. +5. Minute hand stays longer than the hour hand throughout; no morphing. NO second hand or any third pointer ever appears. +6. No teleport, snap, vibration, reversal, extra dials, flicker, or added decorations. diff --git a/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv3_008.txt b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv3_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..cbb867dfddbfc124ccb04b8b98b47ab713b38c3a --- /dev/null +++ b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv3_008.txt @@ -0,0 +1,9 @@ +Animate the wall clock in the input running forward by exactly 135 minutes, from 2:00 to 4:15: at the end the minute hand on minute 15; hour hand between 4 and 5 at the matching offset. The clock may run sped-up, fit the full 135 minutes into the clip. + +Notes: +1. The input shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, no sweep needle, no sub-dial. Hour numerals 1-12, hour and minute ticks, no glass reflection, no text. +2. Both hands rotate CLOCKWISE only, never backward, never past the target. +3. The minute hand traces a smooth circular path (may complete one or more full revolutions before settling); the hour hand drifts proportionally at 1/12 of the minute-hand rotation, never in hour-by-hour jumps. +4. Only the two hands move; the clock face, numerals, ticks, frame, and background stay pixel-stable. +5. Minute hand stays longer than the hour hand throughout; no morphing. NO second hand or any third pointer ever appears. +6. No teleport, snap, vibration, reversal, extra dials, flicker, or added decorations. diff --git a/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv3_009.txt b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv3_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..932e4b8ebe21ad545e22d89b76ca315bff9e28cf --- /dev/null +++ b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv3_009.txt @@ -0,0 +1,9 @@ +Animate the wall clock in the input running forward by exactly 100 minutes, from 1:55 to 3:35: at the end the minute hand on minute 35; hour hand between 3 and 4 at the matching offset. The clock may run sped-up, fit the full 100 minutes into the clip. + +Notes: +1. The input shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, no sweep needle, no sub-dial. Hour numerals 1-12, hour and minute ticks, no glass reflection, no text. +2. Both hands rotate CLOCKWISE only, never backward, never past the target. +3. The minute hand traces a smooth circular path (may complete one or more full revolutions before settling); the hour hand drifts proportionally at 1/12 of the minute-hand rotation, never in hour-by-hour jumps. +4. Only the two hands move; the clock face, numerals, ticks, frame, and background stay pixel-stable. +5. Minute hand stays longer than the hour hand throughout; no morphing. NO second hand or any third pointer ever appears. +6. No teleport, snap, vibration, reversal, extra dials, flicker, or added decorations. diff --git a/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv3_010.txt b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv3_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..fb3dfea9af4555de524385283c5db137c30e73eb --- /dev/null +++ b/bench_data/clock_running/prompt/video_gen_prompt/clock_running_lv3_010.txt @@ -0,0 +1,9 @@ +Animate the wall clock in the input running forward by exactly 120 minutes, from 11:15 to 1:15: at the end the minute hand on minute 15; hour hand between 1 and 2 at the matching offset. The clock may run sped-up, fit the full 120 minutes into the clip. + +Notes: +1. The input shows a round wall clock with EXACTLY TWO hands, a longer minute hand and a shorter hour hand. NO second hand, no sweep needle, no sub-dial. Hour numerals 1-12, hour and minute ticks, no glass reflection, no text. +2. Both hands rotate CLOCKWISE only, never backward, never past the target. +3. The minute hand traces a smooth circular path (may complete one or more full revolutions before settling); the hour hand drifts proportionally at 1/12 of the minute-hand rotation, never in hour-by-hour jumps. +4. Only the two hands move; the clock face, numerals, ticks, frame, and background stay pixel-stable. +5. Minute hand stays longer than the hour hand throughout; no morphing. NO second hand or any third pointer ever appears. +6. No teleport, snap, vibration, reversal, extra dials, flicker, or added decorations. diff --git a/bench_data/color_mix/input_image/lv1/color_mix_lv1_001.png b/bench_data/color_mix/input_image/lv1/color_mix_lv1_001.png new file mode 100644 index 0000000000000000000000000000000000000000..a40d6d1f96b4c88e4f9d98d6c5b95c38d319aab3 --- /dev/null +++ b/bench_data/color_mix/input_image/lv1/color_mix_lv1_001.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:c233f425180ad54ab09e75f92729387df9b1f548fa71f6e6a65edaff61d5ec55 +size 2052758 diff --git a/bench_data/color_mix/input_image/lv1/color_mix_lv1_002.png b/bench_data/color_mix/input_image/lv1/color_mix_lv1_002.png new file mode 100644 index 0000000000000000000000000000000000000000..f1074ef9cf1debe4e047d8d820121b0c58db45ca --- /dev/null +++ b/bench_data/color_mix/input_image/lv1/color_mix_lv1_002.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:56d22063d8077847d675c78d546fb923e83c490b21bdab428ceade6905fdb688 +size 2111293 diff --git a/bench_data/color_mix/input_image/lv1/color_mix_lv1_003.png b/bench_data/color_mix/input_image/lv1/color_mix_lv1_003.png new file mode 100644 index 0000000000000000000000000000000000000000..e2035ce5794e5569194ba81a63450a344cd0619a --- /dev/null +++ b/bench_data/color_mix/input_image/lv1/color_mix_lv1_003.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:225d1b54e4a065ee15ea7861a7bad06069c5ad8bc447192fb2fb5537a679ffd2 +size 2115232 diff --git a/bench_data/color_mix/input_image/lv1/color_mix_lv1_004.png b/bench_data/color_mix/input_image/lv1/color_mix_lv1_004.png new file mode 100644 index 0000000000000000000000000000000000000000..111723cd87bbae40b3a43fe2fecc846d2a0f8656 --- /dev/null +++ b/bench_data/color_mix/input_image/lv1/color_mix_lv1_004.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid 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sha256:2f8fb199c5fc1add1bfd873eb6f5c96fd81b32deaa0953591ab99a4fc312854b +size 2194045 diff --git a/bench_data/color_mix/input_image/lv1/color_mix_lv1_007.png b/bench_data/color_mix/input_image/lv1/color_mix_lv1_007.png new file mode 100644 index 0000000000000000000000000000000000000000..511ee401bec26a7062fd241bd8ee2d7b7f4422d8 --- /dev/null +++ b/bench_data/color_mix/input_image/lv1/color_mix_lv1_007.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:a920caa57758d76f007e1ac24c3299f7510a149aedf3e281aaccb83c71637e2d +size 1853130 diff --git a/bench_data/color_mix/input_image/lv1/color_mix_lv1_008.png b/bench_data/color_mix/input_image/lv1/color_mix_lv1_008.png new file mode 100644 index 0000000000000000000000000000000000000000..ab5aeedd2e89700baef96f9c373af401942cc364 --- /dev/null +++ b/bench_data/color_mix/input_image/lv1/color_mix_lv1_008.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid 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sha256:b40d095d522c0d30b666bf9279f8b93a9d5b1bd567748d3b734fbcda10a1cf69 +size 2170645 diff --git a/bench_data/color_mix/judge_spec/_completeness_judge.txt b/bench_data/color_mix/judge_spec/_completeness_judge.txt new file mode 100644 index 0000000000000000000000000000000000000000..055908e5bb55bdb42df87ee7d68a8b2ba965d70f --- /dev/null +++ b/bench_data/color_mix/judge_spec/_completeness_judge.txt @@ -0,0 +1,8 @@ +Completeness scoring, three tiers (0 / 1 / 2), by how far the goal was carried out. +Tier 2 does NOT require flawless / perfect execution: near-complete (goal essentially reached, minor imperfections allowed) still counts as 2. +OVERRIDE (applies to every task): if the output changes drastically from the input image, unrelated new elements suddenly appear, or the scene differs wholesale from the input, score 0, regardless of any apparent task progress. +GUIDING PRINCIPLE: generated video is uncontrollable and may sprout odd elements. As a rule of thumb, if the procedure is carried out step by step but the final answer is simply wrong, give 1 (not 0). Reserve 0 for: the procedure is not attempted at all, or the output breaks / deviates drastically from the input (see OVERRIDE). + +0: No brush-operating-paint action at all (the paint blobs are never worked with a brush), or the scene deviates drastically from the input. +1: A brush is picked up and used to operate / move / mix the paint (procedure carried out), but the resulting colour does not match the target swatch. +2: The mixed colour matches the target swatch in both hue and lightness (slight deviation acceptable). diff --git a/bench_data/color_mix/judge_spec/_judge_rubric_color_mix.json b/bench_data/color_mix/judge_spec/_judge_rubric_color_mix.json new file mode 100644 index 0000000000000000000000000000000000000000..ba09e7829d11630921a48c3ac84bf83983617a0c --- /dev/null +++ b/bench_data/color_mix/judge_spec/_judge_rubric_color_mix.json @@ -0,0 +1,1052 @@ +[ + { + "id": "color_mix_lv1_001", + "answer": { + "level": "lv1", + "layout": "triangle", + "n_blobs": 3, + "k_mix": 2, + "palette_by_position": { + "top": "lemon_yellow (#FADC28)", + "bottom_left": "olive_green (#828C32)", + "bottom_right": "mint_green (#78DCAA)" + }, + "correct_subset_positions": [ + "top", + "bottom_left" + ], + "correct_subset_names": [ + "lemon_yellow", + "olive_green" + ], + "target_hex": "#BEB42D", + "mixing_rule": "equal-ratio mean of correct subset (1/2 each)", + "layout_note": "triangle (3 vertices: top, bottom_left, bottom_right)" + }, + "rubric": [ + "All 3 paint blobs at the triangle vertices (lemon_yellow (#FADC28) at TOP; olive_green (#828C32) at BOTTOM-LEFT; mint_green (#78DCAA) at BOTTOM-RIGHT) and the upper-left target swatch (#BEB42D) remain present and identifiable throughout the output. The input has no paintbrush; a clean paintbrush enters the frame from off-screen during the clip.", + "Exactly 2 blob(s) are touched / smeared by the brush during the clip: the blobs at TOP, BOTTOM-LEFT (lemon_yellow, olive_green). By the final frame these are visibly smeared / partly transported into a single new mixed blob located in a new mixing spot on the palette away from their original vertex positions.", + "The new merged blob's colour closely matches the target swatch (#BEB42D) in both hue and lightness.", + "The blob(s) at BOTTOM-RIGHT (mint_green) are NEVER touched by the brush; each stays in its original vertex position with its original shape and original colour all the way through the final frame.", + "The TARGET SWATCH in the upper-left stays perfectly stationary throughout, it is not moved, rotated, scaled, occluded, recoloured, or touched by the brush at any moment.", + "Background, palette surface, lighting, and camera viewpoint stay perfectly fixed throughout. No new objects beyond what's already in the input plus the entering brush + new mixed blob, no labels, no text, no numbers, no arrows, no annotations, no glitches." + ] + }, + { + "id": "color_mix_lv1_002", + "answer": { + "level": "lv1", + "layout": "triangle", + "n_blobs": 3, + "k_mix": 2, + "palette_by_position": { + "top": "magenta (#C828AA)", + "bottom_left": "ocean_blue (#1E5AC8)", + "bottom_right": "lavender (#B48CDC)" + }, + "correct_subset_positions": [ + "bottom_left", + "bottom_right" + ], + "correct_subset_names": [ + "ocean_blue", + "lavender" + ], + "target_hex": "#6973D2", + "mixing_rule": "equal-ratio mean of correct subset (1/2 each)", + "layout_note": "triangle (3 vertices: top, bottom_left, bottom_right)" + }, + "rubric": [ + "All 3 paint blobs at the triangle vertices (magenta (#C828AA) at TOP; ocean_blue (#1E5AC8) at BOTTOM-LEFT; lavender (#B48CDC) at BOTTOM-RIGHT) and the upper-left target swatch (#6973D2) remain present and identifiable throughout the output. The input has no paintbrush; a clean paintbrush enters the frame from off-screen during the clip.", + "Exactly 2 blob(s) are touched / smeared by the brush during the clip: the blobs at BOTTOM-LEFT, BOTTOM-RIGHT (ocean_blue, lavender). By the final frame these are visibly smeared / partly transported into a single new mixed blob located in a new mixing spot on the palette away from their original vertex positions.", + "The new merged blob's colour closely matches the target swatch (#6973D2) in both hue and lightness.", + "The blob(s) at TOP (magenta) are NEVER touched by the brush; each stays in its original vertex position with its original shape and original colour all the way through the final frame.", + "The TARGET SWATCH in the upper-left stays perfectly stationary throughout, it is not moved, rotated, scaled, occluded, recoloured, or touched by the brush at any moment.", + "Background, palette surface, lighting, and camera viewpoint stay perfectly fixed throughout. No new objects beyond what's already in the input plus the entering brush + new mixed blob, no labels, no text, no numbers, no arrows, no annotations, no glitches." + ] + }, + { + "id": "color_mix_lv1_003", + "answer": { + "level": "lv1", + "layout": "triangle", + "n_blobs": 3, + "k_mix": 2, + "palette_by_position": { + "top": "lavender (#B48CDC)", + "bottom_left": "royal_purple (#5A28AA)", + "bottom_right": "turquoise (#28BEC8)" + }, + "correct_subset_positions": [ + "top", + "bottom_left" + ], + "correct_subset_names": [ + "lavender", + "royal_purple" + ], + "target_hex": "#875AC3", + "mixing_rule": "equal-ratio mean of correct subset (1/2 each)", + "layout_note": "triangle (3 vertices: top, bottom_left, bottom_right)" + }, + "rubric": [ + "All 3 paint blobs at the triangle vertices (lavender (#B48CDC) at TOP; royal_purple (#5A28AA) at BOTTOM-LEFT; turquoise (#28BEC8) at BOTTOM-RIGHT) and the upper-left target swatch (#875AC3) remain present and identifiable throughout the output. The input has no paintbrush; a clean paintbrush enters the frame from off-screen during the clip.", + "Exactly 2 blob(s) are touched / smeared by the brush during the clip: the blobs at TOP, BOTTOM-LEFT (lavender, royal_purple). By the final frame these are visibly smeared / partly transported into a single new mixed blob located in a new mixing spot on the palette away from their original vertex positions.", + "The new merged blob's colour closely matches the target swatch (#875AC3) in both hue and lightness.", + "The blob(s) at BOTTOM-RIGHT (turquoise) are NEVER touched by the brush; each stays in its original vertex position with its original shape and original colour all the way through the final frame.", + "The TARGET SWATCH in the upper-left stays perfectly stationary throughout, it is not moved, rotated, scaled, occluded, recoloured, or touched by the brush at any moment.", + "Background, palette surface, lighting, and camera viewpoint stay perfectly fixed throughout. No new objects beyond what's already in the input plus the entering brush + new mixed blob, no labels, no text, no numbers, no arrows, no annotations, no glitches." + ] + }, + { + "id": "color_mix_lv1_004", + "answer": { + "level": "lv1", + "layout": "triangle", + "n_blobs": 3, + "k_mix": 2, + "palette_by_position": { + "top": "ocean_blue (#1E5AC8)", + "bottom_left": "lavender (#B48CDC)", + "bottom_right": "crimson (#DC143C)" + }, + "correct_subset_positions": [ + "top", + "bottom_right" + ], + "correct_subset_names": [ + "ocean_blue", + "crimson" + ], + "target_hex": "#7D3782", + "mixing_rule": "equal-ratio mean of correct subset (1/2 each)", + "layout_note": "triangle (3 vertices: top, bottom_left, bottom_right)" + }, + "rubric": [ + "All 3 paint blobs at the triangle vertices (ocean_blue (#1E5AC8) at TOP; lavender (#B48CDC) at BOTTOM-LEFT; crimson (#DC143C) at BOTTOM-RIGHT) and the upper-left target swatch (#7D3782) remain present and identifiable throughout the output. The input has no paintbrush; a clean paintbrush enters the frame from off-screen during the clip.", + "Exactly 2 blob(s) are touched / smeared by the brush during the clip: the blobs at TOP, BOTTOM-RIGHT (ocean_blue, crimson). By the final frame these are visibly smeared / partly transported into a single new mixed blob located in a new mixing spot on the palette away from their original vertex positions.", + "The new merged blob's colour closely matches the target swatch (#7D3782) in both hue and lightness.", + "The blob(s) at BOTTOM-LEFT (lavender) are NEVER touched by the brush; each stays in its original vertex position with its original shape and original colour all the way through the final frame.", + "The TARGET SWATCH in the upper-left stays perfectly stationary throughout, it is not moved, rotated, scaled, occluded, recoloured, or touched by the brush at any moment.", + "Background, palette surface, lighting, and camera viewpoint stay perfectly fixed throughout. No new objects beyond what's already in the input plus the entering brush + new mixed blob, no labels, no text, no numbers, no arrows, no annotations, no glitches." + ] + }, + { + "id": "color_mix_lv1_005", + "answer": { + "level": "lv1", + "layout": "triangle", + "n_blobs": 3, + "k_mix": 2, + "palette_by_position": { + "top": "ocean_blue (#1E5AC8)", + "bottom_left": "orange (#F08228)", + "bottom_right": "crimson (#DC143C)" + }, + "correct_subset_positions": [ + "top", + "bottom_left" + ], + "correct_subset_names": [ + "ocean_blue", + "orange" + ], + "target_hex": "#876E78", + "mixing_rule": "equal-ratio mean of correct subset (1/2 each)", + "layout_note": "triangle (3 vertices: top, bottom_left, bottom_right)" + }, + "rubric": [ + "All 3 paint blobs at the triangle vertices (ocean_blue (#1E5AC8) at TOP; orange (#F08228) at BOTTOM-LEFT; crimson (#DC143C) at BOTTOM-RIGHT) and the upper-left target swatch (#876E78) remain present and identifiable throughout the output. The input has no paintbrush; a clean paintbrush enters the frame from off-screen during the clip.", + "Exactly 2 blob(s) are touched / smeared by the brush during the clip: the blobs at TOP, BOTTOM-LEFT (ocean_blue, orange). By the final frame these are visibly smeared / partly transported into a single new mixed blob located in a new mixing spot on the palette away from their original vertex positions.", + "The new merged blob's colour closely matches the target swatch (#876E78) in both hue and lightness.", + "The blob(s) at BOTTOM-RIGHT (crimson) are NEVER touched by the brush; each stays in its original vertex position with its original shape and original colour all the way through the final frame.", + "The TARGET SWATCH in the upper-left stays perfectly stationary throughout, it is not moved, rotated, scaled, occluded, recoloured, or touched by the brush at any moment.", + "Background, palette surface, lighting, and camera viewpoint stay perfectly fixed throughout. No new objects beyond what's already in the input plus the entering brush + new mixed blob, no labels, no text, no numbers, no arrows, no annotations, no glitches." + ] + }, + { + "id": "color_mix_lv1_006", + "answer": { + "level": "lv1", + "layout": "triangle", + "n_blobs": 3, + "k_mix": 2, + "palette_by_position": { + "top": "crimson (#DC143C)", + "bottom_left": "royal_purple (#5A28AA)", + "bottom_right": "salmon_pink (#F0968C)" + }, + "correct_subset_positions": [ + "top", + "bottom_left" + ], + "correct_subset_names": [ + "crimson", + "royal_purple" + ], + "target_hex": "#9B1E73", + "mixing_rule": "equal-ratio mean of correct subset (1/2 each)", + "layout_note": "triangle (3 vertices: top, bottom_left, bottom_right)" + }, + "rubric": [ + "All 3 paint blobs at the triangle vertices (crimson (#DC143C) at TOP; royal_purple (#5A28AA) at BOTTOM-LEFT; salmon_pink (#F0968C) at BOTTOM-RIGHT) and the upper-left target swatch (#9B1E73) remain present and identifiable throughout the output. The input has no paintbrush; a clean paintbrush enters the frame from off-screen during the clip.", + "Exactly 2 blob(s) are touched / smeared by the brush during the clip: the blobs at TOP, BOTTOM-LEFT (crimson, royal_purple). By the final frame these are visibly smeared / partly transported into a single new mixed blob located in a new mixing spot on the palette away from their original vertex positions.", + "The new merged blob's colour closely matches the target swatch (#9B1E73) in both hue and lightness.", + "The blob(s) at BOTTOM-RIGHT (salmon_pink) are NEVER touched by the brush; each stays in its original vertex position with its original shape and original colour all the way through the final frame.", + "The TARGET SWATCH in the upper-left stays perfectly stationary throughout, it is not moved, rotated, scaled, occluded, recoloured, or touched by the brush at any moment.", + "Background, palette surface, lighting, and camera viewpoint stay perfectly fixed throughout. No new objects beyond what's already in the input plus the entering brush + new mixed blob, no labels, no text, no numbers, no arrows, no annotations, no glitches." + ] + }, + { + "id": "color_mix_lv1_007", + "answer": { + "level": "lv1", + "layout": "triangle", + "n_blobs": 3, + "k_mix": 2, + "palette_by_position": { + "top": "rust_red (#B43C28)", + "bottom_left": "turquoise (#28BEC8)", + "bottom_right": "royal_purple (#5A28AA)" + }, + "correct_subset_positions": [ + "top", + "bottom_left" + ], + "correct_subset_names": [ + "rust_red", + "turquoise" + ], + "target_hex": "#6E7D78", + "mixing_rule": "equal-ratio mean of correct subset (1/2 each)", + "layout_note": "triangle (3 vertices: top, bottom_left, bottom_right)" + }, + "rubric": [ + "All 3 paint blobs at the triangle vertices (rust_red (#B43C28) at TOP; turquoise (#28BEC8) at BOTTOM-LEFT; royal_purple (#5A28AA) at BOTTOM-RIGHT) and the upper-left target swatch (#6E7D78) remain present and identifiable throughout the output. The input has no paintbrush; a clean paintbrush enters the frame from off-screen during the clip.", + "Exactly 2 blob(s) are touched / smeared by the brush during the clip: the blobs at TOP, BOTTOM-LEFT (rust_red, turquoise). By the final frame these are visibly smeared / partly transported into a single new mixed blob located in a new mixing spot on the palette away from their original vertex positions.", + "The new merged blob's colour closely matches the target swatch (#6E7D78) in both hue and lightness.", + "The blob(s) at BOTTOM-RIGHT (royal_purple) are NEVER touched by the brush; each stays in its original vertex position with its original shape and original colour all the way through the final frame.", + "The TARGET SWATCH in the upper-left stays perfectly stationary throughout, it is not moved, rotated, scaled, occluded, recoloured, or touched by the brush at any moment.", + "Background, palette surface, lighting, and camera viewpoint stay perfectly fixed throughout. No new objects beyond what's already in the input plus the entering brush + new mixed blob, no labels, no text, no numbers, no arrows, no annotations, no glitches." + ] + }, + { + "id": "color_mix_lv1_008", + "answer": { + "level": "lv1", + "layout": "triangle", + "n_blobs": 3, + "k_mix": 2, + "palette_by_position": { + "top": "salmon_pink (#F0968C)", + "bottom_left": "forest_green (#28823C)", + "bottom_right": "mint_green (#78DCAA)" + }, + "correct_subset_positions": [ + "top", + "bottom_right" + ], + "correct_subset_names": [ + "salmon_pink", + "mint_green" + ], + "target_hex": "#B4B99B", + "mixing_rule": "equal-ratio mean of correct subset (1/2 each)", + "layout_note": "triangle (3 vertices: top, bottom_left, bottom_right)" + }, + "rubric": [ + "All 3 paint blobs at the triangle vertices (salmon_pink (#F0968C) at TOP; forest_green (#28823C) at BOTTOM-LEFT; mint_green (#78DCAA) at BOTTOM-RIGHT) and the upper-left target swatch (#B4B99B) remain present and identifiable throughout the output. The input has no paintbrush; a clean paintbrush enters the frame from off-screen during the clip.", + "Exactly 2 blob(s) are touched / smeared by the brush during the clip: the blobs at TOP, BOTTOM-RIGHT (salmon_pink, mint_green). By the final frame these are visibly smeared / partly transported into a single new mixed blob located in a new mixing spot on the palette away from their original vertex positions.", + "The new merged blob's colour closely matches the target swatch (#B4B99B) in both hue and lightness.", + "The blob(s) at BOTTOM-LEFT (forest_green) are NEVER touched by the brush; each stays in its original vertex position with its original shape and original colour all the way through the final frame.", + "The TARGET SWATCH in the upper-left stays perfectly stationary throughout, it is not moved, rotated, scaled, occluded, recoloured, or touched by the brush at any moment.", + "Background, palette surface, lighting, and camera viewpoint stay perfectly fixed throughout. No new objects beyond what's already in the input plus the entering brush + new mixed blob, no labels, no text, no numbers, no arrows, no annotations, no glitches." + ] + }, + { + "id": "color_mix_lv1_009", + "answer": { + "level": "lv1", + "layout": "triangle", + "n_blobs": 3, + "k_mix": 2, + "palette_by_position": { + "top": "orange (#F08228)", + "bottom_left": "forest_green (#28823C)", + "bottom_right": "royal_purple (#5A28AA)" + }, + "correct_subset_positions": [ + "top", + "bottom_left" + ], + "correct_subset_names": [ + "orange", + "forest_green" + ], + "target_hex": "#8C8232", + "mixing_rule": "equal-ratio mean of correct subset (1/2 each)", + "layout_note": "triangle (3 vertices: top, bottom_left, bottom_right)" + }, + "rubric": [ + "All 3 paint blobs at the triangle vertices (orange (#F08228) at TOP; forest_green (#28823C) at BOTTOM-LEFT; royal_purple (#5A28AA) at BOTTOM-RIGHT) and the upper-left target swatch (#8C8232) remain present and identifiable throughout the output. The input has no paintbrush; a clean paintbrush enters the frame from off-screen during the clip.", + "Exactly 2 blob(s) are touched / smeared by the brush during the clip: the blobs at TOP, BOTTOM-LEFT (orange, forest_green). By the final frame these are visibly smeared / partly transported into a single new mixed blob located in a new mixing spot on the palette away from their original vertex positions.", + "The new merged blob's colour closely matches the target swatch (#8C8232) in both hue and lightness.", + "The blob(s) at BOTTOM-RIGHT (royal_purple) are NEVER touched by the brush; each stays in its original vertex position with its original shape and original colour all the way through the final frame.", + "The TARGET SWATCH in the upper-left stays perfectly stationary throughout, it is not moved, rotated, scaled, occluded, recoloured, or touched by the brush at any moment.", + "Background, palette surface, lighting, and camera viewpoint stay perfectly fixed throughout. No new objects beyond what's already in the input plus the entering brush + new mixed blob, no labels, no text, no numbers, no arrows, no annotations, no glitches." + ] + }, + { + "id": "color_mix_lv1_010", + "answer": { + "level": "lv1", + "layout": "triangle", + "n_blobs": 3, + "k_mix": 2, + "palette_by_position": { + "top": "sky_blue (#64B4F0)", + "bottom_left": "mustard (#DCAA28)", + "bottom_right": "magenta (#C828AA)" + }, + "correct_subset_positions": [ + "top", + "bottom_left" + ], + "correct_subset_names": [ + "sky_blue", + "mustard" + ], + "target_hex": "#A0AF8C", + "mixing_rule": "equal-ratio mean of correct subset (1/2 each)", + "layout_note": "triangle (3 vertices: top, bottom_left, bottom_right)" + }, + "rubric": [ + "All 3 paint blobs at the triangle vertices (sky_blue (#64B4F0) at TOP; mustard (#DCAA28) at BOTTOM-LEFT; magenta (#C828AA) at BOTTOM-RIGHT) and the upper-left target swatch (#A0AF8C) remain present and identifiable throughout the output. The input has no paintbrush; a clean paintbrush enters the frame from off-screen during the clip.", + "Exactly 2 blob(s) are touched / smeared by the brush during the clip: the blobs at TOP, BOTTOM-LEFT (sky_blue, mustard). By the final frame these are visibly smeared / partly transported into a single new mixed blob located in a new mixing spot on the palette away from their original vertex positions.", + "The new merged blob's colour closely matches the target swatch (#A0AF8C) in both hue and lightness.", + "The blob(s) at BOTTOM-RIGHT (magenta) are NEVER touched by the brush; each stays in its original vertex position with its original shape and original colour all the way through the final frame.", + "The TARGET SWATCH in the upper-left stays perfectly stationary throughout, it is not moved, rotated, scaled, occluded, recoloured, or touched by the brush at any moment.", + "Background, palette surface, lighting, and camera viewpoint stay perfectly fixed throughout. No new objects beyond what's already in the input plus the entering brush + new mixed blob, no labels, no text, no numbers, no arrows, no annotations, no glitches." + ] + }, + { + "id": "color_mix_lv2_001", + "answer": { + "level": "lv2", + "layout": "square", + "n_blobs": 4, + "k_mix": 3, + "palette_by_position": { + "top_left": "olive_green (#828C32)", + "top_right": "royal_purple (#5A28AA)", + "bottom_left": "lemon_yellow (#FADC28)", + "bottom_right": "turquoise (#28BEC8)" + }, + "correct_subset_positions": [ + "top_right", + "bottom_left", + "bottom_right" + ], + "correct_subset_names": [ + "royal_purple", + "lemon_yellow", + "turquoise" + ], + "target_hex": "#7F9689", + "mixing_rule": "equal-ratio mean of correct subset (1/3 each)", + "layout_note": "square (4 vertices: top_left, top_right, bottom_left, bottom_right)" + }, + "rubric": [ + "All 4 paint blobs at the square vertices (olive_green (#828C32) at TOP-LEFT; royal_purple (#5A28AA) at TOP-RIGHT; lemon_yellow (#FADC28) at BOTTOM-LEFT; turquoise (#28BEC8) at BOTTOM-RIGHT) and the upper-left target swatch (#7F9689) remain present and identifiable throughout the output. The input has no paintbrush; a clean paintbrush enters the frame from off-screen during the clip.", + "Exactly 3 blob(s) are touched / smeared by the brush during the clip: the blobs at TOP-RIGHT, BOTTOM-LEFT, BOTTOM-RIGHT (royal_purple, lemon_yellow, turquoise). By the final frame these are visibly smeared / partly transported into a single new mixed blob located in a new mixing spot on the palette away from their original vertex positions.", + "The new merged blob's colour closely matches the target swatch (#7F9689) in both hue and lightness.", + "The blob(s) at TOP-LEFT (olive_green) are NEVER touched by the brush; each stays in its original vertex position with its original shape and original colour all the way through the final frame.", + "The TARGET SWATCH in the upper-left stays perfectly stationary throughout, it is not moved, rotated, scaled, occluded, recoloured, or touched by the brush at any moment.", + "Background, palette surface, lighting, and camera viewpoint stay perfectly fixed throughout. No new objects beyond what's already in the input plus the entering brush + new mixed blob, no labels, no text, no numbers, no arrows, no annotations, no glitches." + ] + }, + { + "id": "color_mix_lv2_002", + "answer": { + "level": "lv2", + "layout": "square", + "n_blobs": 4, + "k_mix": 3, + "palette_by_position": { + "top_left": "lavender (#B48CDC)", + "top_right": "rust_red (#B43C28)", + "bottom_left": "royal_purple (#5A28AA)", + "bottom_right": "forest_green (#28823C)" + }, + "correct_subset_positions": [ + "top_left", + "top_right", + "bottom_right" + ], + "correct_subset_names": [ + "lavender", + "rust_red", + "forest_green" + ], + "target_hex": "#856E6B", + "mixing_rule": "equal-ratio mean of correct subset (1/3 each)", + "layout_note": "square (4 vertices: top_left, top_right, bottom_left, bottom_right)" + }, + "rubric": [ + "All 4 paint blobs at the square vertices (lavender (#B48CDC) at TOP-LEFT; rust_red (#B43C28) at TOP-RIGHT; royal_purple (#5A28AA) at BOTTOM-LEFT; forest_green (#28823C) at BOTTOM-RIGHT) and the upper-left target swatch (#856E6B) remain present and identifiable throughout the output. The input has no paintbrush; a clean paintbrush enters the frame from off-screen during the clip.", + "Exactly 3 blob(s) are touched / smeared by the brush during the clip: the blobs at TOP-LEFT, TOP-RIGHT, BOTTOM-RIGHT (lavender, rust_red, forest_green). By the final frame these are visibly smeared / partly transported into a single new mixed blob located in a new mixing spot on the palette away from their original vertex positions.", + "The new merged blob's colour closely matches the target swatch (#856E6B) in both hue and lightness.", + "The blob(s) at BOTTOM-LEFT (royal_purple) are NEVER touched by the brush; each stays in its original vertex position with its original shape and original colour all the way through the final frame.", + "The TARGET SWATCH in the upper-left stays perfectly stationary throughout, it is not moved, rotated, scaled, occluded, recoloured, or touched by the brush at any moment.", + "Background, palette surface, lighting, and camera viewpoint stay perfectly fixed throughout. No new objects beyond what's already in the input plus the entering brush + new mixed blob, no labels, no text, no numbers, no arrows, no annotations, no glitches." + ] + }, + { + "id": "color_mix_lv2_003", + "answer": { + "level": "lv2", + "layout": "square", + "n_blobs": 4, + "k_mix": 3, + "palette_by_position": { + "top_left": "crimson (#DC143C)", + "top_right": "mustard (#DCAA28)", + "bottom_left": "forest_green (#28823C)", + "bottom_right": "sky_blue (#64B4F0)" + }, + "correct_subset_positions": [ + "top_left", + "top_right", + "bottom_left" + ], + "correct_subset_names": [ + "crimson", + "mustard", + "forest_green" + ], + "target_hex": "#A06B35", + "mixing_rule": "equal-ratio mean of correct subset (1/3 each)", + "layout_note": "square (4 vertices: top_left, top_right, bottom_left, bottom_right)" + }, + "rubric": [ + "All 4 paint blobs at the square vertices (crimson (#DC143C) at TOP-LEFT; mustard (#DCAA28) at TOP-RIGHT; forest_green (#28823C) at BOTTOM-LEFT; sky_blue (#64B4F0) at BOTTOM-RIGHT) and the upper-left target swatch (#A06B35) remain present and identifiable throughout the output. The input has no paintbrush; a clean paintbrush enters the frame from off-screen during the clip.", + "Exactly 3 blob(s) are touched / smeared by the brush during the clip: the blobs at TOP-LEFT, TOP-RIGHT, BOTTOM-LEFT (crimson, mustard, forest_green). By the final frame these are visibly smeared / partly transported into a single new mixed blob located in a new mixing spot on the palette away from their original vertex positions.", + "The new merged blob's colour closely matches the target swatch (#A06B35) in both hue and lightness.", + "The blob(s) at BOTTOM-RIGHT (sky_blue) are NEVER touched by the brush; each stays in its original vertex position with its original shape and original colour all the way through the final frame.", + "The TARGET SWATCH in the upper-left stays perfectly stationary throughout, it is not moved, rotated, scaled, occluded, recoloured, or touched by the brush at any moment.", + "Background, palette surface, lighting, and camera viewpoint stay perfectly fixed throughout. No new objects beyond what's already in the input plus the entering brush + new mixed blob, no labels, no text, no numbers, no arrows, no annotations, no glitches." + ] + }, + { + "id": "color_mix_lv2_004", + "answer": { + "level": "lv2", + "layout": "square", + "n_blobs": 4, + "k_mix": 3, + "palette_by_position": { + "top_left": "rust_red (#B43C28)", + "top_right": "ocean_blue (#1E5AC8)", + "bottom_left": "mint_green (#78DCAA)", + "bottom_right": "salmon_pink (#F0968C)" + }, + "correct_subset_positions": [ + "top_left", + "top_right", + "bottom_left" + ], + "correct_subset_names": [ + "rust_red", + "ocean_blue", + "mint_green" + ], + "target_hex": "#6E7B89", + "mixing_rule": "equal-ratio mean of correct subset (1/3 each)", + "layout_note": "square (4 vertices: top_left, top_right, bottom_left, bottom_right)" + }, + "rubric": [ + "All 4 paint blobs at the square vertices (rust_red (#B43C28) at TOP-LEFT; ocean_blue (#1E5AC8) at TOP-RIGHT; mint_green (#78DCAA) at BOTTOM-LEFT; salmon_pink (#F0968C) at BOTTOM-RIGHT) and the upper-left target swatch (#6E7B89) remain present and identifiable throughout the output. The input has no paintbrush; a clean paintbrush enters the frame from off-screen during the clip.", + "Exactly 3 blob(s) are touched / smeared by the brush during the clip: the blobs at TOP-LEFT, TOP-RIGHT, BOTTOM-LEFT (rust_red, ocean_blue, mint_green). By the final frame these are visibly smeared / partly transported into a single new mixed blob located in a new mixing spot on the palette away from their original vertex positions.", + "The new merged blob's colour closely matches the target swatch (#6E7B89) in both hue and lightness.", + "The blob(s) at BOTTOM-RIGHT (salmon_pink) are NEVER touched by the brush; each stays in its original vertex position with its original shape and original colour all the way through the final frame.", + "The TARGET SWATCH in the upper-left stays perfectly stationary throughout, it is not moved, rotated, scaled, occluded, recoloured, or touched by the brush at any moment.", + "Background, palette surface, lighting, and camera viewpoint stay perfectly fixed throughout. No new objects beyond what's already in the input plus the entering brush + new mixed blob, no labels, no text, no numbers, no arrows, no annotations, no glitches." + ] + }, + { + "id": "color_mix_lv2_005", + "answer": { + "level": "lv2", + "layout": "square", + "n_blobs": 4, + "k_mix": 3, + "palette_by_position": { + "top_left": "mustard (#DCAA28)", + "top_right": "magenta (#C828AA)", + "bottom_left": "forest_green (#28823C)", + "bottom_right": "mint_green (#78DCAA)" + }, + "correct_subset_positions": [ + "top_left", + "top_right", + "bottom_left" + ], + "correct_subset_names": [ + "mustard", + "magenta", + "forest_green" + ], + "target_hex": "#99715A", + "mixing_rule": "equal-ratio mean of correct subset (1/3 each)", + "layout_note": "square (4 vertices: top_left, top_right, bottom_left, bottom_right)" + }, + "rubric": [ + "All 4 paint blobs at the square vertices (mustard (#DCAA28) at TOP-LEFT; magenta (#C828AA) at TOP-RIGHT; forest_green (#28823C) at BOTTOM-LEFT; mint_green (#78DCAA) at BOTTOM-RIGHT) and the upper-left target swatch (#99715A) remain present and identifiable throughout the output. The input has no paintbrush; a clean paintbrush enters the frame from off-screen during the clip.", + "Exactly 3 blob(s) are touched / smeared by the brush during the clip: the blobs at TOP-LEFT, TOP-RIGHT, BOTTOM-LEFT (mustard, magenta, forest_green). By the final frame these are visibly smeared / partly transported into a single new mixed blob located in a new mixing spot on the palette away from their original vertex positions.", + "The new merged blob's colour closely matches the target swatch (#99715A) in both hue and lightness.", + "The blob(s) at BOTTOM-RIGHT (mint_green) are NEVER touched by the brush; each stays in its original vertex position with its original shape and original colour all the way through the final frame.", + "The TARGET SWATCH in the upper-left stays perfectly stationary throughout, it is not moved, rotated, scaled, occluded, recoloured, or touched by the brush at any moment.", + "Background, palette surface, lighting, and camera viewpoint stay perfectly fixed throughout. No new objects beyond what's already in the input plus the entering brush + new mixed blob, no labels, no text, no numbers, no arrows, no annotations, no glitches." + ] + }, + { + "id": "color_mix_lv2_006", + "answer": { + "level": "lv2", + "layout": "square", + "n_blobs": 4, + "k_mix": 3, + "palette_by_position": { + "top_left": "royal_purple (#5A28AA)", + "top_right": "crimson (#DC143C)", + "bottom_left": "sky_blue (#64B4F0)", + "bottom_right": "salmon_pink (#F0968C)" + }, + "correct_subset_positions": [ + "top_left", + "top_right", + "bottom_right" + ], + "correct_subset_names": [ + "royal_purple", + "crimson", + "salmon_pink" + ], + "target_hex": "#B7467B", + "mixing_rule": "equal-ratio mean of correct subset (1/3 each)", + "layout_note": "square (4 vertices: top_left, top_right, bottom_left, bottom_right)" + }, + "rubric": [ + "All 4 paint blobs at the square vertices (royal_purple (#5A28AA) at TOP-LEFT; crimson (#DC143C) at TOP-RIGHT; sky_blue (#64B4F0) at BOTTOM-LEFT; salmon_pink (#F0968C) at BOTTOM-RIGHT) and the upper-left target swatch (#B7467B) remain present and identifiable throughout the output. The input has no paintbrush; a clean paintbrush enters the frame from off-screen during the clip.", + "Exactly 3 blob(s) are touched / smeared by the brush during the clip: the blobs at TOP-LEFT, TOP-RIGHT, BOTTOM-RIGHT (royal_purple, crimson, salmon_pink). By the final frame these are visibly smeared / partly transported into a single new mixed blob located in a new mixing spot on the palette away from their original vertex positions.", + "The new merged blob's colour closely matches the target swatch (#B7467B) in both hue and lightness.", + "The blob(s) at BOTTOM-LEFT (sky_blue) are NEVER touched by the brush; each stays in its original vertex position with its original shape and original colour all the way through the final frame.", + "The TARGET SWATCH in the upper-left stays perfectly stationary throughout, it is not moved, rotated, scaled, occluded, recoloured, or touched by the brush at any moment.", + "Background, palette surface, lighting, and camera viewpoint stay perfectly fixed throughout. No new objects beyond what's already in the input plus the entering brush + new mixed blob, no labels, no text, no numbers, no arrows, no annotations, no glitches." + ] + }, + { + "id": "color_mix_lv2_007", + "answer": { + "level": "lv2", + "layout": "square", + "n_blobs": 4, + "k_mix": 3, + "palette_by_position": { + "top_left": "ocean_blue (#1E5AC8)", + "top_right": "forest_green (#28823C)", + "bottom_left": "rust_red (#B43C28)", + "bottom_right": "mint_green (#78DCAA)" + }, + "correct_subset_positions": [ + "top_left", + "top_right", + "bottom_right" + ], + "correct_subset_names": [ + "ocean_blue", + "forest_green", + "mint_green" + ], + "target_hex": "#3F938F", + "mixing_rule": "equal-ratio mean of correct subset (1/3 each)", + "layout_note": "square (4 vertices: top_left, top_right, bottom_left, bottom_right)" + }, + "rubric": [ + "All 4 paint blobs at the square vertices (ocean_blue (#1E5AC8) at TOP-LEFT; forest_green (#28823C) at TOP-RIGHT; rust_red (#B43C28) at BOTTOM-LEFT; mint_green (#78DCAA) at BOTTOM-RIGHT) and the upper-left target swatch (#3F938F) remain present and identifiable throughout the output. The input has no paintbrush; a clean paintbrush enters the frame from off-screen during the clip.", + "Exactly 3 blob(s) are touched / smeared by the brush during the clip: the blobs at TOP-LEFT, TOP-RIGHT, BOTTOM-RIGHT (ocean_blue, forest_green, mint_green). By the final frame these are visibly smeared / partly transported into a single new mixed blob located in a new mixing spot on the palette away from their original vertex positions.", + "The new merged blob's colour closely matches the target swatch (#3F938F) in both hue and lightness.", + "The blob(s) at BOTTOM-LEFT (rust_red) are NEVER touched by the brush; each stays in its original vertex position with its original shape and original colour all the way through the final frame.", + "The TARGET SWATCH in the upper-left stays perfectly stationary throughout, it is not moved, rotated, scaled, occluded, recoloured, or touched by the brush at any moment.", + "Background, palette surface, lighting, and camera viewpoint stay perfectly fixed throughout. No new objects beyond what's already in the input plus the entering brush + new mixed blob, no labels, no text, no numbers, no arrows, no annotations, no glitches." + ] + }, + { + "id": "color_mix_lv2_008", + "answer": { + "level": "lv2", + "layout": "square", + "n_blobs": 4, + "k_mix": 3, + "palette_by_position": { + "top_left": "lemon_yellow (#FADC28)", + "top_right": "mint_green (#78DCAA)", + "bottom_left": "forest_green (#28823C)", + "bottom_right": "ocean_blue (#1E5AC8)" + }, + "correct_subset_positions": [ + "top_left", + "top_right", + "bottom_left" + ], + "correct_subset_names": [ + "lemon_yellow", + "mint_green", + "forest_green" + ], + "target_hex": "#89BE5A", + "mixing_rule": "equal-ratio mean of correct subset (1/3 each)", + "layout_note": "square (4 vertices: top_left, top_right, bottom_left, bottom_right)" + }, + "rubric": [ + "All 4 paint blobs at the square vertices (lemon_yellow (#FADC28) at TOP-LEFT; mint_green (#78DCAA) at TOP-RIGHT; forest_green (#28823C) at BOTTOM-LEFT; ocean_blue (#1E5AC8) at BOTTOM-RIGHT) and the upper-left target swatch (#89BE5A) remain present and identifiable throughout the output. The input has no paintbrush; a clean paintbrush enters the frame from off-screen during the clip.", + "Exactly 3 blob(s) are touched / smeared by the brush during the clip: the blobs at TOP-LEFT, TOP-RIGHT, BOTTOM-LEFT (lemon_yellow, mint_green, forest_green). By the final frame these are visibly smeared / partly transported into a single new mixed blob located in a new mixing spot on the palette away from their original vertex positions.", + "The new merged blob's colour closely matches the target swatch (#89BE5A) in both hue and lightness.", + "The blob(s) at BOTTOM-RIGHT (ocean_blue) are NEVER touched by the brush; each stays in its original vertex position with its original shape and original colour all the way through the final frame.", + "The TARGET SWATCH in the upper-left stays perfectly stationary throughout, it is not moved, rotated, scaled, occluded, recoloured, or touched by the brush at any moment.", + "Background, palette surface, lighting, and camera viewpoint stay perfectly fixed throughout. No new objects beyond what's already in the input plus the entering brush + new mixed blob, no labels, no text, no numbers, no arrows, no annotations, no glitches." + ] + }, + { + "id": "color_mix_lv2_009", + "answer": { + "level": "lv2", + "layout": "square", + "n_blobs": 4, + "k_mix": 3, + "palette_by_position": { + "top_left": "turquoise (#28BEC8)", + "top_right": "forest_green (#28823C)", + "bottom_left": "royal_purple (#5A28AA)", + "bottom_right": "mustard (#DCAA28)" + }, + "correct_subset_positions": [ + "top_right", + "bottom_left", + "bottom_right" + ], + "correct_subset_names": [ + "forest_green", + "royal_purple", + "mustard" + ], + "target_hex": "#75715A", + "mixing_rule": "equal-ratio mean of correct subset (1/3 each)", + "layout_note": "square (4 vertices: top_left, top_right, bottom_left, bottom_right)" + }, + "rubric": [ + "All 4 paint blobs at the square vertices (turquoise (#28BEC8) at TOP-LEFT; forest_green (#28823C) at TOP-RIGHT; royal_purple (#5A28AA) at BOTTOM-LEFT; mustard (#DCAA28) at BOTTOM-RIGHT) and the upper-left target swatch (#75715A) remain present and identifiable throughout the output. The input has no paintbrush; a clean paintbrush enters the frame from off-screen during the clip.", + "Exactly 3 blob(s) are touched / smeared by the brush during the clip: the blobs at TOP-RIGHT, BOTTOM-LEFT, BOTTOM-RIGHT (forest_green, royal_purple, mustard). By the final frame these are visibly smeared / partly transported into a single new mixed blob located in a new mixing spot on the palette away from their original vertex positions.", + "The new merged blob's colour closely matches the target swatch (#75715A) in both hue and lightness.", + "The blob(s) at TOP-LEFT (turquoise) are NEVER touched by the brush; each stays in its original vertex position with its original shape and original colour all the way through the final frame.", + "The TARGET SWATCH in the upper-left stays perfectly stationary throughout, it is not moved, rotated, scaled, occluded, recoloured, or touched by the brush at any moment.", + "Background, palette surface, lighting, and camera viewpoint stay perfectly fixed throughout. No new objects beyond what's already in the input plus the entering brush + new mixed blob, no labels, no text, no numbers, no arrows, no annotations, no glitches." + ] + }, + { + "id": "color_mix_lv2_010", + "answer": { + "level": "lv2", + "layout": "square", + "n_blobs": 4, + "k_mix": 3, + "palette_by_position": { + "top_left": "turquoise (#28BEC8)", + "top_right": "salmon_pink (#F0968C)", + "bottom_left": "crimson (#DC143C)", + "bottom_right": "olive_green (#828C32)" + }, + "correct_subset_positions": [ + "top_right", + "bottom_left", + "bottom_right" + ], + "correct_subset_names": [ + "salmon_pink", + "crimson", + "olive_green" + ], + "target_hex": "#C56753", + "mixing_rule": "equal-ratio mean of correct subset (1/3 each)", + "layout_note": "square (4 vertices: top_left, top_right, bottom_left, bottom_right)" + }, + "rubric": [ + "All 4 paint blobs at the square vertices (turquoise (#28BEC8) at TOP-LEFT; salmon_pink (#F0968C) at TOP-RIGHT; crimson (#DC143C) at BOTTOM-LEFT; olive_green (#828C32) at BOTTOM-RIGHT) and the upper-left target swatch (#C56753) remain present and identifiable throughout the output. The input has no paintbrush; a clean paintbrush enters the frame from off-screen during the clip.", + "Exactly 3 blob(s) are touched / smeared by the brush during the clip: the blobs at TOP-RIGHT, BOTTOM-LEFT, BOTTOM-RIGHT (salmon_pink, crimson, olive_green). By the final frame these are visibly smeared / partly transported into a single new mixed blob located in a new mixing spot on the palette away from their original vertex positions.", + "The new merged blob's colour closely matches the target swatch (#C56753) in both hue and lightness.", + "The blob(s) at TOP-LEFT (turquoise) are NEVER touched by the brush; each stays in its original vertex position with its original shape and original colour all the way through the final frame.", + "The TARGET SWATCH in the upper-left stays perfectly stationary throughout, it is not moved, rotated, scaled, occluded, recoloured, or touched by the brush at any moment.", + "Background, palette surface, lighting, and camera viewpoint stay perfectly fixed throughout. No new objects beyond what's already in the input plus the entering brush + new mixed blob, no labels, no text, no numbers, no arrows, no annotations, no glitches." + ] + }, + { + "id": "color_mix_lv3_001", + "answer": { + "level": "lv3", + "layout": "square", + "n_blobs": 4, + "k_mix": 3, + "palette_by_position": { + "top_left": "olive_green (#828C32)", + "top_right": "royal_purple (#5A28AA)", + "bottom_left": "BLACK (#191919)", + "bottom_right": "sky_blue (#64B4F0)" + }, + "correct_subset_positions": [ + "top_left", + "top_right", + "bottom_left" + ], + "correct_subset_names": [ + "olive_green", + "royal_purple", + "BLACK" + ], + "target_hex": "#524452", + "mixing_rule": "equal-ratio mean of correct subset (1/3 each)", + "layout_note": "square (4 vertices: top_left, top_right, bottom_left, bottom_right); one slot is plain BLACK or plain WHITE" + }, + "rubric": [ + "All 4 paint blobs at the square vertices (olive_green (#828C32) at TOP-LEFT; royal_purple (#5A28AA) at TOP-RIGHT; BLACK (#191919) at BOTTOM-LEFT; sky_blue (#64B4F0) at BOTTOM-RIGHT) and the upper-left target swatch (#524452) remain present and identifiable throughout the output. The input has no paintbrush; a clean paintbrush enters the frame from off-screen during the clip.", + "Exactly 3 blob(s) are touched / smeared by the brush during the clip: the blobs at TOP-LEFT, TOP-RIGHT, BOTTOM-LEFT (olive_green, royal_purple, BLACK). By the final frame these are visibly smeared / partly transported into a single new mixed blob located in a new mixing spot on the palette away from their original vertex positions.", + "The new merged blob's colour closely matches the target swatch (#524452) in both hue and lightness.", + "The blob(s) at BOTTOM-RIGHT (sky_blue) are NEVER touched by the brush; each stays in its original vertex position with its original shape and original colour all the way through the final frame. The BLACK blob (at BOTTOM-LEFT) is one of the chosen three; including it is what makes the mixed blob match the target's lightness (darker than the three chromatic blobs alone would produce).", + "The TARGET SWATCH in the upper-left stays perfectly stationary throughout, it is not moved, rotated, scaled, occluded, recoloured, or touched by the brush at any moment.", + "Background, palette surface, lighting, and camera viewpoint stay perfectly fixed throughout. No new objects beyond what's already in the input plus the entering brush + new mixed blob, no labels, no text, no numbers, no arrows, no annotations, no glitches." + ] + }, + { + "id": "color_mix_lv3_002", + "answer": { + "level": "lv3", + "layout": "square", + "n_blobs": 4, + "k_mix": 3, + "palette_by_position": { + "top_left": "sky_blue (#64B4F0)", + "top_right": "royal_purple (#5A28AA)", + "bottom_left": "WHITE (#F0F0F0)", + "bottom_right": "forest_green (#28823C)" + }, + "correct_subset_positions": [ + "top_right", + "bottom_left", + "bottom_right" + ], + "correct_subset_names": [ + "royal_purple", + "WHITE", + "forest_green" + ], + "target_hex": "#7B899D", + "mixing_rule": "equal-ratio mean of correct subset (1/3 each)", + "layout_note": "square (4 vertices: top_left, top_right, bottom_left, bottom_right); one slot is plain BLACK or plain WHITE" + }, + "rubric": [ + "All 4 paint blobs at the square vertices (sky_blue (#64B4F0) at TOP-LEFT; royal_purple (#5A28AA) at TOP-RIGHT; WHITE (#F0F0F0) at BOTTOM-LEFT; forest_green (#28823C) at BOTTOM-RIGHT) and the upper-left target swatch (#7B899D) remain present and identifiable throughout the output. The input has no paintbrush; a clean paintbrush enters the frame from off-screen during the clip.", + "Exactly 3 blob(s) are touched / smeared by the brush during the clip: the blobs at TOP-RIGHT, BOTTOM-LEFT, BOTTOM-RIGHT (royal_purple, WHITE, forest_green). By the final frame these are visibly smeared / partly transported into a single new mixed blob located in a new mixing spot on the palette away from their original vertex positions.", + "The new merged blob's colour closely matches the target swatch (#7B899D) in both hue and lightness.", + "The blob(s) at TOP-LEFT (sky_blue) are NEVER touched by the brush; each stays in its original vertex position with its original shape and original colour all the way through the final frame. The WHITE blob (at BOTTOM-LEFT) is one of the chosen three; including it is what makes the mixed blob match the target's lightness (lighter than the three chromatic blobs alone would produce).", + "The TARGET SWATCH in the upper-left stays perfectly stationary throughout, it is not moved, rotated, scaled, occluded, recoloured, or touched by the brush at any moment.", + "Background, palette surface, lighting, and camera viewpoint stay perfectly fixed throughout. No new objects beyond what's already in the input plus the entering brush + new mixed blob, no labels, no text, no numbers, no arrows, no annotations, no glitches." + ] + }, + { + "id": "color_mix_lv3_003", + "answer": { + "level": "lv3", + "layout": "square", + "n_blobs": 4, + "k_mix": 3, + "palette_by_position": { + "top_left": "orange (#F08228)", + "top_right": "WHITE (#F0F0F0)", + "bottom_left": "mint_green (#78DCAA)", + "bottom_right": "ocean_blue (#1E5AC8)" + }, + "correct_subset_positions": [ + "top_left", + "top_right", + "bottom_left" + ], + "correct_subset_names": [ + "orange", + "WHITE", + "mint_green" + ], + "target_hex": "#C8C596", + "mixing_rule": "equal-ratio mean of correct subset (1/3 each)", + "layout_note": "square (4 vertices: top_left, top_right, bottom_left, bottom_right); one slot is plain BLACK or plain WHITE" + }, + "rubric": [ + "All 4 paint blobs at the square vertices (orange (#F08228) at TOP-LEFT; WHITE (#F0F0F0) at TOP-RIGHT; mint_green (#78DCAA) at BOTTOM-LEFT; ocean_blue (#1E5AC8) at BOTTOM-RIGHT) and the upper-left target swatch (#C8C596) remain present and identifiable throughout the output. The input has no paintbrush; a clean paintbrush enters the frame from off-screen during the clip.", + "Exactly 3 blob(s) are touched / smeared by the brush during the clip: the blobs at TOP-LEFT, TOP-RIGHT, BOTTOM-LEFT (orange, WHITE, mint_green). By the final frame these are visibly smeared / partly transported into a single new mixed blob located in a new mixing spot on the palette away from their original vertex positions.", + "The new merged blob's colour closely matches the target swatch (#C8C596) in both hue and lightness.", + "The blob(s) at BOTTOM-RIGHT (ocean_blue) are NEVER touched by the brush; each stays in its original vertex position with its original shape and original colour all the way through the final frame. The WHITE blob (at TOP-RIGHT) is one of the chosen three; including it is what makes the mixed blob match the target's lightness (lighter than the three chromatic blobs alone would produce).", + "The TARGET SWATCH in the upper-left stays perfectly stationary throughout, it is not moved, rotated, scaled, occluded, recoloured, or touched by the brush at any moment.", + "Background, palette surface, lighting, and camera viewpoint stay perfectly fixed throughout. No new objects beyond what's already in the input plus the entering brush + new mixed blob, no labels, no text, no numbers, no arrows, no annotations, no glitches." + ] + }, + { + "id": "color_mix_lv3_004", + "answer": { + "level": "lv3", + "layout": "square", + "n_blobs": 4, + "k_mix": 3, + "palette_by_position": { + "top_left": "olive_green (#828C32)", + "top_right": "salmon_pink (#F0968C)", + "bottom_left": "crimson (#DC143C)", + "bottom_right": "BLACK (#191919)" + }, + "correct_subset_positions": [ + "top_right", + "bottom_left", + "bottom_right" + ], + "correct_subset_names": [ + "salmon_pink", + "crimson", + "BLACK" + ], + "target_hex": "#A2414B", + "mixing_rule": "equal-ratio mean of correct subset (1/3 each)", + "layout_note": "square (4 vertices: top_left, top_right, bottom_left, bottom_right); one slot is plain BLACK or plain WHITE" + }, + "rubric": [ + "All 4 paint blobs at the square vertices (olive_green (#828C32) at TOP-LEFT; salmon_pink (#F0968C) at TOP-RIGHT; crimson (#DC143C) at BOTTOM-LEFT; BLACK (#191919) at BOTTOM-RIGHT) and the upper-left target swatch (#A2414B) remain present and identifiable throughout the output. The input has no paintbrush; a clean paintbrush enters the frame from off-screen during the clip.", + "Exactly 3 blob(s) are touched / smeared by the brush during the clip: the blobs at TOP-RIGHT, BOTTOM-LEFT, BOTTOM-RIGHT (salmon_pink, crimson, BLACK). By the final frame these are visibly smeared / partly transported into a single new mixed blob located in a new mixing spot on the palette away from their original vertex positions.", + "The new merged blob's colour closely matches the target swatch (#A2414B) in both hue and lightness.", + "The blob(s) at TOP-LEFT (olive_green) are NEVER touched by the brush; each stays in its original vertex position with its original shape and original colour all the way through the final frame. The BLACK blob (at BOTTOM-RIGHT) is one of the chosen three; including it is what makes the mixed blob match the target's lightness (darker than the three chromatic blobs alone would produce).", + "The TARGET SWATCH in the upper-left stays perfectly stationary throughout, it is not moved, rotated, scaled, occluded, recoloured, or touched by the brush at any moment.", + "Background, palette surface, lighting, and camera viewpoint stay perfectly fixed throughout. No new objects beyond what's already in the input plus the entering brush + new mixed blob, no labels, no text, no numbers, no arrows, no annotations, no glitches." + ] + }, + { + "id": "color_mix_lv3_005", + "answer": { + "level": "lv3", + "layout": "square", + "n_blobs": 4, + "k_mix": 3, + "palette_by_position": { + "top_left": "olive_green (#828C32)", + "top_right": "magenta (#C828AA)", + "bottom_left": "BLACK (#191919)", + "bottom_right": "lemon_yellow (#FADC28)" + }, + "correct_subset_positions": [ + "top_left", + "top_right", + "bottom_left" + ], + "correct_subset_names": [ + "olive_green", + "magenta", + "BLACK" + ], + "target_hex": "#764452", + "mixing_rule": "equal-ratio mean of correct subset (1/3 each)", + "layout_note": "square (4 vertices: top_left, top_right, bottom_left, bottom_right); one slot is plain BLACK or plain WHITE" + }, + "rubric": [ + "All 4 paint blobs at the square vertices (olive_green (#828C32) at TOP-LEFT; magenta (#C828AA) at TOP-RIGHT; BLACK (#191919) at BOTTOM-LEFT; lemon_yellow (#FADC28) at BOTTOM-RIGHT) and the upper-left target swatch (#764452) remain present and identifiable throughout the output. The input has no paintbrush; a clean paintbrush enters the frame from off-screen during the clip.", + "Exactly 3 blob(s) are touched / smeared by the brush during the clip: the blobs at TOP-LEFT, TOP-RIGHT, BOTTOM-LEFT (olive_green, magenta, BLACK). By the final frame these are visibly smeared / partly transported into a single new mixed blob located in a new mixing spot on the palette away from their original vertex positions.", + "The new merged blob's colour closely matches the target swatch (#764452) in both hue and lightness.", + "The blob(s) at BOTTOM-RIGHT (lemon_yellow) are NEVER touched by the brush; each stays in its original vertex position with its original shape and original colour all the way through the final frame. The BLACK blob (at BOTTOM-LEFT) is one of the chosen three; including it is what makes the mixed blob match the target's lightness (darker than the three chromatic blobs alone would produce).", + "The TARGET SWATCH in the upper-left stays perfectly stationary throughout, it is not moved, rotated, scaled, occluded, recoloured, or touched by the brush at any moment.", + "Background, palette surface, lighting, and camera viewpoint stay perfectly fixed throughout. No new objects beyond what's already in the input plus the entering brush + new mixed blob, no labels, no text, no numbers, no arrows, no annotations, no glitches." + ] + }, + { + "id": "color_mix_lv3_006", + "answer": { + "level": "lv3", + "layout": "square", + "n_blobs": 4, + "k_mix": 3, + "palette_by_position": { + "top_left": "ocean_blue (#1E5AC8)", + "top_right": "mint_green (#78DCAA)", + "bottom_left": "BLACK (#191919)", + "bottom_right": "crimson (#DC143C)" + }, + "correct_subset_positions": [ + "top_right", + "bottom_left", + "bottom_right" + ], + "correct_subset_names": [ + "mint_green", + "BLACK", + "crimson" + ], + "target_hex": "#7A5855", + "mixing_rule": "equal-ratio mean of correct subset (1/3 each)", + "layout_note": "square (4 vertices: top_left, top_right, bottom_left, bottom_right); one slot is plain BLACK or plain WHITE" + }, + "rubric": [ + "All 4 paint blobs at the square vertices (ocean_blue (#1E5AC8) at TOP-LEFT; mint_green (#78DCAA) at TOP-RIGHT; BLACK (#191919) at BOTTOM-LEFT; crimson (#DC143C) at BOTTOM-RIGHT) and the upper-left target swatch (#7A5855) remain present and identifiable throughout the output. The input has no paintbrush; a clean paintbrush enters the frame from off-screen during the clip.", + "Exactly 3 blob(s) are touched / smeared by the brush during the clip: the blobs at TOP-RIGHT, BOTTOM-LEFT, BOTTOM-RIGHT (mint_green, BLACK, crimson). By the final frame these are visibly smeared / partly transported into a single new mixed blob located in a new mixing spot on the palette away from their original vertex positions.", + "The new merged blob's colour closely matches the target swatch (#7A5855) in both hue and lightness.", + "The blob(s) at TOP-LEFT (ocean_blue) are NEVER touched by the brush; each stays in its original vertex position with its original shape and original colour all the way through the final frame. The BLACK blob (at BOTTOM-LEFT) is one of the chosen three; including it is what makes the mixed blob match the target's lightness (darker than the three chromatic blobs alone would produce).", + "The TARGET SWATCH in the upper-left stays perfectly stationary throughout, it is not moved, rotated, scaled, occluded, recoloured, or touched by the brush at any moment.", + "Background, palette surface, lighting, and camera viewpoint stay perfectly fixed throughout. No new objects beyond what's already in the input plus the entering brush + new mixed blob, no labels, no text, no numbers, no arrows, no annotations, no glitches." + ] + }, + { + "id": "color_mix_lv3_007", + "answer": { + "level": "lv3", + "layout": "square", + "n_blobs": 4, + "k_mix": 3, + "palette_by_position": { + "top_left": "forest_green (#28823C)", + "top_right": "WHITE (#F0F0F0)", + "bottom_left": "royal_purple (#5A28AA)", + "bottom_right": "mint_green (#78DCAA)" + }, + "correct_subset_positions": [ + "top_left", + "top_right", + "bottom_left" + ], + "correct_subset_names": [ + "forest_green", + "WHITE", + "royal_purple" + ], + "target_hex": "#7B899D", + "mixing_rule": "equal-ratio mean of correct subset (1/3 each)", + "layout_note": "square (4 vertices: top_left, top_right, bottom_left, bottom_right); one slot is plain BLACK or plain WHITE" + }, + "rubric": [ + "All 4 paint blobs at the square vertices (forest_green (#28823C) at TOP-LEFT; WHITE (#F0F0F0) at TOP-RIGHT; royal_purple (#5A28AA) at BOTTOM-LEFT; mint_green (#78DCAA) at BOTTOM-RIGHT) and the upper-left target swatch (#7B899D) remain present and identifiable throughout the output. The input has no paintbrush; a clean paintbrush enters the frame from off-screen during the clip.", + "Exactly 3 blob(s) are touched / smeared by the brush during the clip: the blobs at TOP-LEFT, TOP-RIGHT, BOTTOM-LEFT (forest_green, WHITE, royal_purple). By the final frame these are visibly smeared / partly transported into a single new mixed blob located in a new mixing spot on the palette away from their original vertex positions.", + "The new merged blob's colour closely matches the target swatch (#7B899D) in both hue and lightness.", + "The blob(s) at BOTTOM-RIGHT (mint_green) are NEVER touched by the brush; each stays in its original vertex position with its original shape and original colour all the way through the final frame. The WHITE blob (at TOP-RIGHT) is one of the chosen three; including it is what makes the mixed blob match the target's lightness (lighter than the three chromatic blobs alone would produce).", + "The TARGET SWATCH in the upper-left stays perfectly stationary throughout, it is not moved, rotated, scaled, occluded, recoloured, or touched by the brush at any moment.", + "Background, palette surface, lighting, and camera viewpoint stay perfectly fixed throughout. No new objects beyond what's already in the input plus the entering brush + new mixed blob, no labels, no text, no numbers, no arrows, no annotations, no glitches." + ] + }, + { + "id": "color_mix_lv3_008", + "answer": { + "level": "lv3", + "layout": "square", + "n_blobs": 4, + "k_mix": 3, + "palette_by_position": { + "top_left": "BLACK (#191919)", + "top_right": "lemon_yellow (#FADC28)", + "bottom_left": "royal_purple (#5A28AA)", + "bottom_right": "turquoise (#28BEC8)" + }, + "correct_subset_positions": [ + "top_left", + "bottom_left", + "bottom_right" + ], + "correct_subset_names": [ + "BLACK", + "royal_purple", + "turquoise" + ], + "target_hex": "#345584", + "mixing_rule": "equal-ratio mean of correct subset (1/3 each)", + "layout_note": "square (4 vertices: top_left, top_right, bottom_left, bottom_right); one slot is plain BLACK or plain WHITE" + }, + "rubric": [ + "All 4 paint blobs at the square vertices (BLACK (#191919) at TOP-LEFT; lemon_yellow (#FADC28) at TOP-RIGHT; royal_purple (#5A28AA) at BOTTOM-LEFT; turquoise (#28BEC8) at BOTTOM-RIGHT) and the upper-left target swatch (#345584) remain present and identifiable throughout the output. The input has no paintbrush; a clean paintbrush enters the frame from off-screen during the clip.", + "Exactly 3 blob(s) are touched / smeared by the brush during the clip: the blobs at TOP-LEFT, BOTTOM-LEFT, BOTTOM-RIGHT (BLACK, royal_purple, turquoise). By the final frame these are visibly smeared / partly transported into a single new mixed blob located in a new mixing spot on the palette away from their original vertex positions.", + "The new merged blob's colour closely matches the target swatch (#345584) in both hue and lightness.", + "The blob(s) at TOP-RIGHT (lemon_yellow) are NEVER touched by the brush; each stays in its original vertex position with its original shape and original colour all the way through the final frame. The BLACK blob (at TOP-LEFT) is one of the chosen three; including it is what makes the mixed blob match the target's lightness (darker than the three chromatic blobs alone would produce).", + "The TARGET SWATCH in the upper-left stays perfectly stationary throughout, it is not moved, rotated, scaled, occluded, recoloured, or touched by the brush at any moment.", + "Background, palette surface, lighting, and camera viewpoint stay perfectly fixed throughout. No new objects beyond what's already in the input plus the entering brush + new mixed blob, no labels, no text, no numbers, no arrows, no annotations, no glitches." + ] + }, + { + "id": "color_mix_lv3_009", + "answer": { + "level": "lv3", + "layout": "square", + "n_blobs": 4, + "k_mix": 3, + "palette_by_position": { + "top_left": "sky_blue (#64B4F0)", + "top_right": "royal_purple (#5A28AA)", + "bottom_left": "WHITE (#F0F0F0)", + "bottom_right": "forest_green (#28823C)" + }, + "correct_subset_positions": [ + "top_right", + "bottom_left", + "bottom_right" + ], + "correct_subset_names": [ + "royal_purple", + "WHITE", + "forest_green" + ], + "target_hex": "#7B899D", + "mixing_rule": "equal-ratio mean of correct subset (1/3 each)", + "layout_note": "square (4 vertices: top_left, top_right, bottom_left, bottom_right); one slot is plain BLACK or plain WHITE" + }, + "rubric": [ + "All 4 paint blobs at the square vertices (sky_blue (#64B4F0) at TOP-LEFT; royal_purple (#5A28AA) at TOP-RIGHT; WHITE (#F0F0F0) at BOTTOM-LEFT; forest_green (#28823C) at BOTTOM-RIGHT) and the upper-left target swatch (#7B899D) remain present and identifiable throughout the output. The input has no paintbrush; a clean paintbrush enters the frame from off-screen during the clip.", + "Exactly 3 blob(s) are touched / smeared by the brush during the clip: the blobs at TOP-RIGHT, BOTTOM-LEFT, BOTTOM-RIGHT (royal_purple, WHITE, forest_green). By the final frame these are visibly smeared / partly transported into a single new mixed blob located in a new mixing spot on the palette away from their original vertex positions.", + "The new merged blob's colour closely matches the target swatch (#7B899D) in both hue and lightness.", + "The blob(s) at TOP-LEFT (sky_blue) are NEVER touched by the brush; each stays in its original vertex position with its original shape and original colour all the way through the final frame. The WHITE blob (at BOTTOM-LEFT) is one of the chosen three; including it is what makes the mixed blob match the target's lightness (lighter than the three chromatic blobs alone would produce).", + "The TARGET SWATCH in the upper-left stays perfectly stationary throughout, it is not moved, rotated, scaled, occluded, recoloured, or touched by the brush at any moment.", + "Background, palette surface, lighting, and camera viewpoint stay perfectly fixed throughout. No new objects beyond what's already in the input plus the entering brush + new mixed blob, no labels, no text, no numbers, no arrows, no annotations, no glitches." + ] + }, + { + "id": "color_mix_lv3_010", + "answer": { + "level": "lv3", + "layout": "square", + "n_blobs": 4, + "k_mix": 3, + "palette_by_position": { + "top_left": "mint_green (#78DCAA)", + "top_right": "ocean_blue (#1E5AC8)", + "bottom_left": "BLACK (#191919)", + "bottom_right": "crimson (#DC143C)" + }, + "correct_subset_positions": [ + "top_right", + "bottom_left", + "bottom_right" + ], + "correct_subset_names": [ + "ocean_blue", + "BLACK", + "crimson" + ], + "target_hex": "#5C2D5F", + "mixing_rule": "equal-ratio mean of correct subset (1/3 each)", + "layout_note": "square (4 vertices: top_left, top_right, bottom_left, bottom_right); one slot is plain BLACK or plain WHITE" + }, + "rubric": [ + "All 4 paint blobs at the square vertices (mint_green (#78DCAA) at TOP-LEFT; ocean_blue (#1E5AC8) at TOP-RIGHT; BLACK (#191919) at BOTTOM-LEFT; crimson (#DC143C) at BOTTOM-RIGHT) and the upper-left target swatch (#5C2D5F) remain present and identifiable throughout the output. The input has no paintbrush; a clean paintbrush enters the frame from off-screen during the clip.", + "Exactly 3 blob(s) are touched / smeared by the brush during the clip: the blobs at TOP-RIGHT, BOTTOM-LEFT, BOTTOM-RIGHT (ocean_blue, BLACK, crimson). By the final frame these are visibly smeared / partly transported into a single new mixed blob located in a new mixing spot on the palette away from their original vertex positions.", + "The new merged blob's colour closely matches the target swatch (#5C2D5F) in both hue and lightness.", + "The blob(s) at TOP-LEFT (mint_green) are NEVER touched by the brush; each stays in its original vertex position with its original shape and original colour all the way through the final frame. The BLACK blob (at BOTTOM-LEFT) is one of the chosen three; including it is what makes the mixed blob match the target's lightness (darker than the three chromatic blobs alone would produce).", + "The TARGET SWATCH in the upper-left stays perfectly stationary throughout, it is not moved, rotated, scaled, occluded, recoloured, or touched by the brush at any moment.", + "Background, palette surface, lighting, and camera viewpoint stay perfectly fixed throughout. No new objects beyond what's already in the input plus the entering brush + new mixed blob, no labels, no text, no numbers, no arrows, no annotations, no glitches." + ] + } +] diff --git a/bench_data/color_mix/prompt/image_gen_prompt/color_mix.txt b/bench_data/color_mix/prompt/image_gen_prompt/color_mix.txt new file mode 100644 index 0000000000000000000000000000000000000000..e29f9296cc074a05c7b6379aa852d2386cac3324 --- /dev/null +++ b/bench_data/color_mix/prompt/image_gen_prompt/color_mix.txt @@ -0,0 +1,9 @@ +The input image shows a paint palette with a TARGET-COLOUR SWATCH (solid square in the upper-left corner) and N paint blobs arranged at the vertices of a TRIANGLE (N=3) or SQUARE (N=4). Output a single image, identical to the input, with a bright red closed circle drawn around EACH paint blob whose colour belongs to the correct mixing subset, the subset whose equal-ratio average colour matches the target swatch in both hue and lightness. + +Notes: +1. Reason about colour mixing yourself: figure out which subset of the N paint blobs, when averaged at equal ratio (1/k of each, k = subset size), produces a colour that matches the target swatch. +2. Draw one bright red closed circle around EACH blob in the chosen subset, with enough margin that the circle fully encloses the blob without clipping into it. If the subset has 2 blobs, draw 2 circles; if 3, draw 3 circles. +3. Do NOT circle any blob that is NOT in the chosen subset. Do NOT circle the target swatch. +4. Use exactly the same palette layout, every paint blob keeps its original position, colour, and shape. The target swatch keeps its exact position, size, and colour. Do not move, recolour, resize, smear, or otherwise alter any blob or the swatch. +5. The red circles are the ONLY thing added to the input, no arrows, numbers, labels, paint smears, brush strokes, new blobs, removed blobs, or any other annotation. +6. Output the entire palette image, same framing as the input. Background, palette surface, lighting, and viewing angle are identical to the input. No glitches or artifacts. diff --git a/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv1_001.txt b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv1_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..f14f2c97c2133d8ffe1532dae2713f9a2d0aa439 --- /dev/null +++ b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv1_001.txt @@ -0,0 +1,10 @@ +On the palette in the input image there are exactly 4 paint blobs arranged at the vertices of a SQUARE (one blob at each of: top-left, top-right, bottom-left, bottom-right), plus the target-colour swatch in the upper-left corner. There is NO paintbrush in the input, the palette has only the swatch and the 4 blobs. All 4 blobs are distinct chromatic colours (no pure black or pure white). +The correct mixing rule for this instance is: pick exactly 3 of the 4 blobs and mix them at equal ratio (1/3 of each); the resulting mixed paint will match the target swatch. +Continue the input image as a video following the generic instructions: a clean dry paintbrush enters the frame from off-screen and, moving on its own through the air (no hand, no person), figures out and acts on the correct 3 of the 4 blobs (the triplet whose equal-ratio average colour matches the target swatch most closely). The brush smears those three blobs together into one uniform new blob (in a new mixing spot on the palette) whose colour matches the target swatch. +Strict requirements: +- Exactly THREE blobs are touched and smeared by the brush; the FOURTH (unchosen) blob stays perfectly still in its original square-vertex position with its original shape and original colour all the way through the final frame, untouched by the brush. +- The target swatch in the upper-left stays untouched and unchanged throughout. +- By the final frame the merged new blob's colour matches the target swatch closely in both hue and lightness; the three contributing blobs have been visibly smeared / partly transported into the new mixing spot. +- The PAINTBRUSH (entering from off-screen) is the only tool that acts on the paint. No hand, no person, no finger, no second brush, no other tool, no extra object ever appears. Brush moves on its own through the air. +- One continuous physical motion (brush enters → picks up paint from chosen blob → drags to mixing spot → picks up paint from next chosen blob → picks up paint from third chosen blob → blends). No jump cuts, no teleporting, no fade frames. +- Background, palette surface, lighting, and camera viewpoint stay perfectly fixed. No labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv1_002.txt b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv1_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..f14f2c97c2133d8ffe1532dae2713f9a2d0aa439 --- /dev/null +++ b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv1_002.txt @@ -0,0 +1,10 @@ +On the palette in the input image there are exactly 4 paint blobs arranged at the vertices of a SQUARE (one blob at each of: top-left, top-right, bottom-left, bottom-right), plus the target-colour swatch in the upper-left corner. There is NO paintbrush in the input, the palette has only the swatch and the 4 blobs. All 4 blobs are distinct chromatic colours (no pure black or pure white). +The correct mixing rule for this instance is: pick exactly 3 of the 4 blobs and mix them at equal ratio (1/3 of each); the resulting mixed paint will match the target swatch. +Continue the input image as a video following the generic instructions: a clean dry paintbrush enters the frame from off-screen and, moving on its own through the air (no hand, no person), figures out and acts on the correct 3 of the 4 blobs (the triplet whose equal-ratio average colour matches the target swatch most closely). The brush smears those three blobs together into one uniform new blob (in a new mixing spot on the palette) whose colour matches the target swatch. +Strict requirements: +- Exactly THREE blobs are touched and smeared by the brush; the FOURTH (unchosen) blob stays perfectly still in its original square-vertex position with its original shape and original colour all the way through the final frame, untouched by the brush. +- The target swatch in the upper-left stays untouched and unchanged throughout. +- By the final frame the merged new blob's colour matches the target swatch closely in both hue and lightness; the three contributing blobs have been visibly smeared / partly transported into the new mixing spot. +- The PAINTBRUSH (entering from off-screen) is the only tool that acts on the paint. No hand, no person, no finger, no second brush, no other tool, no extra object ever appears. Brush moves on its own through the air. +- One continuous physical motion (brush enters → picks up paint from chosen blob → drags to mixing spot → picks up paint from next chosen blob → picks up paint from third chosen blob → blends). No jump cuts, no teleporting, no fade frames. +- Background, palette surface, lighting, and camera viewpoint stay perfectly fixed. No labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv1_003.txt b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv1_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..f14f2c97c2133d8ffe1532dae2713f9a2d0aa439 --- /dev/null +++ b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv1_003.txt @@ -0,0 +1,10 @@ +On the palette in the input image there are exactly 4 paint blobs arranged at the vertices of a SQUARE (one blob at each of: top-left, top-right, bottom-left, bottom-right), plus the target-colour swatch in the upper-left corner. There is NO paintbrush in the input, the palette has only the swatch and the 4 blobs. All 4 blobs are distinct chromatic colours (no pure black or pure white). +The correct mixing rule for this instance is: pick exactly 3 of the 4 blobs and mix them at equal ratio (1/3 of each); the resulting mixed paint will match the target swatch. +Continue the input image as a video following the generic instructions: a clean dry paintbrush enters the frame from off-screen and, moving on its own through the air (no hand, no person), figures out and acts on the correct 3 of the 4 blobs (the triplet whose equal-ratio average colour matches the target swatch most closely). The brush smears those three blobs together into one uniform new blob (in a new mixing spot on the palette) whose colour matches the target swatch. +Strict requirements: +- Exactly THREE blobs are touched and smeared by the brush; the FOURTH (unchosen) blob stays perfectly still in its original square-vertex position with its original shape and original colour all the way through the final frame, untouched by the brush. +- The target swatch in the upper-left stays untouched and unchanged throughout. +- By the final frame the merged new blob's colour matches the target swatch closely in both hue and lightness; the three contributing blobs have been visibly smeared / partly transported into the new mixing spot. +- The PAINTBRUSH (entering from off-screen) is the only tool that acts on the paint. No hand, no person, no finger, no second brush, no other tool, no extra object ever appears. Brush moves on its own through the air. +- One continuous physical motion (brush enters → picks up paint from chosen blob → drags to mixing spot → picks up paint from next chosen blob → picks up paint from third chosen blob → blends). No jump cuts, no teleporting, no fade frames. +- Background, palette surface, lighting, and camera viewpoint stay perfectly fixed. No labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv1_004.txt b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv1_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..597bb853f4bbcedca87898443c9f1bce5003ea37 --- /dev/null +++ b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv1_004.txt @@ -0,0 +1,10 @@ +On the palette in the input image there are exactly 4 paint blobs arranged at the vertices of a SQUARE (one blob at each of: top-left, top-right, bottom-left, bottom-right), plus the target-colour swatch in the upper-left corner. There is NO paintbrush in the input, the palette has only the swatch and the 4 blobs. One of the 4 blobs is plain BLACK (or plain WHITE); the other 3 are distinct chromatic colours. +The correct mixing rule for this instance is: pick exactly 3 of the 4 blobs and mix them at equal ratio (1/3 of each); the resulting mixed paint will match the target swatch in BOTH hue and lightness. Because one of the blobs is pure black or pure white, including or excluding that blob noticeably changes the lightness of the mix, reason about lightness as well as hue when choosing the subset. +Continue the input image as a video following the generic instructions: a clean dry paintbrush enters the frame from off-screen and, moving on its own through the air (no hand, no person), figures out and acts on the correct 3 of the 4 blobs (the triplet whose equal-ratio average matches the target swatch in both hue and lightness). The brush smears those three blobs together into one uniform new blob (in a new mixing spot on the palette) whose colour matches the target swatch. +Strict requirements: +- Exactly THREE blobs are touched and smeared by the brush; the FOURTH (unchosen) blob stays perfectly still in its original square-vertex position with its original shape and original colour all the way through the final frame, untouched by the brush. +- The target swatch in the upper-left stays untouched and unchanged throughout. +- By the final frame the merged new blob's colour matches the target swatch closely in both hue AND lightness; the three contributing blobs have been visibly smeared / partly transported into the new mixing spot. +- The PAINTBRUSH (entering from off-screen) is the only tool that acts on the paint. No hand, no person, no finger, no second brush, no other tool, no extra object ever appears. Brush moves on its own through the air. +- One continuous physical motion (brush enters → picks up paint from chosen blob → drags to mixing spot → picks up paint from next chosen blob → picks up paint from third chosen blob → blends). No jump cuts, no teleporting, no fade frames. +- Background, palette surface, lighting, and camera viewpoint stay perfectly fixed. No labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv1_005.txt b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv1_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..597bb853f4bbcedca87898443c9f1bce5003ea37 --- /dev/null +++ b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv1_005.txt @@ -0,0 +1,10 @@ +On the palette in the input image there are exactly 4 paint blobs arranged at the vertices of a SQUARE (one blob at each of: top-left, top-right, bottom-left, bottom-right), plus the target-colour swatch in the upper-left corner. There is NO paintbrush in the input, the palette has only the swatch and the 4 blobs. One of the 4 blobs is plain BLACK (or plain WHITE); the other 3 are distinct chromatic colours. +The correct mixing rule for this instance is: pick exactly 3 of the 4 blobs and mix them at equal ratio (1/3 of each); the resulting mixed paint will match the target swatch in BOTH hue and lightness. Because one of the blobs is pure black or pure white, including or excluding that blob noticeably changes the lightness of the mix, reason about lightness as well as hue when choosing the subset. +Continue the input image as a video following the generic instructions: a clean dry paintbrush enters the frame from off-screen and, moving on its own through the air (no hand, no person), figures out and acts on the correct 3 of the 4 blobs (the triplet whose equal-ratio average matches the target swatch in both hue and lightness). The brush smears those three blobs together into one uniform new blob (in a new mixing spot on the palette) whose colour matches the target swatch. +Strict requirements: +- Exactly THREE blobs are touched and smeared by the brush; the FOURTH (unchosen) blob stays perfectly still in its original square-vertex position with its original shape and original colour all the way through the final frame, untouched by the brush. +- The target swatch in the upper-left stays untouched and unchanged throughout. +- By the final frame the merged new blob's colour matches the target swatch closely in both hue AND lightness; the three contributing blobs have been visibly smeared / partly transported into the new mixing spot. +- The PAINTBRUSH (entering from off-screen) is the only tool that acts on the paint. No hand, no person, no finger, no second brush, no other tool, no extra object ever appears. Brush moves on its own through the air. +- One continuous physical motion (brush enters → picks up paint from chosen blob → drags to mixing spot → picks up paint from next chosen blob → picks up paint from third chosen blob → blends). No jump cuts, no teleporting, no fade frames. +- Background, palette surface, lighting, and camera viewpoint stay perfectly fixed. No labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv1_006.txt b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv1_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..97fc0181efd25f12ef2d1737d41e53f2d289555f --- /dev/null +++ b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv1_006.txt @@ -0,0 +1,10 @@ +On the palette in the input image there are exactly 3 paint blobs arranged at the vertices of a TRIANGLE (one blob at the top, one at the bottom-left, one at the bottom-right), plus the target-colour swatch in the upper-left corner. There is NO paintbrush in the input, the palette has only the swatch and the 3 blobs. +The correct mixing rule for this instance is: pick exactly 2 of the 3 blobs and mix them at equal ratio (1/2 of each); the resulting mixed paint will match the target swatch. +Continue the input image as a video following the generic instructions: a clean dry paintbrush enters the frame from off-screen and, moving on its own through the air (no hand, no person), figures out and acts on the correct 2 of the 3 blobs (the pair whose equal-ratio average colour matches the target swatch most closely). The brush smears those two blobs together into one uniform new blob (in a new mixing spot on the palette) whose colour matches the target swatch. +Strict requirements: +- Exactly TWO blobs are touched and smeared by the brush; the THIRD (unchosen) blob stays perfectly still in its original triangle-vertex position with its original shape and original colour all the way through the final frame, untouched by the brush. +- The target swatch in the upper-left stays untouched and unchanged throughout. +- By the final frame the merged new blob's colour matches the target swatch closely in both hue and lightness; the two contributing blobs have been visibly smeared / partly transported into the new mixing spot. +- The PAINTBRUSH (entering from off-screen) is the only tool that acts on the paint. No hand, no person, no finger, no second brush, no other tool, no extra object ever appears. Brush moves on its own through the air. +- One continuous physical motion (brush enters → picks up paint from chosen blob → drags to mixing spot → picks up paint from second chosen blob → blends). No jump cuts, no teleporting, no fade frames. +- Background, palette surface, lighting, and camera viewpoint stay perfectly fixed. No labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv1_007.txt b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv1_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..97fc0181efd25f12ef2d1737d41e53f2d289555f --- /dev/null +++ b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv1_007.txt @@ -0,0 +1,10 @@ +On the palette in the input image there are exactly 3 paint blobs arranged at the vertices of a TRIANGLE (one blob at the top, one at the bottom-left, one at the bottom-right), plus the target-colour swatch in the upper-left corner. There is NO paintbrush in the input, the palette has only the swatch and the 3 blobs. +The correct mixing rule for this instance is: pick exactly 2 of the 3 blobs and mix them at equal ratio (1/2 of each); the resulting mixed paint will match the target swatch. +Continue the input image as a video following the generic instructions: a clean dry paintbrush enters the frame from off-screen and, moving on its own through the air (no hand, no person), figures out and acts on the correct 2 of the 3 blobs (the pair whose equal-ratio average colour matches the target swatch most closely). The brush smears those two blobs together into one uniform new blob (in a new mixing spot on the palette) whose colour matches the target swatch. +Strict requirements: +- Exactly TWO blobs are touched and smeared by the brush; the THIRD (unchosen) blob stays perfectly still in its original triangle-vertex position with its original shape and original colour all the way through the final frame, untouched by the brush. +- The target swatch in the upper-left stays untouched and unchanged throughout. +- By the final frame the merged new blob's colour matches the target swatch closely in both hue and lightness; the two contributing blobs have been visibly smeared / partly transported into the new mixing spot. +- The PAINTBRUSH (entering from off-screen) is the only tool that acts on the paint. No hand, no person, no finger, no second brush, no other tool, no extra object ever appears. Brush moves on its own through the air. +- One continuous physical motion (brush enters → picks up paint from chosen blob → drags to mixing spot → picks up paint from second chosen blob → blends). No jump cuts, no teleporting, no fade frames. +- Background, palette surface, lighting, and camera viewpoint stay perfectly fixed. No labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv1_008.txt b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv1_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..97fc0181efd25f12ef2d1737d41e53f2d289555f --- /dev/null +++ b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv1_008.txt @@ -0,0 +1,10 @@ +On the palette in the input image there are exactly 3 paint blobs arranged at the vertices of a TRIANGLE (one blob at the top, one at the bottom-left, one at the bottom-right), plus the target-colour swatch in the upper-left corner. There is NO paintbrush in the input, the palette has only the swatch and the 3 blobs. +The correct mixing rule for this instance is: pick exactly 2 of the 3 blobs and mix them at equal ratio (1/2 of each); the resulting mixed paint will match the target swatch. +Continue the input image as a video following the generic instructions: a clean dry paintbrush enters the frame from off-screen and, moving on its own through the air (no hand, no person), figures out and acts on the correct 2 of the 3 blobs (the pair whose equal-ratio average colour matches the target swatch most closely). The brush smears those two blobs together into one uniform new blob (in a new mixing spot on the palette) whose colour matches the target swatch. +Strict requirements: +- Exactly TWO blobs are touched and smeared by the brush; the THIRD (unchosen) blob stays perfectly still in its original triangle-vertex position with its original shape and original colour all the way through the final frame, untouched by the brush. +- The target swatch in the upper-left stays untouched and unchanged throughout. +- By the final frame the merged new blob's colour matches the target swatch closely in both hue and lightness; the two contributing blobs have been visibly smeared / partly transported into the new mixing spot. +- The PAINTBRUSH (entering from off-screen) is the only tool that acts on the paint. No hand, no person, no finger, no second brush, no other tool, no extra object ever appears. Brush moves on its own through the air. +- One continuous physical motion (brush enters → picks up paint from chosen blob → drags to mixing spot → picks up paint from second chosen blob → blends). No jump cuts, no teleporting, no fade frames. +- Background, palette surface, lighting, and camera viewpoint stay perfectly fixed. No labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv1_009.txt b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv1_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..97fc0181efd25f12ef2d1737d41e53f2d289555f --- /dev/null +++ b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv1_009.txt @@ -0,0 +1,10 @@ +On the palette in the input image there are exactly 3 paint blobs arranged at the vertices of a TRIANGLE (one blob at the top, one at the bottom-left, one at the bottom-right), plus the target-colour swatch in the upper-left corner. There is NO paintbrush in the input, the palette has only the swatch and the 3 blobs. +The correct mixing rule for this instance is: pick exactly 2 of the 3 blobs and mix them at equal ratio (1/2 of each); the resulting mixed paint will match the target swatch. +Continue the input image as a video following the generic instructions: a clean dry paintbrush enters the frame from off-screen and, moving on its own through the air (no hand, no person), figures out and acts on the correct 2 of the 3 blobs (the pair whose equal-ratio average colour matches the target swatch most closely). The brush smears those two blobs together into one uniform new blob (in a new mixing spot on the palette) whose colour matches the target swatch. +Strict requirements: +- Exactly TWO blobs are touched and smeared by the brush; the THIRD (unchosen) blob stays perfectly still in its original triangle-vertex position with its original shape and original colour all the way through the final frame, untouched by the brush. +- The target swatch in the upper-left stays untouched and unchanged throughout. +- By the final frame the merged new blob's colour matches the target swatch closely in both hue and lightness; the two contributing blobs have been visibly smeared / partly transported into the new mixing spot. +- The PAINTBRUSH (entering from off-screen) is the only tool that acts on the paint. No hand, no person, no finger, no second brush, no other tool, no extra object ever appears. Brush moves on its own through the air. +- One continuous physical motion (brush enters → picks up paint from chosen blob → drags to mixing spot → picks up paint from second chosen blob → blends). No jump cuts, no teleporting, no fade frames. +- Background, palette surface, lighting, and camera viewpoint stay perfectly fixed. No labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv1_010.txt b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv1_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..97fc0181efd25f12ef2d1737d41e53f2d289555f --- /dev/null +++ b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv1_010.txt @@ -0,0 +1,10 @@ +On the palette in the input image there are exactly 3 paint blobs arranged at the vertices of a TRIANGLE (one blob at the top, one at the bottom-left, one at the bottom-right), plus the target-colour swatch in the upper-left corner. There is NO paintbrush in the input, the palette has only the swatch and the 3 blobs. +The correct mixing rule for this instance is: pick exactly 2 of the 3 blobs and mix them at equal ratio (1/2 of each); the resulting mixed paint will match the target swatch. +Continue the input image as a video following the generic instructions: a clean dry paintbrush enters the frame from off-screen and, moving on its own through the air (no hand, no person), figures out and acts on the correct 2 of the 3 blobs (the pair whose equal-ratio average colour matches the target swatch most closely). The brush smears those two blobs together into one uniform new blob (in a new mixing spot on the palette) whose colour matches the target swatch. +Strict requirements: +- Exactly TWO blobs are touched and smeared by the brush; the THIRD (unchosen) blob stays perfectly still in its original triangle-vertex position with its original shape and original colour all the way through the final frame, untouched by the brush. +- The target swatch in the upper-left stays untouched and unchanged throughout. +- By the final frame the merged new blob's colour matches the target swatch closely in both hue and lightness; the two contributing blobs have been visibly smeared / partly transported into the new mixing spot. +- The PAINTBRUSH (entering from off-screen) is the only tool that acts on the paint. No hand, no person, no finger, no second brush, no other tool, no extra object ever appears. Brush moves on its own through the air. +- One continuous physical motion (brush enters → picks up paint from chosen blob → drags to mixing spot → picks up paint from second chosen blob → blends). No jump cuts, no teleporting, no fade frames. +- Background, palette surface, lighting, and camera viewpoint stay perfectly fixed. No labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv2_001.txt b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv2_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..97fc0181efd25f12ef2d1737d41e53f2d289555f --- /dev/null +++ b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv2_001.txt @@ -0,0 +1,10 @@ +On the palette in the input image there are exactly 3 paint blobs arranged at the vertices of a TRIANGLE (one blob at the top, one at the bottom-left, one at the bottom-right), plus the target-colour swatch in the upper-left corner. There is NO paintbrush in the input, the palette has only the swatch and the 3 blobs. +The correct mixing rule for this instance is: pick exactly 2 of the 3 blobs and mix them at equal ratio (1/2 of each); the resulting mixed paint will match the target swatch. +Continue the input image as a video following the generic instructions: a clean dry paintbrush enters the frame from off-screen and, moving on its own through the air (no hand, no person), figures out and acts on the correct 2 of the 3 blobs (the pair whose equal-ratio average colour matches the target swatch most closely). The brush smears those two blobs together into one uniform new blob (in a new mixing spot on the palette) whose colour matches the target swatch. +Strict requirements: +- Exactly TWO blobs are touched and smeared by the brush; the THIRD (unchosen) blob stays perfectly still in its original triangle-vertex position with its original shape and original colour all the way through the final frame, untouched by the brush. +- The target swatch in the upper-left stays untouched and unchanged throughout. +- By the final frame the merged new blob's colour matches the target swatch closely in both hue and lightness; the two contributing blobs have been visibly smeared / partly transported into the new mixing spot. +- The PAINTBRUSH (entering from off-screen) is the only tool that acts on the paint. No hand, no person, no finger, no second brush, no other tool, no extra object ever appears. Brush moves on its own through the air. +- One continuous physical motion (brush enters → picks up paint from chosen blob → drags to mixing spot → picks up paint from second chosen blob → blends). No jump cuts, no teleporting, no fade frames. +- Background, palette surface, lighting, and camera viewpoint stay perfectly fixed. No labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv2_002.txt b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv2_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..f14f2c97c2133d8ffe1532dae2713f9a2d0aa439 --- /dev/null +++ b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv2_002.txt @@ -0,0 +1,10 @@ +On the palette in the input image there are exactly 4 paint blobs arranged at the vertices of a SQUARE (one blob at each of: top-left, top-right, bottom-left, bottom-right), plus the target-colour swatch in the upper-left corner. There is NO paintbrush in the input, the palette has only the swatch and the 4 blobs. All 4 blobs are distinct chromatic colours (no pure black or pure white). +The correct mixing rule for this instance is: pick exactly 3 of the 4 blobs and mix them at equal ratio (1/3 of each); the resulting mixed paint will match the target swatch. +Continue the input image as a video following the generic instructions: a clean dry paintbrush enters the frame from off-screen and, moving on its own through the air (no hand, no person), figures out and acts on the correct 3 of the 4 blobs (the triplet whose equal-ratio average colour matches the target swatch most closely). The brush smears those three blobs together into one uniform new blob (in a new mixing spot on the palette) whose colour matches the target swatch. +Strict requirements: +- Exactly THREE blobs are touched and smeared by the brush; the FOURTH (unchosen) blob stays perfectly still in its original square-vertex position with its original shape and original colour all the way through the final frame, untouched by the brush. +- The target swatch in the upper-left stays untouched and unchanged throughout. +- By the final frame the merged new blob's colour matches the target swatch closely in both hue and lightness; the three contributing blobs have been visibly smeared / partly transported into the new mixing spot. +- The PAINTBRUSH (entering from off-screen) is the only tool that acts on the paint. No hand, no person, no finger, no second brush, no other tool, no extra object ever appears. Brush moves on its own through the air. +- One continuous physical motion (brush enters → picks up paint from chosen blob → drags to mixing spot → picks up paint from next chosen blob → picks up paint from third chosen blob → blends). No jump cuts, no teleporting, no fade frames. +- Background, palette surface, lighting, and camera viewpoint stay perfectly fixed. No labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv2_003.txt b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv2_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..97fc0181efd25f12ef2d1737d41e53f2d289555f --- /dev/null +++ b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv2_003.txt @@ -0,0 +1,10 @@ +On the palette in the input image there are exactly 3 paint blobs arranged at the vertices of a TRIANGLE (one blob at the top, one at the bottom-left, one at the bottom-right), plus the target-colour swatch in the upper-left corner. There is NO paintbrush in the input, the palette has only the swatch and the 3 blobs. +The correct mixing rule for this instance is: pick exactly 2 of the 3 blobs and mix them at equal ratio (1/2 of each); the resulting mixed paint will match the target swatch. +Continue the input image as a video following the generic instructions: a clean dry paintbrush enters the frame from off-screen and, moving on its own through the air (no hand, no person), figures out and acts on the correct 2 of the 3 blobs (the pair whose equal-ratio average colour matches the target swatch most closely). The brush smears those two blobs together into one uniform new blob (in a new mixing spot on the palette) whose colour matches the target swatch. +Strict requirements: +- Exactly TWO blobs are touched and smeared by the brush; the THIRD (unchosen) blob stays perfectly still in its original triangle-vertex position with its original shape and original colour all the way through the final frame, untouched by the brush. +- The target swatch in the upper-left stays untouched and unchanged throughout. +- By the final frame the merged new blob's colour matches the target swatch closely in both hue and lightness; the two contributing blobs have been visibly smeared / partly transported into the new mixing spot. +- The PAINTBRUSH (entering from off-screen) is the only tool that acts on the paint. No hand, no person, no finger, no second brush, no other tool, no extra object ever appears. Brush moves on its own through the air. +- One continuous physical motion (brush enters → picks up paint from chosen blob → drags to mixing spot → picks up paint from second chosen blob → blends). No jump cuts, no teleporting, no fade frames. +- Background, palette surface, lighting, and camera viewpoint stay perfectly fixed. No labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv2_004.txt b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv2_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..97fc0181efd25f12ef2d1737d41e53f2d289555f --- /dev/null +++ b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv2_004.txt @@ -0,0 +1,10 @@ +On the palette in the input image there are exactly 3 paint blobs arranged at the vertices of a TRIANGLE (one blob at the top, one at the bottom-left, one at the bottom-right), plus the target-colour swatch in the upper-left corner. There is NO paintbrush in the input, the palette has only the swatch and the 3 blobs. +The correct mixing rule for this instance is: pick exactly 2 of the 3 blobs and mix them at equal ratio (1/2 of each); the resulting mixed paint will match the target swatch. +Continue the input image as a video following the generic instructions: a clean dry paintbrush enters the frame from off-screen and, moving on its own through the air (no hand, no person), figures out and acts on the correct 2 of the 3 blobs (the pair whose equal-ratio average colour matches the target swatch most closely). The brush smears those two blobs together into one uniform new blob (in a new mixing spot on the palette) whose colour matches the target swatch. +Strict requirements: +- Exactly TWO blobs are touched and smeared by the brush; the THIRD (unchosen) blob stays perfectly still in its original triangle-vertex position with its original shape and original colour all the way through the final frame, untouched by the brush. +- The target swatch in the upper-left stays untouched and unchanged throughout. +- By the final frame the merged new blob's colour matches the target swatch closely in both hue and lightness; the two contributing blobs have been visibly smeared / partly transported into the new mixing spot. +- The PAINTBRUSH (entering from off-screen) is the only tool that acts on the paint. No hand, no person, no finger, no second brush, no other tool, no extra object ever appears. Brush moves on its own through the air. +- One continuous physical motion (brush enters → picks up paint from chosen blob → drags to mixing spot → picks up paint from second chosen blob → blends). No jump cuts, no teleporting, no fade frames. +- Background, palette surface, lighting, and camera viewpoint stay perfectly fixed. No labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv2_005.txt b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv2_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..597bb853f4bbcedca87898443c9f1bce5003ea37 --- /dev/null +++ b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv2_005.txt @@ -0,0 +1,10 @@ +On the palette in the input image there are exactly 4 paint blobs arranged at the vertices of a SQUARE (one blob at each of: top-left, top-right, bottom-left, bottom-right), plus the target-colour swatch in the upper-left corner. There is NO paintbrush in the input, the palette has only the swatch and the 4 blobs. One of the 4 blobs is plain BLACK (or plain WHITE); the other 3 are distinct chromatic colours. +The correct mixing rule for this instance is: pick exactly 3 of the 4 blobs and mix them at equal ratio (1/3 of each); the resulting mixed paint will match the target swatch in BOTH hue and lightness. Because one of the blobs is pure black or pure white, including or excluding that blob noticeably changes the lightness of the mix, reason about lightness as well as hue when choosing the subset. +Continue the input image as a video following the generic instructions: a clean dry paintbrush enters the frame from off-screen and, moving on its own through the air (no hand, no person), figures out and acts on the correct 3 of the 4 blobs (the triplet whose equal-ratio average matches the target swatch in both hue and lightness). The brush smears those three blobs together into one uniform new blob (in a new mixing spot on the palette) whose colour matches the target swatch. +Strict requirements: +- Exactly THREE blobs are touched and smeared by the brush; the FOURTH (unchosen) blob stays perfectly still in its original square-vertex position with its original shape and original colour all the way through the final frame, untouched by the brush. +- The target swatch in the upper-left stays untouched and unchanged throughout. +- By the final frame the merged new blob's colour matches the target swatch closely in both hue AND lightness; the three contributing blobs have been visibly smeared / partly transported into the new mixing spot. +- The PAINTBRUSH (entering from off-screen) is the only tool that acts on the paint. No hand, no person, no finger, no second brush, no other tool, no extra object ever appears. Brush moves on its own through the air. +- One continuous physical motion (brush enters → picks up paint from chosen blob → drags to mixing spot → picks up paint from next chosen blob → picks up paint from third chosen blob → blends). No jump cuts, no teleporting, no fade frames. +- Background, palette surface, lighting, and camera viewpoint stay perfectly fixed. No labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv2_006.txt b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv2_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..f14f2c97c2133d8ffe1532dae2713f9a2d0aa439 --- /dev/null +++ b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv2_006.txt @@ -0,0 +1,10 @@ +On the palette in the input image there are exactly 4 paint blobs arranged at the vertices of a SQUARE (one blob at each of: top-left, top-right, bottom-left, bottom-right), plus the target-colour swatch in the upper-left corner. There is NO paintbrush in the input, the palette has only the swatch and the 4 blobs. All 4 blobs are distinct chromatic colours (no pure black or pure white). +The correct mixing rule for this instance is: pick exactly 3 of the 4 blobs and mix them at equal ratio (1/3 of each); the resulting mixed paint will match the target swatch. +Continue the input image as a video following the generic instructions: a clean dry paintbrush enters the frame from off-screen and, moving on its own through the air (no hand, no person), figures out and acts on the correct 3 of the 4 blobs (the triplet whose equal-ratio average colour matches the target swatch most closely). The brush smears those three blobs together into one uniform new blob (in a new mixing spot on the palette) whose colour matches the target swatch. +Strict requirements: +- Exactly THREE blobs are touched and smeared by the brush; the FOURTH (unchosen) blob stays perfectly still in its original square-vertex position with its original shape and original colour all the way through the final frame, untouched by the brush. +- The target swatch in the upper-left stays untouched and unchanged throughout. +- By the final frame the merged new blob's colour matches the target swatch closely in both hue and lightness; the three contributing blobs have been visibly smeared / partly transported into the new mixing spot. +- The PAINTBRUSH (entering from off-screen) is the only tool that acts on the paint. No hand, no person, no finger, no second brush, no other tool, no extra object ever appears. Brush moves on its own through the air. +- One continuous physical motion (brush enters → picks up paint from chosen blob → drags to mixing spot → picks up paint from next chosen blob → picks up paint from third chosen blob → blends). No jump cuts, no teleporting, no fade frames. +- Background, palette surface, lighting, and camera viewpoint stay perfectly fixed. No labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv2_007.txt b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv2_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..f14f2c97c2133d8ffe1532dae2713f9a2d0aa439 --- /dev/null +++ b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv2_007.txt @@ -0,0 +1,10 @@ +On the palette in the input image there are exactly 4 paint blobs arranged at the vertices of a SQUARE (one blob at each of: top-left, top-right, bottom-left, bottom-right), plus the target-colour swatch in the upper-left corner. There is NO paintbrush in the input, the palette has only the swatch and the 4 blobs. All 4 blobs are distinct chromatic colours (no pure black or pure white). +The correct mixing rule for this instance is: pick exactly 3 of the 4 blobs and mix them at equal ratio (1/3 of each); the resulting mixed paint will match the target swatch. +Continue the input image as a video following the generic instructions: a clean dry paintbrush enters the frame from off-screen and, moving on its own through the air (no hand, no person), figures out and acts on the correct 3 of the 4 blobs (the triplet whose equal-ratio average colour matches the target swatch most closely). The brush smears those three blobs together into one uniform new blob (in a new mixing spot on the palette) whose colour matches the target swatch. +Strict requirements: +- Exactly THREE blobs are touched and smeared by the brush; the FOURTH (unchosen) blob stays perfectly still in its original square-vertex position with its original shape and original colour all the way through the final frame, untouched by the brush. +- The target swatch in the upper-left stays untouched and unchanged throughout. +- By the final frame the merged new blob's colour matches the target swatch closely in both hue and lightness; the three contributing blobs have been visibly smeared / partly transported into the new mixing spot. +- The PAINTBRUSH (entering from off-screen) is the only tool that acts on the paint. No hand, no person, no finger, no second brush, no other tool, no extra object ever appears. Brush moves on its own through the air. +- One continuous physical motion (brush enters → picks up paint from chosen blob → drags to mixing spot → picks up paint from next chosen blob → picks up paint from third chosen blob → blends). No jump cuts, no teleporting, no fade frames. +- Background, palette surface, lighting, and camera viewpoint stay perfectly fixed. No labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv2_008.txt b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv2_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..f14f2c97c2133d8ffe1532dae2713f9a2d0aa439 --- /dev/null +++ b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv2_008.txt @@ -0,0 +1,10 @@ +On the palette in the input image there are exactly 4 paint blobs arranged at the vertices of a SQUARE (one blob at each of: top-left, top-right, bottom-left, bottom-right), plus the target-colour swatch in the upper-left corner. There is NO paintbrush in the input, the palette has only the swatch and the 4 blobs. All 4 blobs are distinct chromatic colours (no pure black or pure white). +The correct mixing rule for this instance is: pick exactly 3 of the 4 blobs and mix them at equal ratio (1/3 of each); the resulting mixed paint will match the target swatch. +Continue the input image as a video following the generic instructions: a clean dry paintbrush enters the frame from off-screen and, moving on its own through the air (no hand, no person), figures out and acts on the correct 3 of the 4 blobs (the triplet whose equal-ratio average colour matches the target swatch most closely). The brush smears those three blobs together into one uniform new blob (in a new mixing spot on the palette) whose colour matches the target swatch. +Strict requirements: +- Exactly THREE blobs are touched and smeared by the brush; the FOURTH (unchosen) blob stays perfectly still in its original square-vertex position with its original shape and original colour all the way through the final frame, untouched by the brush. +- The target swatch in the upper-left stays untouched and unchanged throughout. +- By the final frame the merged new blob's colour matches the target swatch closely in both hue and lightness; the three contributing blobs have been visibly smeared / partly transported into the new mixing spot. +- The PAINTBRUSH (entering from off-screen) is the only tool that acts on the paint. No hand, no person, no finger, no second brush, no other tool, no extra object ever appears. Brush moves on its own through the air. +- One continuous physical motion (brush enters → picks up paint from chosen blob → drags to mixing spot → picks up paint from next chosen blob → picks up paint from third chosen blob → blends). No jump cuts, no teleporting, no fade frames. +- Background, palette surface, lighting, and camera viewpoint stay perfectly fixed. No labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv2_009.txt b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv2_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..f14f2c97c2133d8ffe1532dae2713f9a2d0aa439 --- /dev/null +++ b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv2_009.txt @@ -0,0 +1,10 @@ +On the palette in the input image there are exactly 4 paint blobs arranged at the vertices of a SQUARE (one blob at each of: top-left, top-right, bottom-left, bottom-right), plus the target-colour swatch in the upper-left corner. There is NO paintbrush in the input, the palette has only the swatch and the 4 blobs. All 4 blobs are distinct chromatic colours (no pure black or pure white). +The correct mixing rule for this instance is: pick exactly 3 of the 4 blobs and mix them at equal ratio (1/3 of each); the resulting mixed paint will match the target swatch. +Continue the input image as a video following the generic instructions: a clean dry paintbrush enters the frame from off-screen and, moving on its own through the air (no hand, no person), figures out and acts on the correct 3 of the 4 blobs (the triplet whose equal-ratio average colour matches the target swatch most closely). The brush smears those three blobs together into one uniform new blob (in a new mixing spot on the palette) whose colour matches the target swatch. +Strict requirements: +- Exactly THREE blobs are touched and smeared by the brush; the FOURTH (unchosen) blob stays perfectly still in its original square-vertex position with its original shape and original colour all the way through the final frame, untouched by the brush. +- The target swatch in the upper-left stays untouched and unchanged throughout. +- By the final frame the merged new blob's colour matches the target swatch closely in both hue and lightness; the three contributing blobs have been visibly smeared / partly transported into the new mixing spot. +- The PAINTBRUSH (entering from off-screen) is the only tool that acts on the paint. No hand, no person, no finger, no second brush, no other tool, no extra object ever appears. Brush moves on its own through the air. +- One continuous physical motion (brush enters → picks up paint from chosen blob → drags to mixing spot → picks up paint from next chosen blob → picks up paint from third chosen blob → blends). No jump cuts, no teleporting, no fade frames. +- Background, palette surface, lighting, and camera viewpoint stay perfectly fixed. No labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv2_010.txt b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv2_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..f14f2c97c2133d8ffe1532dae2713f9a2d0aa439 --- /dev/null +++ b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv2_010.txt @@ -0,0 +1,10 @@ +On the palette in the input image there are exactly 4 paint blobs arranged at the vertices of a SQUARE (one blob at each of: top-left, top-right, bottom-left, bottom-right), plus the target-colour swatch in the upper-left corner. There is NO paintbrush in the input, the palette has only the swatch and the 4 blobs. All 4 blobs are distinct chromatic colours (no pure black or pure white). +The correct mixing rule for this instance is: pick exactly 3 of the 4 blobs and mix them at equal ratio (1/3 of each); the resulting mixed paint will match the target swatch. +Continue the input image as a video following the generic instructions: a clean dry paintbrush enters the frame from off-screen and, moving on its own through the air (no hand, no person), figures out and acts on the correct 3 of the 4 blobs (the triplet whose equal-ratio average colour matches the target swatch most closely). The brush smears those three blobs together into one uniform new blob (in a new mixing spot on the palette) whose colour matches the target swatch. +Strict requirements: +- Exactly THREE blobs are touched and smeared by the brush; the FOURTH (unchosen) blob stays perfectly still in its original square-vertex position with its original shape and original colour all the way through the final frame, untouched by the brush. +- The target swatch in the upper-left stays untouched and unchanged throughout. +- By the final frame the merged new blob's colour matches the target swatch closely in both hue and lightness; the three contributing blobs have been visibly smeared / partly transported into the new mixing spot. +- The PAINTBRUSH (entering from off-screen) is the only tool that acts on the paint. No hand, no person, no finger, no second brush, no other tool, no extra object ever appears. Brush moves on its own through the air. +- One continuous physical motion (brush enters → picks up paint from chosen blob → drags to mixing spot → picks up paint from next chosen blob → picks up paint from third chosen blob → blends). No jump cuts, no teleporting, no fade frames. +- Background, palette surface, lighting, and camera viewpoint stay perfectly fixed. No labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv3_001.txt b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv3_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..597bb853f4bbcedca87898443c9f1bce5003ea37 --- /dev/null +++ b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv3_001.txt @@ -0,0 +1,10 @@ +On the palette in the input image there are exactly 4 paint blobs arranged at the vertices of a SQUARE (one blob at each of: top-left, top-right, bottom-left, bottom-right), plus the target-colour swatch in the upper-left corner. There is NO paintbrush in the input, the palette has only the swatch and the 4 blobs. One of the 4 blobs is plain BLACK (or plain WHITE); the other 3 are distinct chromatic colours. +The correct mixing rule for this instance is: pick exactly 3 of the 4 blobs and mix them at equal ratio (1/3 of each); the resulting mixed paint will match the target swatch in BOTH hue and lightness. Because one of the blobs is pure black or pure white, including or excluding that blob noticeably changes the lightness of the mix, reason about lightness as well as hue when choosing the subset. +Continue the input image as a video following the generic instructions: a clean dry paintbrush enters the frame from off-screen and, moving on its own through the air (no hand, no person), figures out and acts on the correct 3 of the 4 blobs (the triplet whose equal-ratio average matches the target swatch in both hue and lightness). The brush smears those three blobs together into one uniform new blob (in a new mixing spot on the palette) whose colour matches the target swatch. +Strict requirements: +- Exactly THREE blobs are touched and smeared by the brush; the FOURTH (unchosen) blob stays perfectly still in its original square-vertex position with its original shape and original colour all the way through the final frame, untouched by the brush. +- The target swatch in the upper-left stays untouched and unchanged throughout. +- By the final frame the merged new blob's colour matches the target swatch closely in both hue AND lightness; the three contributing blobs have been visibly smeared / partly transported into the new mixing spot. +- The PAINTBRUSH (entering from off-screen) is the only tool that acts on the paint. No hand, no person, no finger, no second brush, no other tool, no extra object ever appears. Brush moves on its own through the air. +- One continuous physical motion (brush enters → picks up paint from chosen blob → drags to mixing spot → picks up paint from next chosen blob → picks up paint from third chosen blob → blends). No jump cuts, no teleporting, no fade frames. +- Background, palette surface, lighting, and camera viewpoint stay perfectly fixed. No labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv3_002.txt b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv3_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..597bb853f4bbcedca87898443c9f1bce5003ea37 --- /dev/null +++ b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv3_002.txt @@ -0,0 +1,10 @@ +On the palette in the input image there are exactly 4 paint blobs arranged at the vertices of a SQUARE (one blob at each of: top-left, top-right, bottom-left, bottom-right), plus the target-colour swatch in the upper-left corner. There is NO paintbrush in the input, the palette has only the swatch and the 4 blobs. One of the 4 blobs is plain BLACK (or plain WHITE); the other 3 are distinct chromatic colours. +The correct mixing rule for this instance is: pick exactly 3 of the 4 blobs and mix them at equal ratio (1/3 of each); the resulting mixed paint will match the target swatch in BOTH hue and lightness. Because one of the blobs is pure black or pure white, including or excluding that blob noticeably changes the lightness of the mix, reason about lightness as well as hue when choosing the subset. +Continue the input image as a video following the generic instructions: a clean dry paintbrush enters the frame from off-screen and, moving on its own through the air (no hand, no person), figures out and acts on the correct 3 of the 4 blobs (the triplet whose equal-ratio average matches the target swatch in both hue and lightness). The brush smears those three blobs together into one uniform new blob (in a new mixing spot on the palette) whose colour matches the target swatch. +Strict requirements: +- Exactly THREE blobs are touched and smeared by the brush; the FOURTH (unchosen) blob stays perfectly still in its original square-vertex position with its original shape and original colour all the way through the final frame, untouched by the brush. +- The target swatch in the upper-left stays untouched and unchanged throughout. +- By the final frame the merged new blob's colour matches the target swatch closely in both hue AND lightness; the three contributing blobs have been visibly smeared / partly transported into the new mixing spot. +- The PAINTBRUSH (entering from off-screen) is the only tool that acts on the paint. No hand, no person, no finger, no second brush, no other tool, no extra object ever appears. Brush moves on its own through the air. +- One continuous physical motion (brush enters → picks up paint from chosen blob → drags to mixing spot → picks up paint from next chosen blob → picks up paint from third chosen blob → blends). No jump cuts, no teleporting, no fade frames. +- Background, palette surface, lighting, and camera viewpoint stay perfectly fixed. No labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv3_003.txt b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv3_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..97fc0181efd25f12ef2d1737d41e53f2d289555f --- /dev/null +++ b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv3_003.txt @@ -0,0 +1,10 @@ +On the palette in the input image there are exactly 3 paint blobs arranged at the vertices of a TRIANGLE (one blob at the top, one at the bottom-left, one at the bottom-right), plus the target-colour swatch in the upper-left corner. There is NO paintbrush in the input, the palette has only the swatch and the 3 blobs. +The correct mixing rule for this instance is: pick exactly 2 of the 3 blobs and mix them at equal ratio (1/2 of each); the resulting mixed paint will match the target swatch. +Continue the input image as a video following the generic instructions: a clean dry paintbrush enters the frame from off-screen and, moving on its own through the air (no hand, no person), figures out and acts on the correct 2 of the 3 blobs (the pair whose equal-ratio average colour matches the target swatch most closely). The brush smears those two blobs together into one uniform new blob (in a new mixing spot on the palette) whose colour matches the target swatch. +Strict requirements: +- Exactly TWO blobs are touched and smeared by the brush; the THIRD (unchosen) blob stays perfectly still in its original triangle-vertex position with its original shape and original colour all the way through the final frame, untouched by the brush. +- The target swatch in the upper-left stays untouched and unchanged throughout. +- By the final frame the merged new blob's colour matches the target swatch closely in both hue and lightness; the two contributing blobs have been visibly smeared / partly transported into the new mixing spot. +- The PAINTBRUSH (entering from off-screen) is the only tool that acts on the paint. No hand, no person, no finger, no second brush, no other tool, no extra object ever appears. Brush moves on its own through the air. +- One continuous physical motion (brush enters → picks up paint from chosen blob → drags to mixing spot → picks up paint from second chosen blob → blends). No jump cuts, no teleporting, no fade frames. +- Background, palette surface, lighting, and camera viewpoint stay perfectly fixed. No labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv3_004.txt b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv3_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..97fc0181efd25f12ef2d1737d41e53f2d289555f --- /dev/null +++ b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv3_004.txt @@ -0,0 +1,10 @@ +On the palette in the input image there are exactly 3 paint blobs arranged at the vertices of a TRIANGLE (one blob at the top, one at the bottom-left, one at the bottom-right), plus the target-colour swatch in the upper-left corner. There is NO paintbrush in the input, the palette has only the swatch and the 3 blobs. +The correct mixing rule for this instance is: pick exactly 2 of the 3 blobs and mix them at equal ratio (1/2 of each); the resulting mixed paint will match the target swatch. +Continue the input image as a video following the generic instructions: a clean dry paintbrush enters the frame from off-screen and, moving on its own through the air (no hand, no person), figures out and acts on the correct 2 of the 3 blobs (the pair whose equal-ratio average colour matches the target swatch most closely). The brush smears those two blobs together into one uniform new blob (in a new mixing spot on the palette) whose colour matches the target swatch. +Strict requirements: +- Exactly TWO blobs are touched and smeared by the brush; the THIRD (unchosen) blob stays perfectly still in its original triangle-vertex position with its original shape and original colour all the way through the final frame, untouched by the brush. +- The target swatch in the upper-left stays untouched and unchanged throughout. +- By the final frame the merged new blob's colour matches the target swatch closely in both hue and lightness; the two contributing blobs have been visibly smeared / partly transported into the new mixing spot. +- The PAINTBRUSH (entering from off-screen) is the only tool that acts on the paint. No hand, no person, no finger, no second brush, no other tool, no extra object ever appears. Brush moves on its own through the air. +- One continuous physical motion (brush enters → picks up paint from chosen blob → drags to mixing spot → picks up paint from second chosen blob → blends). No jump cuts, no teleporting, no fade frames. +- Background, palette surface, lighting, and camera viewpoint stay perfectly fixed. No labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv3_005.txt b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv3_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..f14f2c97c2133d8ffe1532dae2713f9a2d0aa439 --- /dev/null +++ b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv3_005.txt @@ -0,0 +1,10 @@ +On the palette in the input image there are exactly 4 paint blobs arranged at the vertices of a SQUARE (one blob at each of: top-left, top-right, bottom-left, bottom-right), plus the target-colour swatch in the upper-left corner. There is NO paintbrush in the input, the palette has only the swatch and the 4 blobs. All 4 blobs are distinct chromatic colours (no pure black or pure white). +The correct mixing rule for this instance is: pick exactly 3 of the 4 blobs and mix them at equal ratio (1/3 of each); the resulting mixed paint will match the target swatch. +Continue the input image as a video following the generic instructions: a clean dry paintbrush enters the frame from off-screen and, moving on its own through the air (no hand, no person), figures out and acts on the correct 3 of the 4 blobs (the triplet whose equal-ratio average colour matches the target swatch most closely). The brush smears those three blobs together into one uniform new blob (in a new mixing spot on the palette) whose colour matches the target swatch. +Strict requirements: +- Exactly THREE blobs are touched and smeared by the brush; the FOURTH (unchosen) blob stays perfectly still in its original square-vertex position with its original shape and original colour all the way through the final frame, untouched by the brush. +- The target swatch in the upper-left stays untouched and unchanged throughout. +- By the final frame the merged new blob's colour matches the target swatch closely in both hue and lightness; the three contributing blobs have been visibly smeared / partly transported into the new mixing spot. +- The PAINTBRUSH (entering from off-screen) is the only tool that acts on the paint. No hand, no person, no finger, no second brush, no other tool, no extra object ever appears. Brush moves on its own through the air. +- One continuous physical motion (brush enters → picks up paint from chosen blob → drags to mixing spot → picks up paint from next chosen blob → picks up paint from third chosen blob → blends). No jump cuts, no teleporting, no fade frames. +- Background, palette surface, lighting, and camera viewpoint stay perfectly fixed. No labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv3_006.txt b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv3_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..597bb853f4bbcedca87898443c9f1bce5003ea37 --- /dev/null +++ b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv3_006.txt @@ -0,0 +1,10 @@ +On the palette in the input image there are exactly 4 paint blobs arranged at the vertices of a SQUARE (one blob at each of: top-left, top-right, bottom-left, bottom-right), plus the target-colour swatch in the upper-left corner. There is NO paintbrush in the input, the palette has only the swatch and the 4 blobs. One of the 4 blobs is plain BLACK (or plain WHITE); the other 3 are distinct chromatic colours. +The correct mixing rule for this instance is: pick exactly 3 of the 4 blobs and mix them at equal ratio (1/3 of each); the resulting mixed paint will match the target swatch in BOTH hue and lightness. Because one of the blobs is pure black or pure white, including or excluding that blob noticeably changes the lightness of the mix, reason about lightness as well as hue when choosing the subset. +Continue the input image as a video following the generic instructions: a clean dry paintbrush enters the frame from off-screen and, moving on its own through the air (no hand, no person), figures out and acts on the correct 3 of the 4 blobs (the triplet whose equal-ratio average matches the target swatch in both hue and lightness). The brush smears those three blobs together into one uniform new blob (in a new mixing spot on the palette) whose colour matches the target swatch. +Strict requirements: +- Exactly THREE blobs are touched and smeared by the brush; the FOURTH (unchosen) blob stays perfectly still in its original square-vertex position with its original shape and original colour all the way through the final frame, untouched by the brush. +- The target swatch in the upper-left stays untouched and unchanged throughout. +- By the final frame the merged new blob's colour matches the target swatch closely in both hue AND lightness; the three contributing blobs have been visibly smeared / partly transported into the new mixing spot. +- The PAINTBRUSH (entering from off-screen) is the only tool that acts on the paint. No hand, no person, no finger, no second brush, no other tool, no extra object ever appears. Brush moves on its own through the air. +- One continuous physical motion (brush enters → picks up paint from chosen blob → drags to mixing spot → picks up paint from next chosen blob → picks up paint from third chosen blob → blends). No jump cuts, no teleporting, no fade frames. +- Background, palette surface, lighting, and camera viewpoint stay perfectly fixed. No labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv3_007.txt b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv3_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..597bb853f4bbcedca87898443c9f1bce5003ea37 --- /dev/null +++ b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv3_007.txt @@ -0,0 +1,10 @@ +On the palette in the input image there are exactly 4 paint blobs arranged at the vertices of a SQUARE (one blob at each of: top-left, top-right, bottom-left, bottom-right), plus the target-colour swatch in the upper-left corner. There is NO paintbrush in the input, the palette has only the swatch and the 4 blobs. One of the 4 blobs is plain BLACK (or plain WHITE); the other 3 are distinct chromatic colours. +The correct mixing rule for this instance is: pick exactly 3 of the 4 blobs and mix them at equal ratio (1/3 of each); the resulting mixed paint will match the target swatch in BOTH hue and lightness. Because one of the blobs is pure black or pure white, including or excluding that blob noticeably changes the lightness of the mix, reason about lightness as well as hue when choosing the subset. +Continue the input image as a video following the generic instructions: a clean dry paintbrush enters the frame from off-screen and, moving on its own through the air (no hand, no person), figures out and acts on the correct 3 of the 4 blobs (the triplet whose equal-ratio average matches the target swatch in both hue and lightness). The brush smears those three blobs together into one uniform new blob (in a new mixing spot on the palette) whose colour matches the target swatch. +Strict requirements: +- Exactly THREE blobs are touched and smeared by the brush; the FOURTH (unchosen) blob stays perfectly still in its original square-vertex position with its original shape and original colour all the way through the final frame, untouched by the brush. +- The target swatch in the upper-left stays untouched and unchanged throughout. +- By the final frame the merged new blob's colour matches the target swatch closely in both hue AND lightness; the three contributing blobs have been visibly smeared / partly transported into the new mixing spot. +- The PAINTBRUSH (entering from off-screen) is the only tool that acts on the paint. No hand, no person, no finger, no second brush, no other tool, no extra object ever appears. Brush moves on its own through the air. +- One continuous physical motion (brush enters → picks up paint from chosen blob → drags to mixing spot → picks up paint from next chosen blob → picks up paint from third chosen blob → blends). No jump cuts, no teleporting, no fade frames. +- Background, palette surface, lighting, and camera viewpoint stay perfectly fixed. No labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv3_008.txt b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv3_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..597bb853f4bbcedca87898443c9f1bce5003ea37 --- /dev/null +++ b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv3_008.txt @@ -0,0 +1,10 @@ +On the palette in the input image there are exactly 4 paint blobs arranged at the vertices of a SQUARE (one blob at each of: top-left, top-right, bottom-left, bottom-right), plus the target-colour swatch in the upper-left corner. There is NO paintbrush in the input, the palette has only the swatch and the 4 blobs. One of the 4 blobs is plain BLACK (or plain WHITE); the other 3 are distinct chromatic colours. +The correct mixing rule for this instance is: pick exactly 3 of the 4 blobs and mix them at equal ratio (1/3 of each); the resulting mixed paint will match the target swatch in BOTH hue and lightness. Because one of the blobs is pure black or pure white, including or excluding that blob noticeably changes the lightness of the mix, reason about lightness as well as hue when choosing the subset. +Continue the input image as a video following the generic instructions: a clean dry paintbrush enters the frame from off-screen and, moving on its own through the air (no hand, no person), figures out and acts on the correct 3 of the 4 blobs (the triplet whose equal-ratio average matches the target swatch in both hue and lightness). The brush smears those three blobs together into one uniform new blob (in a new mixing spot on the palette) whose colour matches the target swatch. +Strict requirements: +- Exactly THREE blobs are touched and smeared by the brush; the FOURTH (unchosen) blob stays perfectly still in its original square-vertex position with its original shape and original colour all the way through the final frame, untouched by the brush. +- The target swatch in the upper-left stays untouched and unchanged throughout. +- By the final frame the merged new blob's colour matches the target swatch closely in both hue AND lightness; the three contributing blobs have been visibly smeared / partly transported into the new mixing spot. +- The PAINTBRUSH (entering from off-screen) is the only tool that acts on the paint. No hand, no person, no finger, no second brush, no other tool, no extra object ever appears. Brush moves on its own through the air. +- One continuous physical motion (brush enters → picks up paint from chosen blob → drags to mixing spot → picks up paint from next chosen blob → picks up paint from third chosen blob → blends). No jump cuts, no teleporting, no fade frames. +- Background, palette surface, lighting, and camera viewpoint stay perfectly fixed. No labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv3_009.txt b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv3_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..597bb853f4bbcedca87898443c9f1bce5003ea37 --- /dev/null +++ b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv3_009.txt @@ -0,0 +1,10 @@ +On the palette in the input image there are exactly 4 paint blobs arranged at the vertices of a SQUARE (one blob at each of: top-left, top-right, bottom-left, bottom-right), plus the target-colour swatch in the upper-left corner. There is NO paintbrush in the input, the palette has only the swatch and the 4 blobs. One of the 4 blobs is plain BLACK (or plain WHITE); the other 3 are distinct chromatic colours. +The correct mixing rule for this instance is: pick exactly 3 of the 4 blobs and mix them at equal ratio (1/3 of each); the resulting mixed paint will match the target swatch in BOTH hue and lightness. Because one of the blobs is pure black or pure white, including or excluding that blob noticeably changes the lightness of the mix, reason about lightness as well as hue when choosing the subset. +Continue the input image as a video following the generic instructions: a clean dry paintbrush enters the frame from off-screen and, moving on its own through the air (no hand, no person), figures out and acts on the correct 3 of the 4 blobs (the triplet whose equal-ratio average matches the target swatch in both hue and lightness). The brush smears those three blobs together into one uniform new blob (in a new mixing spot on the palette) whose colour matches the target swatch. +Strict requirements: +- Exactly THREE blobs are touched and smeared by the brush; the FOURTH (unchosen) blob stays perfectly still in its original square-vertex position with its original shape and original colour all the way through the final frame, untouched by the brush. +- The target swatch in the upper-left stays untouched and unchanged throughout. +- By the final frame the merged new blob's colour matches the target swatch closely in both hue AND lightness; the three contributing blobs have been visibly smeared / partly transported into the new mixing spot. +- The PAINTBRUSH (entering from off-screen) is the only tool that acts on the paint. No hand, no person, no finger, no second brush, no other tool, no extra object ever appears. Brush moves on its own through the air. +- One continuous physical motion (brush enters → picks up paint from chosen blob → drags to mixing spot → picks up paint from next chosen blob → picks up paint from third chosen blob → blends). No jump cuts, no teleporting, no fade frames. +- Background, palette surface, lighting, and camera viewpoint stay perfectly fixed. No labels, no text, no numbers, no arrows, no annotations, no glitches. diff --git a/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv3_010.txt b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv3_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..597bb853f4bbcedca87898443c9f1bce5003ea37 --- /dev/null +++ b/bench_data/color_mix/prompt/video_gen_prompt/color_mix_lv3_010.txt @@ -0,0 +1,10 @@ +On the palette in the input image there are exactly 4 paint blobs arranged at the vertices of a SQUARE (one blob at each of: top-left, top-right, bottom-left, bottom-right), plus the target-colour swatch in the upper-left corner. There is NO paintbrush in the input, the palette has only the swatch and the 4 blobs. One of the 4 blobs is plain BLACK (or plain WHITE); the other 3 are distinct chromatic colours. +The correct mixing rule for this instance is: pick exactly 3 of the 4 blobs and mix them at equal ratio (1/3 of each); the resulting mixed paint will match the target swatch in BOTH hue and lightness. Because one of the blobs is pure black or pure white, including or excluding that blob noticeably changes the lightness of the mix, reason about lightness as well as hue when choosing the subset. +Continue the input image as a video following the generic instructions: a clean dry paintbrush enters the frame from off-screen and, moving on its own through the air (no hand, no person), figures out and acts on the correct 3 of the 4 blobs (the triplet whose equal-ratio average matches the target swatch in both hue and lightness). The brush smears those three blobs together into one uniform new blob (in a new mixing spot on the palette) whose colour matches the target swatch. +Strict requirements: +- Exactly THREE blobs are touched and smeared by the brush; the FOURTH (unchosen) blob stays perfectly still in its original square-vertex position with its original shape and original colour all the way through the final frame, untouched by the brush. +- The target swatch in the upper-left stays untouched and unchanged throughout. +- By the final frame the merged new blob's colour matches the target swatch closely in both hue AND lightness; the three contributing blobs have been visibly smeared / partly transported into the new mixing spot. +- The PAINTBRUSH (entering from off-screen) is the only tool that acts on the paint. No hand, no person, no finger, no second brush, no other tool, no extra object ever appears. Brush moves on its own through the air. +- One continuous physical motion (brush enters → picks up paint from chosen blob → drags to mixing spot → picks up paint from next chosen blob → picks up paint from third chosen blob → blends). No jump cuts, no teleporting, no fade frames. +- Background, palette surface, lighting, and camera viewpoint stay perfectly fixed. 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sha256:481ae92452da6e041a87c33c1a34ddc4415565e4cdd0afd80127daac07acba2c +size 2598778 diff --git a/bench_data/euler_path/judge_spec/_completeness_judge.txt b/bench_data/euler_path/judge_spec/_completeness_judge.txt new file mode 100644 index 0000000000000000000000000000000000000000..b3c4dbd97dd0f7d16c2fe8f6eaa3e206970427ff --- /dev/null +++ b/bench_data/euler_path/judge_spec/_completeness_judge.txt @@ -0,0 +1,8 @@ +Completeness scoring, three tiers (0 / 1 / 2), by how far the goal was carried out. +Tier 2 does NOT require flawless / perfect execution: near-complete (goal essentially reached, minor imperfections allowed) still counts as 2. +OVERRIDE (applies to every task): if the output changes drastically from the input image, unrelated new elements suddenly appear, or the scene differs wholesale from the input, score 0, regardless of any apparent task progress. +GUIDING PRINCIPLE: generated video is uncontrollable and may sprout odd elements. As a rule of thumb, if the procedure is carried out step by step but the final answer is simply wrong, give 1 (not 0). Reserve 0 for: the procedure is not attempted at all, or the output breaks / deviates drastically from the input (see OVERRIDE). + +0: The car does not follow the roads (jumps / cuts across / barely moves), or the scene deviates drastically from the input. +1: The car drives along the roads step by step but leaves more than two segments undriven and/or repeats segments. +2: The car drives essentially all road segments, missing at most TWO segments, moving only along the roads. diff --git a/bench_data/euler_path/judge_spec/_judge_rubric_euler_path.json b/bench_data/euler_path/judge_spec/_judge_rubric_euler_path.json new file mode 100644 index 0000000000000000000000000000000000000000..85b07a8c41bf08f2b6a4192333bf43d7060e5b82 --- /dev/null +++ b/bench_data/euler_path/judge_spec/_judge_rubric_euler_path.json @@ -0,0 +1,14 @@ +[ + { + "id": "euler_path_001", + "rubric": [ + "Overall task: starting from the green parking spot in the input, the toy car drives continuously along the wooden track between parking spots so that EVERY road segment is driven EXACTLY once. The car may end at any parking spot (including a different one from the start).", + "Start respected: the car begins at the green parking spot from the input.", + "Path continuity: the sequence of traversed roads forms a connected walk, each road starts at the parking spot where the previous road ended.", + "Stays on roads: the car only follows existing roads; it never cuts across the surrounding terrain or jumps between non-adjacent parking spots.", + "No phantom traversals: the car never traverses a road that was not in the input layout.", + "Continuous motion: the car moves smoothly along each road from one spot to the next; no teleporting, no hard cuts mid-edge.", + "One road at a time: the car is on at most one road at any moment and finishes one before starting the next." + ] + } +] diff --git a/bench_data/euler_path/prompt/video_gen_prompt/euler_path.txt b/bench_data/euler_path/prompt/video_gen_prompt/euler_path.txt new file mode 100644 index 0000000000000000000000000000000000000000..f75d8338dce638570cf254e40473d4fc3188628d --- /dev/null +++ b/bench_data/euler_path/prompt/video_gen_prompt/euler_path.txt @@ -0,0 +1,7 @@ +Animate the toy car starting from the green parking spot, driving along the wooden track between parking spots so that **every road segment is driven exactly once**. + +Notes: +1. 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--- /dev/null +++ b/bench_data/expand_3d_to_2d/judge_spec/_completeness_judge.txt @@ -0,0 +1,8 @@ +Completeness scoring, three tiers (0 / 1 / 2), by how far the goal was carried out. +Tier 2 does NOT require flawless / perfect execution: near-complete (goal essentially reached, minor imperfections allowed) still counts as 2. +OVERRIDE (applies to every task): if the output changes drastically from the input image, unrelated new elements suddenly appear, or the scene differs wholesale from the input, score 0, regardless of any apparent task progress. +GUIDING PRINCIPLE: generated video is uncontrollable and may sprout odd elements. As a rule of thumb, if the procedure is carried out step by step but the final answer is simply wrong, give 1 (not 0). Reserve 0 for: the procedure is not attempted at all, or the output breaks / deviates drastically from the input (see OVERRIDE). + +0: Shape stays 3D / barely unfolds, or faces are added / removed / recolored, or it collapses into something other than the target net. +1: Partially unfolds, some faces lie flat, but it never becomes fully flat or the flat layout does not match the target net. +2: All faces end coplanar, forming the single connected 2D net that matches the top-left illustration. One flap not perfectly flat is fine if the net's topology (which faces touch which) is correct. diff --git a/bench_data/expand_3d_to_2d/judge_spec/_judge_rubric_expand_3d_to_2d.json b/bench_data/expand_3d_to_2d/judge_spec/_judge_rubric_expand_3d_to_2d.json new file mode 100644 index 0000000000000000000000000000000000000000..158f29a4b63ecd2e3ffb8fedad7568d54e50a7f0 --- /dev/null +++ b/bench_data/expand_3d_to_2d/judge_spec/_judge_rubric_expand_3d_to_2d.json @@ -0,0 +1,5957 @@ +[ + { + "id": "expand_3d_to_2d_lv1_001", + "answer": { + "level": "lv1", + "solid_type": "cube", + "solid_parameters": { + "size": 1.3186603871839881 + }, + "vertex_count_3d": 8, + "edge_count_3d": 12, + "face_count": 6, + "face_shape_summary": "6 squares (a cube)", + "net": { + "kind": "polyhedron", + "tree_edge_count": 5, + "cut_edge_count": 7, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 3 + ], + [ + 2, + 3 + ], + [ + 4, + 5 + ], + [ + 5, + 6 + ] + ], + "cut_edges": [ + [ + 0, + 4 + ], + [ + 1, + 2 + ], + [ + 1, + 5 + ], + [ + 2, + 6 + ], + [ + 3, + 7 + ], + [ + 4, + 7 + ], + [ + 6, + 7 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.3186603871839881, + 0.0 + ], + [ + 1.3186603871839881, + 1.3186603871839881 + ], + [ + 0.0, + 1.3186603871839881 + ] + ], + [ + [ + -1.3186603871839881, + 0.0 + ], + [ + -1.3186603871839881, + 1.3186603871839881 + ], + [ + -2.6373207743679763, + 1.3186603871839881 + ], + [ + -2.6373207743679763, + 0.0 + ] + ], + [ + [ + 0.0, + 0.0 + ], + [ + 0.0, + 1.3186603871839881 + ], + [ + -1.3186603871839881, + 1.3186603871839881 + ], + [ + -1.3186603871839881, + 0.0 + ] + ], + [ + [ + -1.3186603871839881, + 2.6373207743679763 + ], + [ + -2.6373207743679763, + 2.6373207743679763 + ], + [ + -2.6373207743679763, + 1.3186603871839881 + ], + [ + -1.3186603871839881, + 1.3186603871839881 + ] + ], + [ + [ + 1.3186603871839881, + 1.3186603871839881 + ], + [ + 1.3186603871839881, + 0.0 + ], + [ + 2.6373207743679763, + 0.0 + ], + [ + 2.6373207743679763, + 1.3186603871839881 + ] + ], + [ + [ + 1.3186603871839881, + 0.0 + ], + [ + 0.0, + 0.0 + ], + [ + 0.0, + -1.3186603871839881 + ], + [ + 1.3186603871839881, + -1.3186603871839881 + ] + ] + ] + } + }, + "rubric": [ + "The output is a 2D NET,every face of the input solid lies flat in a single plane, no 3D perspective on individual faces. The original 3D solid does not appear in the output. The final flat net matches the flat-net illustration shown at the top-left of the input image.", + "The net contains exactly the same faces as the input solid: 6 squares (a cube). No face is added, removed, resized, or replaced with a different shape.", + "The net is a single connected piece: every face is reachable from every other face by crossing only fold lines. Disconnected fragments are not allowed.", + "Layout: exactly 6 polygons connected by 5 fold edges, with the polygons matching the input solid's faces. No two faces overlap in 2D, and no empty region is left enclosed inside the net's outline.", + "For video outputs: the unfolding proceeds as a continuous physical process, faces hinge open about their fold edges, no sudden teleport from solid to flat. Faces remain rigid (no stretching) and stay connected at their fold edges throughout." + ] + }, + { + "id": "expand_3d_to_2d_lv1_002", + "answer": { + "level": "lv1", + "solid_type": "cuboid", + "solid_parameters": { + "sx": 1.816758725617527, + "sy": 1.0527501206068839, + "sz": 0.7325671038499479 + }, + "vertex_count_3d": 8, + "edge_count_3d": 12, + "face_count": 6, + "face_shape_summary": "6 rectangles (a rectangular box)", + "net": { + "kind": "polyhedron", + "tree_edge_count": 5, + "cut_edge_count": 7, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 1, + 5 + ], + [ + 2, + 6 + ], + [ + 3, + 7 + ], + [ + 4, + 5 + ] + ], + "cut_edges": [ + [ + 0, + 3 + ], + [ + 0, + 4 + ], + [ + 1, + 2 + ], + [ + 2, + 3 + ], + [ + 4, + 7 + ], + [ + 5, + 6 + ], + [ + 6, + 7 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.0527501206068839, + 0.0 + ], + [ + 1.0527501206068839, + 1.816758725617527 + ], + [ + 0.0, + 1.816758725617527 + ] + ], + [ + [ + -0.7325671038499479, + 0.0 + ], + [ + -0.7325671038499479, + 1.816758725617527 + ], + [ + -1.7853172244568318, + 1.816758725617527 + ], + [ + -1.7853172244568318, + 0.0 + ] + ], + [ + [ + 0.0, + 0.0 + ], + [ + 0.0, + 1.816758725617527 + ], + [ + -0.7325671038499479, + 1.816758725617527 + ], + [ + -0.7325671038499479, + 0.0 + ] + ], + [ + [ + 0.0, + 1.816758725617527 + ], + [ + 0.0, + 2.869508846224411 + ], + [ + -0.7325671038499479, + 2.869508846224411 + ], + [ + -0.7325671038499479, + 1.816758725617527 + ] + ], + [ + [ + 0.0, + 2.869508846224411 + ], + [ + 0.0, + 4.686267571841938 + ], + [ + -0.7325671038499479, + 4.686267571841938 + ], + [ + -0.7325671038499479, + 2.869508846224411 + ] + ], + [ + [ + 0.0, + 4.686267571841938 + ], + [ + 0.0, + 5.739017692448822 + ], + [ + -0.7325671038499479, + 5.739017692448822 + ], + [ + -0.7325671038499479, + 4.686267571841938 + ] + ] + ] + } + }, + "rubric": [ + "The output is a 2D NET,every face of the input solid lies flat in a single plane, no 3D perspective on individual faces. The original 3D solid does not appear in the output. The final flat net matches the flat-net illustration shown at the top-left of the input image.", + "The net contains exactly the same faces as the input solid: 6 rectangles (a rectangular box). No face is added, removed, resized, or replaced with a different shape.", + "The net is a single connected piece: every face is reachable from every other face by crossing only fold lines. Disconnected fragments are not allowed.", + "Layout: exactly 6 polygons connected by 5 fold edges, with the polygons matching the input solid's faces. No two faces overlap in 2D, and no empty region is left enclosed inside the net's outline.", + "For video outputs: the unfolding proceeds as a continuous physical process, faces hinge open about their fold edges, no sudden teleport from solid to flat. Faces remain rigid (no stretching) and stay connected at their fold edges throughout." + ] + }, + { + "id": "expand_3d_to_2d_lv1_003", + "answer": { + "level": "lv1", + "solid_type": "reg_pyramid_4", + "solid_parameters": { + "n": 4, + "R": 1.155947147970567, + "H": 1.4833595497760204 + }, + "vertex_count_3d": 5, + "edge_count_3d": 8, + "face_count": 5, + "face_shape_summary": "1 regular quadrilateral base + 4 isoceles triangles (regular 4-gonal pyramid)", + "net": { + "kind": "polyhedron", + "tree_edge_count": 4, + "cut_edge_count": 4, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 3 + ], + [ + 1, + 2 + ], + [ + 2, + 4 + ] + ], + "cut_edges": [ + [ + 0, + 4 + ], + [ + 1, + 4 + ], + [ + 2, + 3 + ], + [ + 3, + 4 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.634756134046475, + 1.1262187737480354e-16 + ], + [ + 1.634756134046475, + 1.634756134046475 + ], + [ + 1.0126215682925164e-16, + 1.634756134046475 + ] + ], + [ + [ + 1.0126215682925164e-16, + 1.634756134046475 + ], + [ + 1.634756134046475, + 1.634756134046475 + ], + [ + 0.8173780670232376, + 3.3284097167966085 + ] + ], + [ + [ + 1.634756134046475, + 1.634756134046475 + ], + [ + 1.634756134046475, + 2.220446049250313e-16 + ], + [ + 3.3284097167966085, + 0.8173780670232376 + ] + ], + [ + [ + 1.634756134046475, + 2.220446049250313e-16 + ], + [ + 2.9145745527446447, + -1.0171000112887085 + ], + [ + 3.3284097167966085, + 0.8173780670232375 + ] + ], + [ + [ + 2.1100385098627204e-18, + -1.3070270608044395e-34 + ], + [ + 1.0126215682925164e-16, + 1.634756134046475 + ], + [ + -1.6936535827501331, + 0.8173780670232376 + ] + ] + ] + } + }, + "rubric": [ + "The output is a 2D NET,every face of the input solid lies flat in a single plane, no 3D perspective on individual faces. The original 3D solid does not appear in the output. The final flat net matches the flat-net illustration shown at the top-left of the input image.", + "The net contains exactly the same faces as the input solid: 1 regular quadrilateral base + 4 isoceles triangles (regular 4-gonal pyramid). No face is added, removed, resized, or replaced with a different shape.", + "The net is a single connected piece: every face is reachable from every other face by crossing only fold lines. Disconnected fragments are not allowed.", + "Layout: exactly 5 polygons connected by 4 fold edges, with the polygons matching the input solid's faces. No two faces overlap in 2D, and no empty region is left enclosed inside the net's outline.", + "For video outputs: the unfolding proceeds as a continuous physical process, faces hinge open about their fold edges, no sudden teleport from solid to flat. Faces remain rigid (no stretching) and stay connected at their fold edges throughout." + ] + }, + { + "id": "expand_3d_to_2d_lv1_004", + "answer": { + "level": "lv1", + "solid_type": "reg_prism_3", + "solid_parameters": { + "n": 3, + "R": 1.0711878777030437, + "H": 1.5201935763323515 + }, + "vertex_count_3d": 6, + "edge_count_3d": 9, + "face_count": 5, + "face_shape_summary": "2 regular triangle bases + 3 rectangles (right regular 3-gonal prism)", + "net": { + "kind": "polyhedron", + "tree_edge_count": 4, + "cut_edge_count": 5, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 2 + ], + [ + 1, + 2 + ], + [ + 4, + 5 + ] + ], + "cut_edges": [ + [ + 0, + 3 + ], + [ + 1, + 4 + ], + [ + 2, + 5 + ], + [ + 3, + 4 + ], + [ + 3, + 5 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.8553518286335484, + 3.0160109252850926e-32 + ], + [ + 0.9276759143167747, + 1.6067818165545658 + ] + ], + [ + [ + 0.9276759143167747, + -3.1269753928869175 + ], + [ + 1.8553518286335484, + -1.5201935763323515 + ], + [ + 0.0, + -1.5201935763323515 + ] + ], + [ + [ + 0.9276759143167747, + 1.6067818165545658 + ], + [ + 1.8553518286335484, + 0.0 + ], + [ + 3.1718780844072834, + 0.7600967881661754 + ], + [ + 2.2442021700905097, + 2.3668786047207413 + ] + ], + [ + [ + 1.8553518286335484, + 3.0160109252850926e-32 + ], + [ + 0.0, + 0.0 + ], + [ + 2.471186523228506e-32, + -1.5201935763323515 + ], + [ + 1.8553518286335484, + -1.5201935763323515 + ] + ], + [ + [ + 0.0, + 0.0 + ], + [ + 0.9276759143167747, + 1.6067818165545658 + ], + [ + -0.3888503414569596, + 2.3668786047207417 + ], + [ + -1.3165262557737343, + 0.7600967881661759 + ] + ] + ] + } + }, + "rubric": [ + "The output is a 2D NET,every face of the input solid lies flat in a single plane, no 3D perspective on individual faces. The original 3D solid does not appear in the output. The final flat net matches the flat-net illustration shown at the top-left of the input image.", + "The net contains exactly the same faces as the input solid: 2 regular triangle bases + 3 rectangles (right regular 3-gonal prism). No face is added, removed, resized, or replaced with a different shape.", + "The net is a single connected piece: every face is reachable from every other face by crossing only fold lines. Disconnected fragments are not allowed.", + "Layout: exactly 5 polygons connected by 4 fold edges, with the polygons matching the input solid's faces. No two faces overlap in 2D, and no empty region is left enclosed inside the net's outline.", + "For video outputs: the unfolding proceeds as a continuous physical process, faces hinge open about their fold edges, no sudden teleport from solid to flat. Faces remain rigid (no stretching) and stay connected at their fold edges throughout." + ] + }, + { + "id": "expand_3d_to_2d_lv1_005", + "answer": { + "level": "lv1", + "solid_type": "cube", + "solid_parameters": { + "size": 1.1932441585944038 + }, + "vertex_count_3d": 8, + "edge_count_3d": 12, + "face_count": 6, + "face_shape_summary": "6 squares (a cube)", + "net": { + "kind": "polyhedron", + "tree_edge_count": 5, + "cut_edge_count": 7, + "tree_edges": [ + [ + 1, + 2 + ], + [ + 1, + 5 + ], + [ + 3, + 7 + ], + [ + 5, + 6 + ], + [ + 6, + 7 + ] + ], + "cut_edges": [ + [ + 0, + 1 + ], + [ + 0, + 3 + ], + [ + 0, + 4 + ], + [ + 2, + 3 + ], + [ + 2, + 6 + ], + [ + 4, + 5 + ], + [ + 4, + 7 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.1932441585944038, + 0.0 + ], + [ + 1.1932441585944038, + 1.1932441585944038 + ], + [ + 0.0, + 1.1932441585944038 + ] + ], + [ + [ + 0.0, + 3.5797324757832114 + ], + [ + 0.0, + 2.3864883171888076 + ], + [ + 1.1932441585944038, + 2.3864883171888076 + ], + [ + 1.1932441585944038, + 3.5797324757832114 + ] + ], + [ + [ + -1.1932441585944038, + 1.1932441585944038 + ], + [ + 0.0, + 1.1932441585944038 + ], + [ + 0.0, + 2.3864883171888076 + ], + [ + -1.1932441585944038, + 2.3864883171888076 + ] + ], + [ + [ + 0.0, + 1.1932441585944038 + ], + [ + 1.1932441585944038, + 1.1932441585944038 + ], + [ + 1.1932441585944038, + 2.3864883171888076 + ], + [ + 0.0, + 2.3864883171888076 + ] + ], + [ + [ + 2.3864883171888076, + 2.3864883171888076 + ], + [ + 2.3864883171888076, + 3.5797324757832114 + ], + [ + 1.1932441585944038, + 3.5797324757832114 + ], + [ + 1.1932441585944038, + 2.3864883171888076 + ] + ], + [ + [ + 2.3864883171888076, + 3.5797324757832114 + ], + [ + 2.3864883171888076, + 4.772976634377615 + ], + [ + 1.1932441585944038, + 4.772976634377615 + ], + [ + 1.1932441585944038, + 3.5797324757832114 + ] + ] + ] + } + }, + "rubric": [ + "The output is a 2D NET,every face of the input solid lies flat in a single plane, no 3D perspective on individual faces. The original 3D solid does not appear in the output. The final flat net matches the flat-net illustration shown at the top-left of the input image.", + "The net contains exactly the same faces as the input solid: 6 squares (a cube). No face is added, removed, resized, or replaced with a different shape.", + "The net is a single connected piece: every face is reachable from every other face by crossing only fold lines. Disconnected fragments are not allowed.", + "Layout: exactly 6 polygons connected by 5 fold edges, with the polygons matching the input solid's faces. No two faces overlap in 2D, and no empty region is left enclosed inside the net's outline.", + "For video outputs: the unfolding proceeds as a continuous physical process, faces hinge open about their fold edges, no sudden teleport from solid to flat. Faces remain rigid (no stretching) and stay connected at their fold edges throughout." + ] + }, + { + "id": "expand_3d_to_2d_lv1_006", + "answer": { + "level": "lv1", + "solid_type": "cuboid", + "solid_parameters": { + "sx": 2.0150385719738817, + "sy": 0.8715989577318947, + "sz": 1.0883150574106932 + }, + "vertex_count_3d": 8, + "edge_count_3d": 12, + "face_count": 6, + "face_shape_summary": "6 rectangles (a rectangular box)", + "net": { + "kind": "polyhedron", + "tree_edge_count": 5, + "cut_edge_count": 7, + "tree_edges": [ + [ + 0, + 3 + ], + [ + 0, + 4 + ], + [ + 2, + 3 + ], + [ + 2, + 6 + ], + [ + 4, + 7 + ] + ], + "cut_edges": [ + [ + 0, + 1 + ], + [ + 1, + 2 + ], + [ + 1, + 5 + ], + [ + 3, + 7 + ], + [ + 4, + 5 + ], + [ + 5, + 6 + ], + [ + 6, + 7 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 0.8715989577318947, + 0.0 + ], + [ + 0.8715989577318947, + 2.0150385719738817 + ], + [ + 0.0, + 2.0150385719738817 + ] + ], + [ + [ + 0.0, + -1.0883150574106932 + ], + [ + 0.0, + -3.103353629384575 + ], + [ + 0.8715989577318947, + -3.103353629384575 + ], + [ + 0.8715989577318947, + -1.0883150574106932 + ] + ], + [ + [ + 0.0, + 0.0 + ], + [ + -2.0150385719738817, + 0.0 + ], + [ + -2.0150385719738817, + -1.0883150574106932 + ], + [ + 0.0, + -1.0883150574106932 + ] + ], + [ + [ + 0.8715989577318947, + 2.8866375297057765 + ], + [ + 0.8715989577318947, + 2.0150385719738817 + ], + [ + 1.959914015142588, + 2.0150385719738817 + ], + [ + 1.959914015142588, + 2.8866375297057765 + ] + ], + [ + [ + 0.8715989577318947, + 2.0150385719738817 + ], + [ + 0.8715989577318947, + 0.0 + ], + [ + 1.959914015142588, + 0.0 + ], + [ + 1.959914015142588, + 2.0150385719738817 + ] + ], + [ + [ + 0.8715989577318947, + 0.0 + ], + [ + 0.0, + 0.0 + ], + [ + 0.0, + -1.0883150574106932 + ], + [ + 0.8715989577318947, + -1.0883150574106932 + ] + ] + ] + } + }, + "rubric": [ + "The output is a 2D NET,every face of the input solid lies flat in a single plane, no 3D perspective on individual faces. The original 3D solid does not appear in the output. The final flat net matches the flat-net illustration shown at the top-left of the input image.", + "The net contains exactly the same faces as the input solid: 6 rectangles (a rectangular box). No face is added, removed, resized, or replaced with a different shape.", + "The net is a single connected piece: every face is reachable from every other face by crossing only fold lines. Disconnected fragments are not allowed.", + "Layout: exactly 6 polygons connected by 5 fold edges, with the polygons matching the input solid's faces. No two faces overlap in 2D, and no empty region is left enclosed inside the net's outline.", + "For video outputs: the unfolding proceeds as a continuous physical process, faces hinge open about their fold edges, no sudden teleport from solid to flat. Faces remain rigid (no stretching) and stay connected at their fold edges throughout." + ] + }, + { + "id": "expand_3d_to_2d_lv1_007", + "answer": { + "level": "lv1", + "solid_type": "reg_prism_3", + "solid_parameters": { + "n": 3, + "R": 1.0136194340013889, + "H": 1.3675616461434799 + }, + "vertex_count_3d": 6, + "edge_count_3d": 9, + "face_count": 5, + "face_shape_summary": "2 regular triangle bases + 3 rectangles (right regular 3-gonal prism)", + "net": { + "kind": "polyhedron", + "tree_edge_count": 4, + "cut_edge_count": 5, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 3 + ], + [ + 3, + 5 + ], + [ + 4, + 5 + ] + ], + "cut_edges": [ + [ + 0, + 2 + ], + [ + 1, + 2 + ], + [ + 1, + 4 + ], + [ + 2, + 5 + ], + [ + 3, + 4 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.755640359229614, + -3.915476685561155e-32 + ], + [ + 0.8778201796148074, + 1.5204291510020835 + ] + ], + [ + [ + 2.0621633064163265, + 2.204209974073823 + ], + [ + 2.9399834860311342, + 3.724639125075906 + ], + [ + 1.1843431268015199, + 3.724639125075907 + ] + ], + [ + [ + 0.8778201796148074, + 1.5204291510020835 + ], + [ + 1.7556403592296137, + 0.0 + ], + [ + 2.9399834860311325, + 0.6837808230717396 + ], + [ + 2.0621633064163265, + 2.204209974073823 + ] + ], + [ + [ + 2.939983486031135, + 5.092200771219385 + ], + [ + 1.1843431268015214, + 5.092200771219387 + ], + [ + 1.1843431268015203, + 3.724639125075907 + ], + [ + 2.9399834860311342, + 3.724639125075906 + ] + ], + [ + [ + 7.771561172376096e-16, + 3.0408583020041675 + ], + [ + 0.8778201796148074, + 1.5204291510020835 + ], + [ + 2.0621633064163265, + 2.204209974073823 + ], + [ + 1.1843431268015199, + 3.724639125075907 + ] + ] + ] + } + }, + "rubric": [ + "The output is a 2D NET,every face of the input solid lies flat in a single plane, no 3D perspective on individual faces. The original 3D solid does not appear in the output. The final flat net matches the flat-net illustration shown at the top-left of the input image.", + "The net contains exactly the same faces as the input solid: 2 regular triangle bases + 3 rectangles (right regular 3-gonal prism). No face is added, removed, resized, or replaced with a different shape.", + "The net is a single connected piece: every face is reachable from every other face by crossing only fold lines. Disconnected fragments are not allowed.", + "Layout: exactly 5 polygons connected by 4 fold edges, with the polygons matching the input solid's faces. No two faces overlap in 2D, and no empty region is left enclosed inside the net's outline.", + "For video outputs: the unfolding proceeds as a continuous physical process, faces hinge open about their fold edges, no sudden teleport from solid to flat. Faces remain rigid (no stretching) and stay connected at their fold edges throughout." + ] + }, + { + "id": "expand_3d_to_2d_lv1_008", + "answer": { + "level": "lv1", + "solid_type": "reg_pyramid_4", + "solid_parameters": { + "n": 4, + "R": 1.006615474374084, + "H": 1.3300888288898467 + }, + "vertex_count_3d": 5, + "edge_count_3d": 8, + "face_count": 5, + "face_shape_summary": "1 regular quadrilateral base + 4 isoceles triangles (regular 4-gonal pyramid)", + "net": { + "kind": "polyhedron", + "tree_edge_count": 4, + "cut_edge_count": 4, + "tree_edges": [ + [ + 1, + 2 + ], + [ + 1, + 4 + ], + [ + 2, + 4 + ], + [ + 3, + 4 + ] + ], + "cut_edges": [ + [ + 0, + 1 + ], + [ + 0, + 3 + ], + [ + 0, + 4 + ], + [ + 2, + 3 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.4235692559544564, + -1.9868883798433983e-17 + ], + [ + 1.4235692559544566, + 1.4235692559544562 + ], + [ + 1.5839217331141325e-16, + 1.4235692559544566 + ] + ], + [ + [ + 2.522323207937622, + 2.3287151997116498 + ], + [ + 1.4235692559544566, + 1.4235692559544562 + ], + [ + 2.932136009320792, + 0.7117846279772276 + ] + ], + [ + [ + 1.4235692559544566, + 1.4235692559544562 + ], + [ + 1.4235692559544564, + -9.35531729783735e-33 + ], + [ + 2.9321360093207915, + 0.7117846279772277 + ] + ], + [ + [ + 1.4235692559544564, + -9.35531729783735e-33 + ], + [ + 2.5223232079376214, + -0.9051459437571939 + ], + [ + 2.932136009320792, + 0.7117846279772277 + ] + ], + [ + [ + 2.5223232079376214, + -0.9051459437571939 + ], + [ + 3.9195614226080373, + -0.6326119129218623 + ], + [ + 2.932136009320792, + 0.7117846279772279 + ] + ] + ] + } + }, + "rubric": [ + "The output is a 2D NET,every face of the input solid lies flat in a single plane, no 3D perspective on individual faces. The original 3D solid does not appear in the output. The final flat net matches the flat-net illustration shown at the top-left of the input image.", + "The net contains exactly the same faces as the input solid: 1 regular quadrilateral base + 4 isoceles triangles (regular 4-gonal pyramid). No face is added, removed, resized, or replaced with a different shape.", + "The net is a single connected piece: every face is reachable from every other face by crossing only fold lines. Disconnected fragments are not allowed.", + "Layout: exactly 5 polygons connected by 4 fold edges, with the polygons matching the input solid's faces. No two faces overlap in 2D, and no empty region is left enclosed inside the net's outline.", + "For video outputs: the unfolding proceeds as a continuous physical process, faces hinge open about their fold edges, no sudden teleport from solid to flat. Faces remain rigid (no stretching) and stay connected at their fold edges throughout." + ] + }, + { + "id": "expand_3d_to_2d_lv1_009", + "answer": { + "level": "lv1", + "solid_type": "cube", + "solid_parameters": { + "size": 1.078770921367241 + }, + "vertex_count_3d": 8, + "edge_count_3d": 12, + "face_count": 6, + "face_shape_summary": "6 squares (a cube)", + "net": { + "kind": "polyhedron", + "tree_edge_count": 5, + "cut_edge_count": 7, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 2, + 3 + ], + [ + 2, + 6 + ], + [ + 3, + 7 + ], + [ + 6, + 7 + ] + ], + "cut_edges": [ + [ + 0, + 3 + ], + [ + 0, + 4 + ], + [ + 1, + 2 + ], + [ + 1, + 5 + ], + [ + 4, + 5 + ], + [ + 4, + 7 + ], + [ + 5, + 6 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.078770921367241, + 0.0 + ], + [ + 1.078770921367241, + 1.078770921367241 + ], + [ + 0.0, + 1.078770921367241 + ] + ], + [ + [ + 3.236312764101723, + 0.0 + ], + [ + 3.236312764101723, + 1.078770921367241 + ], + [ + 2.157541842734482, + 1.078770921367241 + ], + [ + 2.157541842734482, + 0.0 + ] + ], + [ + [ + 0.0, + 0.0 + ], + [ + 0.0, + 1.078770921367241 + ], + [ + -1.078770921367241, + 1.078770921367241 + ], + [ + -1.078770921367241, + 0.0 + ] + ], + [ + [ + 1.078770921367241, + 2.157541842734482 + ], + [ + 1.078770921367241, + 1.078770921367241 + ], + [ + 2.157541842734482, + 1.078770921367241 + ], + [ + 2.157541842734482, + 2.157541842734482 + ] + ], + [ + [ + 1.078770921367241, + 1.078770921367241 + ], + [ + 1.078770921367241, + 0.0 + ], + [ + 2.157541842734482, + 0.0 + ], + [ + 2.157541842734482, + 1.078770921367241 + ] + ], + [ + [ + 1.078770921367241, + 0.0 + ], + [ + 1.078770921367241, + -1.078770921367241 + ], + [ + 2.157541842734482, + -1.078770921367241 + ], + [ + 2.157541842734482, + 0.0 + ] + ] + ] + } + }, + "rubric": [ + "The output is a 2D NET,every face of the input solid lies flat in a single plane, no 3D perspective on individual faces. The original 3D solid does not appear in the output. The final flat net matches the flat-net illustration shown at the top-left of the input image.", + "The net contains exactly the same faces as the input solid: 6 squares (a cube). No face is added, removed, resized, or replaced with a different shape.", + "The net is a single connected piece: every face is reachable from every other face by crossing only fold lines. Disconnected fragments are not allowed.", + "Layout: exactly 6 polygons connected by 5 fold edges, with the polygons matching the input solid's faces. No two faces overlap in 2D, and no empty region is left enclosed inside the net's outline.", + "For video outputs: the unfolding proceeds as a continuous physical process, faces hinge open about their fold edges, no sudden teleport from solid to flat. Faces remain rigid (no stretching) and stay connected at their fold edges throughout." + ] + }, + { + "id": "expand_3d_to_2d_lv1_010", + "answer": { + "level": "lv1", + "solid_type": "reg_prism_3", + "solid_parameters": { + "n": 3, + "R": 1.066820462539833, + "H": 1.5157164795553562 + }, + "vertex_count_3d": 6, + "edge_count_3d": 9, + "face_count": 5, + "face_shape_summary": "2 regular triangle bases + 3 rectangles (right regular 3-gonal prism)", + "net": { + "kind": "polyhedron", + "tree_edge_count": 4, + "cut_edge_count": 5, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 3 + ], + [ + 3, + 5 + ], + [ + 4, + 5 + ] + ], + "cut_edges": [ + [ + 0, + 2 + ], + [ + 1, + 2 + ], + [ + 1, + 4 + ], + [ + 2, + 5 + ], + [ + 3, + 4 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.8477872436731209, + 8.549787426895677e-33 + ], + [ + 0.9238936218365609, + 1.6002306938097497 + ] + ], + [ + [ + 2.236542598066216, + 2.3580889335874273 + ], + [ + 3.1604362199027767, + 3.9583196273971764 + ], + [ + 1.312648976229656, + 3.9583196273971772 + ] + ], + [ + [ + 0.9238936218365609, + 1.6002306938097497 + ], + [ + 1.8477872436731206, + 2.220446049250313e-16 + ], + [ + 3.160436219902776, + 0.757858239777678 + ], + [ + 2.236542598066216, + 2.3580889335874273 + ] + ], + [ + [ + 3.1604362199027776, + 5.474036106952532 + ], + [ + 1.3126489762296565, + 5.474036106952534 + ], + [ + 1.3126489762296558, + 3.9583196273971772 + ], + [ + 3.1604362199027767, + 3.9583196273971764 + ] + ], + [ + [ + 6.661338147750939e-16, + 3.2004613876195 + ], + [ + 0.9238936218365609, + 1.6002306938097497 + ], + [ + 2.236542598066216, + 2.3580889335874273 + ], + [ + 1.312648976229656, + 3.9583196273971772 + ] + ] + ] + } + }, + "rubric": [ + "The output is a 2D NET,every face of the input solid lies flat in a single plane, no 3D perspective on individual faces. The original 3D solid does not appear in the output. The final flat net matches the flat-net illustration shown at the top-left of the input image.", + "The net contains exactly the same faces as the input solid: 2 regular triangle bases + 3 rectangles (right regular 3-gonal prism). No face is added, removed, resized, or replaced with a different shape.", + "The net is a single connected piece: every face is reachable from every other face by crossing only fold lines. Disconnected fragments are not allowed.", + "Layout: exactly 5 polygons connected by 4 fold edges, with the polygons matching the input solid's faces. No two faces overlap in 2D, and no empty region is left enclosed inside the net's outline.", + "For video outputs: the unfolding proceeds as a continuous physical process, faces hinge open about their fold edges, no sudden teleport from solid to flat. Faces remain rigid (no stretching) and stay connected at their fold edges throughout." + ] + }, + { + "id": "expand_3d_to_2d_lv2_001", + "answer": { + "level": "lv2", + "solid_type": "reg_pyramid_5", + "solid_parameters": { + "n": 5, + "R": 1.0966079410569176, + "H": 1.3449806654557972 + }, + "vertex_count_3d": 6, + "edge_count_3d": 10, + "face_count": 6, + "face_shape_summary": "1 regular pentagon base + 5 isoceles triangles (regular 5-gonal pyramid)", + "net": { + "kind": "polyhedron", + "tree_edge_count": 5, + "cut_edge_count": 5, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 4 + ], + [ + 1, + 5 + ], + [ + 3, + 4 + ], + [ + 3, + 5 + ] + ], + "cut_edges": [ + [ + 0, + 5 + ], + [ + 1, + 2 + ], + [ + 2, + 3 + ], + [ + 2, + 5 + ], + [ + 4, + 5 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.2891399506001395, + 6.102606333796185e-18 + ], + [ + 1.6875061034632632, + 1.226044950434675 + ], + [ + 0.6445699753000701, + 1.9837824015384844 + ], + [ + -0.39836615286312327, + 1.2260449504346755 + ] + ], + [ + [ + -0.39836615286312327, + 1.2260449504346755 + ], + [ + 0.6445699753000702, + 1.9837824015384844 + ], + [ + -0.8239533875232731, + 2.908423466861148 + ] + ], + [ + [ + 0.6445699753000702, + 1.9837824015384844 + ], + [ + 0.8771144495456663, + 3.2517748619778866 + ], + [ + -0.8239533875232732, + 2.908423466861148 + ] + ], + [ + [ + 2.2225796504771416, + -0.8891412367711122 + ], + [ + 1.2891399506001395, + 6.102606333796185e-18 + ], + [ + 0.6445699753000697, + -1.6112267108575002 + ] + ], + [ + [ + 1.2891399506001395, + 6.102606333796185e-18 + ], + [ + -2.196554883156239e-35, + 4.640093918365309e-18 + ], + [ + 0.6445699753000698, + -1.6112267108575 + ] + ], + [ + [ + -4.503277616887679e-18, + -1.4632035953315902e-18 + ], + [ + -0.39836615286312327, + 1.2260449504346755 + ], + [ + -1.7315507390213947, + 0.1151260397715208 + ] + ] + ] + } + }, + "rubric": [ + "The output is a 2D NET,every face of the input solid lies flat in a single plane, no 3D perspective on individual faces. The original 3D solid does not appear in the output. The final flat net matches the flat-net illustration shown at the top-left of the input image.", + "The net contains exactly the same faces as the input solid: 1 regular pentagon base + 5 isoceles triangles (regular 5-gonal pyramid). No face is added, removed, resized, or replaced with a different shape.", + "The net is a single connected piece: every face is reachable from every other face by crossing only fold lines. Disconnected fragments are not allowed.", + "Layout: exactly 6 polygons connected by 5 fold edges, with the polygons matching the input solid's faces. No two faces overlap in 2D, and no empty region is left enclosed inside the net's outline.", + "For video outputs: the unfolding proceeds as a continuous physical process, faces hinge open about their fold edges, no sudden teleport from solid to flat. Faces remain rigid (no stretching) and stay connected at their fold edges throughout." + ] + }, + { + "id": "expand_3d_to_2d_lv2_002", + "answer": { + "level": "lv2", + "solid_type": "reg_frustum_4", + "solid_parameters": { + "n": 4, + "R_bot": 1.2182473421106046, + "R_top": 0.6701396272178451, + "H": 1.4110012282159528 + }, + "vertex_count_3d": 8, + "edge_count_3d": 12, + "face_count": 6, + "face_shape_summary": "2 regular quadrilateral bases (different sizes) + 4 isoceles trapezoids (regular 4-gonal frustum)", + "net": { + "kind": "polyhedron", + "tree_edge_count": 5, + "cut_edge_count": 7, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 4 + ], + [ + 1, + 2 + ], + [ + 4, + 7 + ], + [ + 6, + 7 + ] + ], + "cut_edges": [ + [ + 0, + 3 + ], + [ + 1, + 5 + ], + [ + 2, + 3 + ], + [ + 2, + 6 + ], + [ + 3, + 7 + ], + [ + 4, + 5 + ], + [ + 5, + 6 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.722861913537793, + -6.592843046381191e-18 + ], + [ + 1.722861913537793, + 1.7228619135377927 + ], + [ + 1.0690316086515997e-16, + 1.722861913537793 + ] + ], + [ + [ + 0.3875706820213333, + 3.18612385167102 + ], + [ + 0.8566999316471897, + 4.009587261350422 + ], + [ + 0.03323652196778826, + 4.4787165109762785 + ], + [ + -0.43589272765806825, + 3.6552531012968767 + ] + ], + [ + [ + 1.0690316086515997e-16, + 1.722861913537793 + ], + [ + 1.722861913537793, + 1.7228619135377927 + ], + [ + 1.33529123151646, + 3.18612385167102 + ], + [ + 0.3875706820213333, + 3.18612385167102 + ] + ], + [ + [ + 1.722861913537793, + 1.7228619135377927 + ], + [ + 1.722861913537793, + 0.0 + ], + [ + 3.18612385167102, + 0.38757068202133294 + ], + [ + 3.18612385167102, + 1.3352912315164596 + ] + ], + [ + [ + -1.0463242432183932, + 5.539798547117932 + ], + [ + -1.8991546657912952, + 4.042823783318211 + ], + [ + -0.435892727658068, + 3.655253101296877 + ], + [ + 0.03323652196778826, + 4.4787165109762785 + ] + ], + [ + [ + -1.4969747637997213, + 2.575692336110695 + ], + [ + 1.0690316086515997e-16, + 1.722861913537793 + ], + [ + 0.3875706820213333, + 3.18612385167102 + ], + [ + -0.4358927276580685, + 3.6552531012968767 + ] + ] + ] + } + }, + "rubric": [ + "The output is a 2D NET,every face of the input solid lies flat in a single plane, no 3D perspective on individual faces. The original 3D solid does not appear in the output. The final flat net matches the flat-net illustration shown at the top-left of the input image.", + "The net contains exactly the same faces as the input solid: 2 regular quadrilateral bases (different sizes) + 4 isoceles trapezoids (regular 4-gonal frustum). No face is added, removed, resized, or replaced with a different shape.", + "The net is a single connected piece: every face is reachable from every other face by crossing only fold lines. Disconnected fragments are not allowed.", + "Layout: exactly 6 polygons connected by 5 fold edges, with the polygons matching the input solid's faces. No two faces overlap in 2D, and no empty region is left enclosed inside the net's outline.", + "For video outputs: the unfolding proceeds as a continuous physical process, faces hinge open about their fold edges, no sudden teleport from solid to flat. Faces remain rigid (no stretching) and stay connected at their fold edges throughout." + ] + }, + { + "id": "expand_3d_to_2d_lv2_003", + "answer": { + "level": "lv2", + "solid_type": "cuboid", + "solid_parameters": { + "sx": 1.4902109784668551, + "sy": 1.3789590786016201, + "sz": 1.015985853469886 + }, + "vertex_count_3d": 8, + "edge_count_3d": 12, + "face_count": 6, + "face_shape_summary": "6 rectangles (a rectangular box)", + "net": { + "kind": "polyhedron", + "tree_edge_count": 5, + "cut_edge_count": 7, + "tree_edges": [ + [ + 0, + 3 + ], + [ + 1, + 2 + ], + [ + 4, + 5 + ], + [ + 4, + 7 + ], + [ + 6, + 7 + ] + ], + "cut_edges": [ + [ + 0, + 1 + ], + [ + 0, + 4 + ], + [ + 1, + 5 + ], + [ + 2, + 3 + ], + [ + 2, + 6 + ], + [ + 3, + 7 + ], + [ + 5, + 6 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.3789590786016201, + 0.0 + ], + [ + 1.3789590786016201, + 1.4902109784668551 + ], + [ + 0.0, + 1.4902109784668551 + ] + ], + [ + [ + 0.0, + -1.015985853469886 + ], + [ + 0.0, + -2.506196831936741 + ], + [ + 1.3789590786016201, + -2.506196831936741 + ], + [ + 1.3789590786016201, + -1.015985853469886 + ] + ], + [ + [ + -1.015985853469886, + -1.015985853469886 + ], + [ + -1.015985853469886, + -2.506196831936741 + ], + [ + 0.0, + -2.506196831936741 + ], + [ + 0.0, + -1.015985853469886 + ] + ], + [ + [ + 0.0, + 1.4902109784668551 + ], + [ + 1.3789590786016201, + 1.4902109784668551 + ], + [ + 1.3789590786016201, + 2.506196831936741 + ], + [ + 0.0, + 2.506196831936741 + ] + ], + [ + [ + 2.394944932071506, + -2.506196831936741 + ], + [ + 2.394944932071506, + -1.0159858534698858 + ], + [ + 1.3789590786016201, + -1.0159858534698858 + ], + [ + 1.3789590786016201, + -2.506196831936741 + ] + ], + [ + [ + 1.3789590786016201, + 0.0 + ], + [ + 0.0, + 0.0 + ], + [ + 0.0, + -1.015985853469886 + ], + [ + 1.3789590786016201, + -1.015985853469886 + ] + ] + ] + } + }, + "rubric": [ + "The output is a 2D NET,every face of the input solid lies flat in a single plane, no 3D perspective on individual faces. The original 3D solid does not appear in the output. The final flat net matches the flat-net illustration shown at the top-left of the input image.", + "The net contains exactly the same faces as the input solid: 6 rectangles (a rectangular box). No face is added, removed, resized, or replaced with a different shape.", + "The net is a single connected piece: every face is reachable from every other face by crossing only fold lines. Disconnected fragments are not allowed.", + "Layout: exactly 6 polygons connected by 5 fold edges, with the polygons matching the input solid's faces. No two faces overlap in 2D, and no empty region is left enclosed inside the net's outline.", + "For video outputs: the unfolding proceeds as a continuous physical process, faces hinge open about their fold edges, no sudden teleport from solid to flat. Faces remain rigid (no stretching) and stay connected at their fold edges throughout." + ] + }, + { + "id": "expand_3d_to_2d_lv2_004", + "answer": { + "level": "lv2", + "solid_type": "reg_prism_5", + "solid_parameters": { + "n": 5, + "R": 1.0549091041165026, + "H": 1.415856145626751 + }, + "vertex_count_3d": 10, + "edge_count_3d": 15, + "face_count": 7, + "face_shape_summary": "2 regular pentagon bases + 5 rectangles (right regular 5-gonal prism)", + "net": { + "kind": "polyhedron", + "tree_edge_count": 6, + "cut_edge_count": 9, + "tree_edges": [ + [ + 0, + 5 + ], + [ + 1, + 2 + ], + [ + 2, + 3 + ], + [ + 3, + 4 + ], + [ + 4, + 9 + ], + [ + 5, + 6 + ] + ], + "cut_edges": [ + [ + 0, + 1 + ], + [ + 0, + 4 + ], + [ + 1, + 6 + ], + [ + 2, + 7 + ], + [ + 3, + 8 + ], + [ + 5, + 9 + ], + [ + 6, + 7 + ], + [ + 7, + 8 + ], + [ + 8, + 9 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.2401200278174904, + -1.5142305245117993e-17 + ], + [ + 1.6233381914778278, + 1.1794242334439515 + ], + [ + 0.6200600139087453, + 1.908348496867604 + ], + [ + -0.38321816366033723, + 1.1794242334439518 + ] + ], + [ + [ + -1.2401200278174909, + -1.415856145626751 + ], + [ + -2.4802400556349813, + -1.415856145626751 + ], + [ + -2.8634582192953184, + -2.5952803790707026 + ], + [ + -1.860180041726236, + -3.3242046424943554 + ], + [ + -0.8569018641571537, + -2.5952803790707026 + ] + ], + [ + [ + -1.2401200278174909, + 1.5142305245118e-17 + ], + [ + -2.4802400556349813, + 1.5142305245118e-17 + ], + [ + -2.4802400556349813, + -1.415856145626751 + ], + [ + -1.2401200278174909, + -1.415856145626751 + ] + ], + [ + [ + 0.6200600139087453, + 1.908348496867604 + ], + [ + 1.6233381914778278, + 1.1794242334439515 + ], + [ + 2.4555575532448963, + 2.324875916846204 + ], + [ + 1.4522793756758139, + 3.0538001802698562 + ] + ], + [ + [ + 1.6233381914778278, + 1.1794242334439515 + ], + [ + 1.2401200278174904, + 0.0 + ], + [ + 2.5866792412523516, + -0.4375236105888767 + ], + [ + 2.969897404912689, + 0.7419006228550749 + ] + ], + [ + [ + 1.2401200278174904, + -1.5142305245117993e-17 + ], + [ + 0.0, + 0.0 + ], + [ + -1.728810555377285e-17, + -1.415856145626751 + ], + [ + 1.2401200278174904, + -1.415856145626751 + ] + ], + [ + [ + 0.0, + 0.0 + ], + [ + -1.2401200278174909, + 1.5142305245118e-17 + ], + [ + -1.2401200278174909, + -1.415856145626751 + ], + [ + -1.728810555377285e-17, + -1.415856145626751 + ] + ] + ] + } + }, + "rubric": [ + "The output is a 2D NET,every face of the input solid lies flat in a single plane, no 3D perspective on individual faces. The original 3D solid does not appear in the output. The final flat net matches the flat-net illustration shown at the top-left of the input image.", + "The net contains exactly the same faces as the input solid: 2 regular pentagon bases + 5 rectangles (right regular 5-gonal prism). No face is added, removed, resized, or replaced with a different shape.", + "The net is a single connected piece: every face is reachable from every other face by crossing only fold lines. Disconnected fragments are not allowed.", + "Layout: exactly 7 polygons connected by 6 fold edges, with the polygons matching the input solid's faces. No two faces overlap in 2D, and no empty region is left enclosed inside the net's outline.", + "For video outputs: the unfolding proceeds as a continuous physical process, faces hinge open about their fold edges, no sudden teleport from solid to flat. Faces remain rigid (no stretching) and stay connected at their fold edges throughout." + ] + }, + { + "id": "expand_3d_to_2d_lv2_005", + "answer": { + "level": "lv2", + "solid_type": "reg_prism_6", + "solid_parameters": { + "n": 6, + "R": 0.9900741994583243, + "H": 1.130560781021986 + }, + "vertex_count_3d": 12, + "edge_count_3d": 18, + "face_count": 8, + "face_shape_summary": "2 regular hexagon bases + 6 rectangles (right regular 6-gonal prism)", + "net": { + "kind": "polyhedron", + "tree_edge_count": 7, + "cut_edge_count": 11, + "tree_edges": [ + [ + 0, + 5 + ], + [ + 0, + 6 + ], + [ + 3, + 4 + ], + [ + 6, + 7 + ], + [ + 7, + 8 + ], + [ + 8, + 9 + ], + [ + 10, + 11 + ] + ], + "cut_edges": [ + [ + 0, + 1 + ], + [ + 1, + 2 + ], + [ + 1, + 7 + ], + [ + 2, + 3 + ], + [ + 2, + 8 + ], + [ + 3, + 9 + ], + [ + 4, + 5 + ], + [ + 4, + 10 + ], + [ + 5, + 11 + ], + [ + 6, + 11 + ], + [ + 9, + 10 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 0.9900741994583249, + 0.0 + ], + [ + 1.4851112991874866, + 0.8574294083624501 + ], + [ + 0.9900741994583244, + 1.7148588167249001 + ], + [ + 1.9229626863835628e-16, + 1.7148588167249001 + ], + [ + -0.49503709972916193, + 0.8574294083624501 + ] + ], + [ + [ + -1.4741314566165777, + 0.2921490178514572 + ], + [ + -1.9691685563457397, + 1.1495784262139073 + ], + [ + -2.959242755804064, + 1.1495784262139073 + ], + [ + -3.4542798555332266, + 0.2921490178514572 + ], + [ + -2.9592427558040644, + -0.5652803905109929 + ], + [ + -1.96916855634574, + -0.5652803905109929 + ] + ], + [ + [ + -0.49503709972916193, + 0.8574294083624501 + ], + [ + -0.9900741994583239, + 1.7148588167249001 + ], + [ + -1.9691685563457397, + 1.1495784262139073 + ], + [ + -1.4741314566165777, + 0.2921490178514572 + ] + ], + [ + [ + -1.9691685563457397, + 2.2801392072358935 + ], + [ + -2.959242755804064, + 2.2801392072358935 + ], + [ + -2.959242755804064, + 1.1495784262139073 + ], + [ + -1.9691685563457397, + 1.1495784262139073 + ] + ], + [ + [ + -3.9383371126914795, + 1.7148588167249008 + ], + [ + -4.433374212420642, + 0.8574294083624507 + ], + [ + -3.4542798555332266, + 0.2921490178514572 + ], + [ + -2.959242755804064, + 1.1495784262139073 + ] + ], + [ + [ + 1.4851112991874866, + 0.8574294083624501 + ], + [ + 0.9900741994583249, + 0.0 + ], + [ + 1.9691685563457408, + -0.5652803905109928 + ], + [ + 2.4642056560749026, + 0.2921490178514573 + ] + ], + [ + [ + -2.9592427558040644, + -1.6958411715329789 + ], + [ + -1.9691685563457395, + -1.6958411715329789 + ], + [ + -1.9691685563457395, + -0.5652803905109929 + ], + [ + -2.9592427558040644, + -0.5652803905109929 + ] + ], + [ + [ + 5.551115123125783e-17, + 0.0 + ], + [ + -0.49503709972916193, + 0.8574294083624501 + ], + [ + -1.4741314566165777, + 0.2921490178514572 + ], + [ + -0.9790943568874158, + -0.5652803905109929 + ] + ] + ] + } + }, + "rubric": [ + "The output is a 2D NET,every face of the input solid lies flat in a single plane, no 3D perspective on individual faces. The original 3D solid does not appear in the output. The final flat net matches the flat-net illustration shown at the top-left of the input image.", + "The net contains exactly the same faces as the input solid: 2 regular hexagon bases + 6 rectangles (right regular 6-gonal prism). No face is added, removed, resized, or replaced with a different shape.", + "The net is a single connected piece: every face is reachable from every other face by crossing only fold lines. Disconnected fragments are not allowed.", + "Layout: exactly 8 polygons connected by 7 fold edges, with the polygons matching the input solid's faces. No two faces overlap in 2D, and no empty region is left enclosed inside the net's outline.", + "For video outputs: the unfolding proceeds as a continuous physical process, faces hinge open about their fold edges, no sudden teleport from solid to flat. Faces remain rigid (no stretching) and stay connected at their fold edges throughout." + ] + }, + { + "id": "expand_3d_to_2d_lv2_006", + "answer": { + "level": "lv2", + "solid_type": "cube", + "solid_parameters": { + "size": 1.3852896394789587 + }, + "vertex_count_3d": 8, + "edge_count_3d": 12, + "face_count": 6, + "face_shape_summary": "6 squares (a cube)", + "net": { + "kind": "polyhedron", + "tree_edge_count": 5, + "cut_edge_count": 7, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 4 + ], + [ + 2, + 6 + ], + [ + 4, + 5 + ], + [ + 5, + 6 + ] + ], + "cut_edges": [ + [ + 0, + 3 + ], + [ + 1, + 2 + ], + [ + 1, + 5 + ], + [ + 2, + 3 + ], + [ + 3, + 7 + ], + [ + 4, + 7 + ], + [ + 6, + 7 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.3852896394789587, + 0.0 + ], + [ + 1.3852896394789587, + 1.3852896394789587 + ], + [ + 0.0, + 1.3852896394789587 + ] + ], + [ + [ + -1.3852896394789587, + 0.0 + ], + [ + -1.3852896394789587, + 1.3852896394789587 + ], + [ + -2.7705792789579173, + 1.3852896394789587 + ], + [ + -2.7705792789579173, + 0.0 + ] + ], + [ + [ + 0.0, + 0.0 + ], + [ + 0.0, + 1.3852896394789587 + ], + [ + -1.3852896394789587, + 1.3852896394789587 + ], + [ + -1.3852896394789587, + 0.0 + ] + ], + [ + [ + -1.3852896394789587, + 2.7705792789579173 + ], + [ + -2.7705792789579173, + 2.7705792789579173 + ], + [ + -2.7705792789579173, + 1.3852896394789587 + ], + [ + -1.3852896394789587, + 1.3852896394789587 + ] + ], + [ + [ + -2.7705792789579173, + 2.7705792789579173 + ], + [ + -4.155868918436876, + 2.7705792789579173 + ], + [ + -4.155868918436876, + 1.3852896394789587 + ], + [ + -2.7705792789579173, + 1.3852896394789587 + ] + ], + [ + [ + 0.0, + -1.3852896394789587 + ], + [ + 0.0, + 0.0 + ], + [ + -1.3852896394789587, + 0.0 + ], + [ + -1.3852896394789587, + -1.3852896394789587 + ] + ] + ] + } + }, + "rubric": [ + "The output is a 2D NET,every face of the input solid lies flat in a single plane, no 3D perspective on individual faces. The original 3D solid does not appear in the output. The final flat net matches the flat-net illustration shown at the top-left of the input image.", + "The net contains exactly the same faces as the input solid: 6 squares (a cube). No face is added, removed, resized, or replaced with a different shape.", + "The net is a single connected piece: every face is reachable from every other face by crossing only fold lines. Disconnected fragments are not allowed.", + "Layout: exactly 6 polygons connected by 5 fold edges, with the polygons matching the input solid's faces. No two faces overlap in 2D, and no empty region is left enclosed inside the net's outline.", + "For video outputs: the unfolding proceeds as a continuous physical process, faces hinge open about their fold edges, no sudden teleport from solid to flat. Faces remain rigid (no stretching) and stay connected at their fold edges throughout." + ] + }, + { + "id": "expand_3d_to_2d_lv2_007", + "answer": { + "level": "lv2", + "solid_type": "reg_prism_3", + "solid_parameters": { + "n": 3, + "R": 1.078003567670665, + "H": 1.417560168726483 + }, + "vertex_count_3d": 6, + "edge_count_3d": 9, + "face_count": 5, + "face_shape_summary": "2 regular triangle bases + 3 rectangles (right regular 3-gonal prism)", + "net": { + "kind": "polyhedron", + "tree_edge_count": 4, + "cut_edge_count": 5, + "tree_edges": [ + [ + 1, + 2 + ], + [ + 2, + 5 + ], + [ + 3, + 4 + ], + [ + 3, + 5 + ] + ], + "cut_edges": [ + [ + 0, + 1 + ], + [ + 0, + 2 + ], + [ + 0, + 3 + ], + [ + 1, + 4 + ], + [ + 4, + 5 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.867156949946106, + 3.721089609054579e-32 + ], + [ + 0.9335784749730535, + 1.6170053515059977 + ] + ], + [ + [ + -1.8671569499461065, + -1.417560168726483 + ], + [ + -0.9335784749730535, + -3.03456552023248 + ], + [ + 0.0, + -1.417560168726483 + ] + ], + [ + [ + -3.0948000674561955, + -2.1263402530897246 + ], + [ + -2.1612215924831424, + -3.7433456045957216 + ], + [ + -0.9335784749730532, + -3.03456552023248 + ], + [ + -1.8671569499461065, + -1.417560168726483 + ] + ], + [ + [ + 1.867156949946106, + 3.721089609054579e-32 + ], + [ + 0.0, + 0.0 + ], + [ + 2.8250803523560385e-32, + -1.417560168726483 + ], + [ + 1.867156949946106, + -1.417560168726483 + ] + ], + [ + [ + 0.0, + 0.0 + ], + [ + -1.8671569499461065, + -3.72108960905458e-32 + ], + [ + -1.8671569499461065, + -1.417560168726483 + ], + [ + 2.8250803523560385e-32, + -1.417560168726483 + ] + ] + ] + } + }, + "rubric": [ + "The output is a 2D NET,every face of the input solid lies flat in a single plane, no 3D perspective on individual faces. The original 3D solid does not appear in the output. The final flat net matches the flat-net illustration shown at the top-left of the input image.", + "The net contains exactly the same faces as the input solid: 2 regular triangle bases + 3 rectangles (right regular 3-gonal prism). No face is added, removed, resized, or replaced with a different shape.", + "The net is a single connected piece: every face is reachable from every other face by crossing only fold lines. Disconnected fragments are not allowed.", + "Layout: exactly 5 polygons connected by 4 fold edges, with the polygons matching the input solid's faces. No two faces overlap in 2D, and no empty region is left enclosed inside the net's outline.", + "For video outputs: the unfolding proceeds as a continuous physical process, faces hinge open about their fold edges, no sudden teleport from solid to flat. Faces remain rigid (no stretching) and stay connected at their fold edges throughout." + ] + }, + { + "id": "expand_3d_to_2d_lv2_008", + "answer": { + "level": "lv2", + "solid_type": "cube", + "solid_parameters": { + "size": 1.1088858056948063 + }, + "vertex_count_3d": 8, + "edge_count_3d": 12, + "face_count": 6, + "face_shape_summary": "6 squares (a cube)", + "net": { + "kind": "polyhedron", + "tree_edge_count": 5, + "cut_edge_count": 7, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 3 + ], + [ + 2, + 3 + ], + [ + 4, + 7 + ], + [ + 5, + 6 + ] + ], + "cut_edges": [ + [ + 0, + 4 + ], + [ + 1, + 2 + ], + [ + 1, + 5 + ], + [ + 2, + 6 + ], + [ + 3, + 7 + ], + [ + 4, + 5 + ], + [ + 6, + 7 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.1088858056948063, + 0.0 + ], + [ + 1.1088858056948063, + 1.1088858056948063 + ], + [ + 0.0, + 1.1088858056948063 + ] + ], + [ + [ + 0.0, + -1.1088858056948063 + ], + [ + 0.0, + -2.2177716113896127 + ], + [ + 1.1088858056948063, + -2.2177716113896127 + ], + [ + 1.1088858056948063, + -1.1088858056948063 + ] + ], + [ + [ + 0.0, + 0.0 + ], + [ + 0.0, + 1.1088858056948063 + ], + [ + -1.1088858056948063, + 1.1088858056948063 + ], + [ + -1.1088858056948063, + 0.0 + ] + ], + [ + [ + 0.0, + -3.326657417084419 + ], + [ + 1.1088858056948063, + -3.326657417084419 + ], + [ + 1.1088858056948063, + -2.2177716113896127 + ], + [ + 0.0, + -2.2177716113896127 + ] + ], + [ + [ + 1.1088858056948063, + 1.1088858056948063 + ], + [ + 1.1088858056948063, + 0.0 + ], + [ + 2.2177716113896127, + 0.0 + ], + [ + 2.2177716113896127, + 1.1088858056948063 + ] + ], + [ + [ + 1.1088858056948063, + 0.0 + ], + [ + 0.0, + 0.0 + ], + [ + 0.0, + -1.1088858056948063 + ], + [ + 1.1088858056948063, + -1.1088858056948063 + ] + ] + ] + } + }, + "rubric": [ + "The output is a 2D NET,every face of the input solid lies flat in a single plane, no 3D perspective on individual faces. The original 3D solid does not appear in the output. The final flat net matches the flat-net illustration shown at the top-left of the input image.", + "The net contains exactly the same faces as the input solid: 6 squares (a cube). No face is added, removed, resized, or replaced with a different shape.", + "The net is a single connected piece: every face is reachable from every other face by crossing only fold lines. Disconnected fragments are not allowed.", + "Layout: exactly 6 polygons connected by 5 fold edges, with the polygons matching the input solid's faces. No two faces overlap in 2D, and no empty region is left enclosed inside the net's outline.", + "For video outputs: the unfolding proceeds as a continuous physical process, faces hinge open about their fold edges, no sudden teleport from solid to flat. Faces remain rigid (no stretching) and stay connected at their fold edges throughout." + ] + }, + { + "id": "expand_3d_to_2d_lv2_009", + "answer": { + "level": "lv2", + "solid_type": "cube", + "solid_parameters": { + "size": 1.055662709151883 + }, + "vertex_count_3d": 8, + "edge_count_3d": 12, + "face_count": 6, + "face_shape_summary": "6 squares (a cube)", + "net": { + "kind": "polyhedron", + "tree_edge_count": 5, + "cut_edge_count": 7, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 4 + ], + [ + 2, + 3 + ], + [ + 2, + 6 + ], + [ + 5, + 6 + ] + ], + "cut_edges": [ + [ + 0, + 3 + ], + [ + 1, + 2 + ], + [ + 1, + 5 + ], + [ + 3, + 7 + ], + [ + 4, + 5 + ], + [ + 4, + 7 + ], + [ + 6, + 7 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.055662709151883, + 0.0 + ], + [ + 1.055662709151883, + 1.055662709151883 + ], + [ + 0.0, + 1.055662709151883 + ] + ], + [ + [ + 3.1669881274556495, + 2.111325418303766 + ], + [ + 2.111325418303766, + 2.111325418303766 + ], + [ + 2.111325418303766, + 1.055662709151883 + ], + [ + 3.1669881274556495, + 1.055662709151883 + ] + ], + [ + [ + 0.0, + 0.0 + ], + [ + 0.0, + 1.055662709151883 + ], + [ + -1.055662709151883, + 1.055662709151883 + ], + [ + -1.055662709151883, + 0.0 + ] + ], + [ + [ + 1.055662709151883, + 2.111325418303766 + ], + [ + 1.055662709151883, + 1.055662709151883 + ], + [ + 2.111325418303766, + 1.055662709151883 + ], + [ + 2.111325418303766, + 2.111325418303766 + ] + ], + [ + [ + 1.055662709151883, + 1.055662709151883 + ], + [ + 1.055662709151883, + 0.0 + ], + [ + 2.111325418303766, + 0.0 + ], + [ + 2.111325418303766, + 1.055662709151883 + ] + ], + [ + [ + 0.0, + -1.055662709151883 + ], + [ + 0.0, + 0.0 + ], + [ + -1.055662709151883, + 0.0 + ], + [ + -1.055662709151883, + -1.055662709151883 + ] + ] + ] + } + }, + "rubric": [ + "The output is a 2D NET,every face of the input solid lies flat in a single plane, no 3D perspective on individual faces. The original 3D solid does not appear in the output. The final flat net matches the flat-net illustration shown at the top-left of the input image.", + "The net contains exactly the same faces as the input solid: 6 squares (a cube). No face is added, removed, resized, or replaced with a different shape.", + "The net is a single connected piece: every face is reachable from every other face by crossing only fold lines. Disconnected fragments are not allowed.", + "Layout: exactly 6 polygons connected by 5 fold edges, with the polygons matching the input solid's faces. No two faces overlap in 2D, and no empty region is left enclosed inside the net's outline.", + "For video outputs: the unfolding proceeds as a continuous physical process, faces hinge open about their fold edges, no sudden teleport from solid to flat. Faces remain rigid (no stretching) and stay connected at their fold edges throughout." + ] + }, + { + "id": "expand_3d_to_2d_lv2_010", + "answer": { + "level": "lv2", + "solid_type": "reg_prism_3", + "solid_parameters": { + "n": 3, + "R": 0.9289718001361493, + "H": 1.4289909735194513 + }, + "vertex_count_3d": 6, + "edge_count_3d": 9, + "face_count": 5, + "face_shape_summary": "2 regular triangle bases + 3 rectangles (right regular 3-gonal prism)", + "net": { + "kind": "polyhedron", + "tree_edge_count": 4, + "cut_edge_count": 5, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 2 + ], + [ + 1, + 2 + ], + [ + 3, + 4 + ] + ], + "cut_edges": [ + [ + 0, + 3 + ], + [ + 1, + 4 + ], + [ + 2, + 5 + ], + [ + 3, + 5 + ], + [ + 4, + 5 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.609026356634531, + 6.350728573569135e-33 + ], + [ + 0.804513178317266, + 1.393457700204224 + ] + ], + [ + [ + 2.042055663163767, + 2.1079531869639494 + ], + [ + 2.846568841481032, + 0.7144954867597253 + ], + [ + 3.651082019798298, + 2.107953186963949 + ] + ], + [ + [ + 0.804513178317266, + 1.393457700204224 + ], + [ + 1.609026356634531, + 0.0 + ], + [ + 2.846568841481032, + 0.7144954867597252 + ], + [ + 2.042055663163767, + 2.1079531869639494 + ] + ], + [ + [ + 1.609026356634531, + 6.350728573569135e-33 + ], + [ + 0.0, + 0.0 + ], + [ + 5.6401399327504306e-33, + -1.4289909735194513 + ], + [ + 1.609026356634531, + -1.4289909735194513 + ] + ], + [ + [ + -1.1102230246251565e-16, + -2.220446049250313e-16 + ], + [ + 0.804513178317266, + 1.393457700204224 + ], + [ + -0.4330293065292349, + 2.1079531869639503 + ], + [ + -1.237542484846501, + 0.7144954867597257 + ] + ] + ] + } + }, + "rubric": [ + "The output is a 2D NET,every face of the input solid lies flat in a single plane, no 3D perspective on individual faces. The original 3D solid does not appear in the output. The final flat net matches the flat-net illustration shown at the top-left of the input image.", + "The net contains exactly the same faces as the input solid: 2 regular triangle bases + 3 rectangles (right regular 3-gonal prism). No face is added, removed, resized, or replaced with a different shape.", + "The net is a single connected piece: every face is reachable from every other face by crossing only fold lines. Disconnected fragments are not allowed.", + "Layout: exactly 5 polygons connected by 4 fold edges, with the polygons matching the input solid's faces. No two faces overlap in 2D, and no empty region is left enclosed inside the net's outline.", + "For video outputs: the unfolding proceeds as a continuous physical process, faces hinge open about their fold edges, no sudden teleport from solid to flat. Faces remain rigid (no stretching) and stay connected at their fold edges throughout." + ] + }, + { + "id": "expand_3d_to_2d_lv3_001", + "answer": { + "level": "lv3", + "solid_type": "reg_frustum_4", + "solid_parameters": { + "n": 4, + "R_bot": 1.087412120474105, + "R_top": 0.5798475563151457, + "H": 1.2407196545646708 + }, + "vertex_count_3d": 8, + "edge_count_3d": 12, + "face_count": 6, + "face_shape_summary": "2 regular quadrilateral bases (different sizes) + 4 isoceles trapezoids (regular 4-gonal frustum)", + "net": { + "kind": "polyhedron", + "tree_edge_count": 5, + "cut_edge_count": 7, + "tree_edges": [ + [ + 0, + 3 + ], + [ + 1, + 2 + ], + [ + 1, + 5 + ], + [ + 2, + 6 + ], + [ + 4, + 7 + ] + ], + "cut_edges": [ + [ + 0, + 1 + ], + [ + 0, + 4 + ], + [ + 2, + 3 + ], + [ + 3, + 7 + ], + [ + 4, + 5 + ], + [ + 5, + 6 + ], + [ + 6, + 7 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.5378329686633652, + -2.2474515941115546e-17 + ], + [ + 1.5378329686633654, + 1.537832968663365 + ], + [ + 1.8269723021255176e-16, + 1.5378329686633654 + ] + ], + [ + [ + -1.2915866810315182, + 1.178930623456571 + ], + [ + -2.1116149592812943, + 1.1789306234565713 + ], + [ + -2.1116149592812943, + 0.3589023452067951 + ], + [ + -1.2915866810315184, + 0.35890234520679487 + ] + ], + [ + [ + 2.331227561852304, + 2.8551997585159627 + ], + [ + 1.5378329686633654, + 1.537832968663365 + ], + [ + 2.829419649694884, + 1.1789306234565702 + ], + [ + 3.2524864036811065, + 1.8813983442814155 + ] + ], + [ + [ + 1.5378329686633654, + 1.537832968663365 + ], + [ + 1.5378329686633652, + -2.220446049250313e-16 + ], + [ + 2.8294196496948834, + 0.35890234520679415 + ], + [ + 2.829419649694884, + 1.1789306234565702 + ] + ], + [ + [ + 1.5378329686633652, + -2.220446049250313e-16 + ], + [ + 2.331227561852303, + -1.3173667898525978 + ], + [ + 3.252486403681106, + -0.34356537561805117 + ], + [ + 2.8294196496948834, + 0.3589023452067942 + ] + ], + [ + [ + -2.4670354218612196e-17, + 2.930880970786123e-33 + ], + [ + 1.8269723021255176e-16, + 1.5378329686633654 + ], + [ + -1.2915866810315182, + 1.178930623456571 + ], + [ + -1.2915866810315184, + 0.3589023452067949 + ] + ] + ] + } + }, + "rubric": [ + "The output is a 2D NET,every face of the input solid lies flat in a single plane, no 3D perspective on individual faces. The original 3D solid does not appear in the output. The final flat net matches the flat-net illustration shown at the top-left of the input image.", + "The net contains exactly the same faces as the input solid: 2 regular quadrilateral bases (different sizes) + 4 isoceles trapezoids (regular 4-gonal frustum). No face is added, removed, resized, or replaced with a different shape.", + "The net is a single connected piece: every face is reachable from every other face by crossing only fold lines. Disconnected fragments are not allowed.", + "Layout: exactly 6 polygons connected by 5 fold edges, with the polygons matching the input solid's faces. No two faces overlap in 2D, and no empty region is left enclosed inside the net's outline.", + "For video outputs: the unfolding proceeds as a continuous physical process, faces hinge open about their fold edges, no sudden teleport from solid to flat. Faces remain rigid (no stretching) and stay connected at their fold edges throughout." + ] + }, + { + "id": "expand_3d_to_2d_lv3_002", + "answer": { + "level": "lv3", + "solid_type": "reg_frustum_6", + "solid_parameters": { + "n": 6, + "R_bot": 1.0589299352674677, + "R_top": 0.6248139281010393, + "H": 1.2594224900111723 + }, + "vertex_count_3d": 12, + "edge_count_3d": 18, + "face_count": 8, + "face_shape_summary": "2 regular hexagon bases (different sizes) + 6 isoceles trapezoids (regular 6-gonal frustum)", + "net": { + "kind": "polyhedron", + "tree_edge_count": 7, + "cut_edge_count": 11, + "tree_edges": [ + [ + 0, + 6 + ], + [ + 2, + 3 + ], + [ + 3, + 4 + ], + [ + 4, + 10 + ], + [ + 6, + 11 + ], + [ + 7, + 8 + ], + [ + 10, + 11 + ] + ], + "cut_edges": [ + [ + 0, + 1 + ], + [ + 0, + 5 + ], + [ + 1, + 2 + ], + [ + 1, + 7 + ], + [ + 2, + 8 + ], + [ + 3, + 9 + ], + [ + 4, + 5 + ], + [ + 5, + 11 + ], + [ + 6, + 7 + ], + [ + 8, + 9 + ], + [ + 9, + 10 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.0589299352674684, + 0.0 + ], + [ + 1.5883949029012017, + 0.9170602247694382 + ], + [ + 1.0589299352674677, + 1.8341204495388763 + ], + [ + 1.9229626863835626e-16, + 1.8341204495388763 + ], + [ + -0.5294649676337336, + 0.9170602247694382 + ] + ], + [ + [ + 2.6536655661678297, + -1.4939378298251413 + ], + [ + 3.245302929990217, + -1.2930456336642473 + ], + [ + 3.36714386660403, + -0.6802265486855568 + ], + [ + 2.8973474393954555, + -0.26829965986776005 + ], + [ + 2.305710075573068, + -0.46919185602865365 + ], + [ + 2.1838691389592553, + -1.0820109410073444 + ] + ], + [ + [ + 1.9503544455709683, + -2.6252888733429574 + ], + [ + 2.928749823693712, + -3.0303507104414633 + ], + [ + 3.2309606629263943, + -1.7329416289739632 + ], + [ + 2.6536655661678297, + -1.4939378298251413 + ] + ], + [ + [ + 4.492083070295816, + -1.7622374896929007 + ], + [ + 4.698578171186924, + -0.7236363241276318 + ], + [ + 3.36714386660403, + -0.6802265486855569 + ], + [ + 3.245302929990217, + -1.2930456336642473 + ] + ], + [ + [ + 1.0589299352674677, + 1.8341204495388763 + ], + [ + 1.5883949029012019, + 0.9170602247694379 + ], + [ + 2.618117039623587, + 1.7622075711936869 + ], + [ + 2.3057100755730673, + 2.3033123055675304 + ] + ], + [ + [ + 1.5883949029012017, + 0.9170602247694382 + ], + [ + 1.0589299352674684, + -1.2453621907889805e-18 + ], + [ + 2.305710075573068, + -0.46919185602865365 + ], + [ + 2.6181170396235873, + 0.07191287834519 + ] + ], + [ + [ + 1.0589299352674684, + -1.2453621907889805e-18 + ], + [ + 0.8524348343763618, + -1.0386011655652694 + ], + [ + 2.1838691389592553, + -1.0820109410073444 + ], + [ + 2.305710075573068, + -0.46919185602865365 + ] + ], + [ + [ + 1.154147002236871, + -1.927158287431594 + ], + [ + 1.9503544455709683, + -2.6252888733429574 + ], + [ + 2.6536655661678297, + -1.4939378298251413 + ], + [ + 2.1838691389592553, + -1.0820109410073446 + ] + ] + ] + } + }, + "rubric": [ + "The output is a 2D NET,every face of the input solid lies flat in a single plane, no 3D perspective on individual faces. The original 3D solid does not appear in the output. The final flat net matches the flat-net illustration shown at the top-left of the input image.", + "The net contains exactly the same faces as the input solid: 2 regular hexagon bases (different sizes) + 6 isoceles trapezoids (regular 6-gonal frustum). No face is added, removed, resized, or replaced with a different shape.", + "The net is a single connected piece: every face is reachable from every other face by crossing only fold lines. Disconnected fragments are not allowed.", + "Layout: exactly 8 polygons connected by 7 fold edges, with the polygons matching the input solid's faces. No two faces overlap in 2D, and no empty region is left enclosed inside the net's outline.", + "For video outputs: the unfolding proceeds as a continuous physical process, faces hinge open about their fold edges, no sudden teleport from solid to flat. Faces remain rigid (no stretching) and stay connected at their fold edges throughout." + ] + }, + { + "id": "expand_3d_to_2d_lv3_003", + "answer": { + "level": "lv3", + "solid_type": "reg_pyramid_6", + "solid_parameters": { + "n": 6, + "R": 1.061175926724614, + "H": 1.3915322996618307 + }, + "vertex_count_3d": 7, + "edge_count_3d": 12, + "face_count": 7, + "face_shape_summary": "1 regular hexagon base + 6 isoceles triangles (regular 6-gonal pyramid)", + "net": { + "kind": "polyhedron", + "tree_edge_count": 6, + "cut_edge_count": 6, + "tree_edges": [ + [ + 0, + 5 + ], + [ + 1, + 2 + ], + [ + 1, + 6 + ], + [ + 2, + 3 + ], + [ + 3, + 4 + ], + [ + 5, + 6 + ] + ], + "cut_edges": [ + [ + 0, + 1 + ], + [ + 0, + 6 + ], + [ + 2, + 6 + ], + [ + 3, + 6 + ], + [ + 4, + 5 + ], + [ + 4, + 6 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.0611759267246144, + 0.0 + ], + [ + 1.5917638900869209, + 0.9190053104280096 + ], + [ + 1.0611759267246141, + 1.8380106208560192 + ], + [ + 1.9229626863835628e-16, + 1.8380106208560192 + ], + [ + -0.5305879633623067, + 0.9190053104280096 + ] + ], + [ + [ + -0.8660736914361724, + 2.4512077412520337 + ], + [ + 1.9229626863835628e-16, + 1.8380106208560192 + ], + [ + 0.5305879633623072, + 3.505623556041227 + ] + ], + [ + [ + 1.9229626863835628e-16, + 1.8380106208560192 + ], + [ + 1.0611759267246141, + 1.8380106208560192 + ], + [ + 0.5305879633623072, + 3.505623556041227 + ] + ], + [ + [ + 1.0611759267246141, + 1.8380106208560192 + ], + [ + 1.591763890086921, + 0.9190053104280091 + ], + [ + 2.770665073955691, + 2.212314433234618 + ] + ], + [ + [ + 1.5917638900869209, + 0.9190053104280096 + ], + [ + 1.0611759267246144, + 5.198261705352866e-19 + ], + [ + 2.770665073955691, + -0.37430381237859883 + ] + ], + [ + [ + -0.09800743807232765, + -1.0566403785310985 + ], + [ + 1.0024143536282492e-16, + -2.282689414471353e-16 + ], + [ + -1.7094891472310765, + -0.3743038123785992 + ] + ], + [ + [ + 1.0024143536282492e-16, + -2.282689414471353e-16 + ], + [ + -0.5305879633623067, + 0.9190053104280096 + ], + [ + -1.7094891472310767, + -0.37430381237859933 + ] + ] + ] + } + }, + "rubric": [ + "The output is a 2D NET,every face of the input solid lies flat in a single plane, no 3D perspective on individual faces. The original 3D solid does not appear in the output. The final flat net matches the flat-net illustration shown at the top-left of the input image.", + "The net contains exactly the same faces as the input solid: 1 regular hexagon base + 6 isoceles triangles (regular 6-gonal pyramid). No face is added, removed, resized, or replaced with a different shape.", + "The net is a single connected piece: every face is reachable from every other face by crossing only fold lines. Disconnected fragments are not allowed.", + "Layout: exactly 7 polygons connected by 6 fold edges, with the polygons matching the input solid's faces. No two faces overlap in 2D, and no empty region is left enclosed inside the net's outline.", + "For video outputs: the unfolding proceeds as a continuous physical process, faces hinge open about their fold edges, no sudden teleport from solid to flat. Faces remain rigid (no stretching) and stay connected at their fold edges throughout." + ] + }, + { + "id": "expand_3d_to_2d_lv3_004", + "answer": { + "level": "lv3", + "solid_type": "reg_frustum_4", + "solid_parameters": { + "n": 4, + "R_bot": 1.1483951795455547, + "R_top": 0.530491067649137, + "H": 1.1322383815833945 + }, + "vertex_count_3d": 8, + "edge_count_3d": 12, + "face_count": 6, + "face_shape_summary": "2 regular quadrilateral bases (different sizes) + 4 isoceles trapezoids (regular 4-gonal frustum)", + "net": { + "kind": "polyhedron", + "tree_edge_count": 5, + "cut_edge_count": 7, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 3 + ], + [ + 1, + 5 + ], + [ + 2, + 3 + ], + [ + 5, + 6 + ] + ], + "cut_edges": [ + [ + 0, + 4 + ], + [ + 1, + 2 + ], + [ + 2, + 6 + ], + [ + 3, + 7 + ], + [ + 4, + 5 + ], + [ + 4, + 7 + ], + [ + 6, + 7 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.624076037877209, + -3.743796830840042e-17 + ], + [ + 1.6240760378772092, + 1.6240760378772088 + ], + [ + 1.8804521673322675e-16, + 1.6240760378772092 + ] + ], + [ + [ + 0.7089428377115009, + 3.415756890248452 + ], + [ + 1.1871518502322014, + 2.8376931515007087 + ], + [ + 1.7652155889799446, + 3.3159021640214092 + ], + [ + 1.2870065764592444, + 3.8939659027691524 + ] + ], + [ + [ + 1.8804521673322675e-16, + 1.6240760378772092 + ], + [ + 1.6240760378772094, + 1.6240760378772088 + ], + [ + 1.1871518502322014, + 2.8376931515007087 + ], + [ + 0.43692418764500873, + 2.8376931515007087 + ] + ], + [ + [ + 1.6240760378772094, + 1.6240760378772088 + ], + [ + 2.8754554701262967, + 2.6592921956678826 + ], + [ + 1.7652155889799448, + 3.3159021640214092 + ], + [ + 1.1871518502322014, + 2.8376931515007087 + ] + ], + [ + [ + 1.624076037877209, + -3.743796830840042e-17 + ], + [ + -3.19831878131104e-34, + -1.3874451870440807e-17 + ], + [ + 0.43692418764500823, + -1.2136171136234999 + ], + [ + 1.1871518502322007, + -1.2136171136234999 + ] + ], + [ + [ + -1.488947881656024e-17, + 1.7239927231267633e-33 + ], + [ + 1.8804521673322675e-16, + 1.6240760378772092 + ], + [ + -1.2136171136234994, + 1.1871518502322012 + ], + [ + -1.2136171136234997, + 0.43692418764500845 + ] + ] + ] + } + }, + "rubric": [ + "The output is a 2D NET,every face of the input solid lies flat in a single plane, no 3D perspective on individual faces. The original 3D solid does not appear in the output. The final flat net matches the flat-net illustration shown at the top-left of the input image.", + "The net contains exactly the same faces as the input solid: 2 regular quadrilateral bases (different sizes) + 4 isoceles trapezoids (regular 4-gonal frustum). No face is added, removed, resized, or replaced with a different shape.", + "The net is a single connected piece: every face is reachable from every other face by crossing only fold lines. Disconnected fragments are not allowed.", + "Layout: exactly 6 polygons connected by 5 fold edges, with the polygons matching the input solid's faces. No two faces overlap in 2D, and no empty region is left enclosed inside the net's outline.", + "For video outputs: the unfolding proceeds as a continuous physical process, faces hinge open about their fold edges, no sudden teleport from solid to flat. Faces remain rigid (no stretching) and stay connected at their fold edges throughout." + ] + }, + { + "id": "expand_3d_to_2d_lv3_005", + "answer": { + "level": "lv3", + "solid_type": "oblique_prism_5", + "solid_parameters": { + "n": 5, + "R": 1.0457427919827749, + "H": 1.4253009867598245, + "shear_x": -0.13228007259781904, + "shear_y": -0.16986792201775838 + }, + "vertex_count_3d": 10, + "edge_count_3d": 15, + "face_count": 7, + "face_shape_summary": "2 regular pentagon bases + 5 parallelograms (oblique 5-gonal prism)", + "net": { + "kind": "polyhedron", + "tree_edge_count": 6, + "cut_edge_count": 9, + "tree_edges": [ + [ + 0, + 4 + ], + [ + 0, + 5 + ], + [ + 1, + 2 + ], + [ + 3, + 4 + ], + [ + 3, + 8 + ], + [ + 5, + 6 + ] + ], + "cut_edges": [ + [ + 0, + 1 + ], + [ + 1, + 6 + ], + [ + 2, + 3 + ], + [ + 2, + 7 + ], + [ + 4, + 9 + ], + [ + 5, + 9 + ], + [ + 6, + 7 + ], + [ + 7, + 8 + ], + [ + 8, + 9 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.229344381637261, + -4.5107046517051353e-17 + ], + [ + 1.6092326875025356, + 1.1691759849269532 + ], + [ + 0.6146721908186306, + 1.891766482441945 + ], + [ + -0.3798883058652747, + 1.1691759849269534 + ] + ], + [ + [ + -1.6689534981679235, + 0.5240814481423206 + ], + [ + -2.1731333112738485, + 1.645281842683624 + ], + [ + -3.3952583830455674, + 1.5122483220579204 + ], + [ + -3.64639340279797, + 0.30882869012687175 + ], + [ + -2.5794783089986115, + -0.3018920245097007 + ] + ], + [ + [ + -0.3798883058652747, + 1.1691759849269534 + ], + [ + -0.8840681189711995, + 2.290376379468257 + ], + [ + -2.1731333112738485, + 1.6452818426836242 + ], + [ + -1.6689534981679235, + 0.5240814481423206 + ] + ], + [ + [ + 0.6146721908186306, + 1.891766482441945 + ], + [ + 1.6092326875025358, + 1.169175984926953 + ], + [ + 2.594247098839642, + 2.2215935070415647 + ], + [ + 1.599686602155737, + 2.9441840045565564 + ] + ], + [ + [ + 2.441174781745886, + 0.20677207266860356 + ], + [ + 1.229344381637261, + -4.5107046517051353e-17 + ], + [ + 1.302658131954767, + -1.439604503122308 + ], + [ + 2.5144885320633916, + -1.2328324304537044 + ] + ], + [ + [ + 1.229344381637261, + -4.5107046517051353e-17 + ], + [ + 8.089935187552809e-35, + 2.2048254404925625e-18 + ], + [ + 0.07331375031750603, + -1.439604503122308 + ], + [ + 1.302658131954767, + -1.439604503122308 + ] + ], + [ + [ + 1.2099001398122944e-19, + 3.931203858999615e-20 + ], + [ + -0.3798883058652747, + 1.1691759849269534 + ], + [ + -1.6689534981679235, + 0.5240814481423206 + ], + [ + -1.2890651923026488, + -0.6450945367846328 + ] + ] + ] + } + }, + "rubric": [ + "The output is a 2D NET,every face of the input solid lies flat in a single plane, no 3D perspective on individual faces. The original 3D solid does not appear in the output. The final flat net matches the flat-net illustration shown at the top-left of the input image.", + "The net contains exactly the same faces as the input solid: 2 regular pentagon bases + 5 parallelograms (oblique 5-gonal prism). No face is added, removed, resized, or replaced with a different shape.", + "The net is a single connected piece: every face is reachable from every other face by crossing only fold lines. Disconnected fragments are not allowed.", + "Layout: exactly 7 polygons connected by 6 fold edges, with the polygons matching the input solid's faces. No two faces overlap in 2D, and no empty region is left enclosed inside the net's outline.", + "For video outputs: the unfolding proceeds as a continuous physical process, faces hinge open about their fold edges, no sudden teleport from solid to flat. Faces remain rigid (no stretching) and stay connected at their fold edges throughout." + ] + }, + { + "id": "expand_3d_to_2d_lv3_006", + "answer": { + "level": "lv3", + "solid_type": "reg_prism_7", + "solid_parameters": { + "n": 7, + "R": 1.0502746269233199, + "H": 1.2512367204290507 + }, + "vertex_count_3d": 14, + "edge_count_3d": 21, + "face_count": 9, + "face_shape_summary": "2 regular heptagon bases + 7 rectangles (right regular 7-gonal prism)", + "net": { + "kind": "polyhedron", + "tree_edge_count": 8, + "cut_edge_count": 13, + "tree_edges": [ + [ + 0, + 7 + ], + [ + 1, + 2 + ], + [ + 2, + 9 + ], + [ + 3, + 10 + ], + [ + 4, + 5 + ], + [ + 5, + 12 + ], + [ + 6, + 13 + ], + [ + 11, + 12 + ] + ], + "cut_edges": [ + [ + 0, + 1 + ], + [ + 0, + 6 + ], + [ + 1, + 8 + ], + [ + 2, + 3 + ], + [ + 3, + 4 + ], + [ + 4, + 11 + ], + [ + 5, + 6 + ], + [ + 7, + 8 + ], + [ + 7, + 13 + ], + [ + 8, + 9 + ], + [ + 9, + 10 + ], + [ + 10, + 11 + ], + [ + 12, + 13 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 0.9113941644595768, + 6.647382315858834e-18 + ], + [ + 1.4796391314736843, + 0.7125566507121425 + ], + [ + 1.2768348507958043, + 1.6011002606434153 + ], + [ + 0.45569708222978816, + 1.996539368529059 + ], + [ + -0.36544068633622795, + 1.6011002606434153 + ], + [ + -0.5682449670141078, + 0.7125566507121424 + ] + ], + [ + [ + 2.913592473754954, + -2.0641160527155966 + ], + [ + 3.7347302423209694, + -1.668676944829952 + ], + [ + 3.9375345229988494, + -0.7801333348986795 + ], + [ + 3.3692895559847416, + -0.0675766841865375 + ], + [ + 2.457895391525165, + -0.06757668418653773 + ], + [ + 1.8896504245110575, + -0.78013333489868 + ], + [ + 2.0924547051889375, + -1.6686769448299528 + ] + ], + [ + [ + -0.22509576956863797, + -1.4251133014242847 + ], + [ + -0.7933407365827454, + -2.1376699521364273 + ], + [ + 0.1849155234687352, + -2.9178032870351074 + ], + [ + 0.7531604904828426, + -2.205246636322965 + ] + ], + [ + [ + -0.36544068633622795, + 1.6011002606434153 + ], + [ + 0.4556970822297881, + 1.996539368529059 + ], + [ + -0.08719418455115913, + 3.123864700011957 + ], + [ + -0.9083319531171752, + 2.728425592126313 + ] + ], + [ + [ + 0.4556970822297881, + 1.996539368529059 + ], + [ + 1.2768348507958043, + 2.3919784764147027 + ], + [ + 0.7339435840148573, + 3.5193038078976002 + ], + [ + -0.0871941845511589, + 3.1238647000119566 + ] + ], + [ + [ + 1.2768348507958043, + 2.3919784764147027 + ], + [ + 2.0979726193618204, + 2.7874175843003464 + ], + [ + 1.5550813525808733, + 3.914742915783244 + ], + [ + 0.7339435840148573, + 3.5193038078976002 + ] + ], + [ + [ + 1.4796391314736843, + 0.7125566507121425 + ], + [ + 0.9113941644595769, + 2.220446049250313e-16 + ], + [ + 1.8896504245110575, + -0.78013333489868 + ], + [ + 2.457895391525165, + -0.06757668418653773 + ] + ], + [ + [ + 0.9113941644595769, + 2.220446049250313e-16 + ], + [ + 0.34314919744546946, + -0.7125566507121421 + ], + [ + 1.32140545749695, + -1.4926899856108222 + ], + [ + 1.8896504245110575, + -0.78013333489868 + ] + ], + [ + [ + 0.34314919744546946, + -0.7125566507121421 + ], + [ + -0.22509576956863797, + -1.4251133014242847 + ], + [ + 0.7531604904828426, + -2.205246636322965 + ], + [ + 1.32140545749695, + -1.4926899856108222 + ] + ] + ] + } + }, + "rubric": [ + "The output is a 2D NET,every face of the input solid lies flat in a single plane, no 3D perspective on individual faces. The original 3D solid does not appear in the output. The final flat net matches the flat-net illustration shown at the top-left of the input image.", + "The net contains exactly the same faces as the input solid: 2 regular heptagon bases + 7 rectangles (right regular 7-gonal prism). No face is added, removed, resized, or replaced with a different shape.", + "The net is a single connected piece: every face is reachable from every other face by crossing only fold lines. Disconnected fragments are not allowed.", + "Layout: exactly 9 polygons connected by 8 fold edges, with the polygons matching the input solid's faces. No two faces overlap in 2D, and no empty region is left enclosed inside the net's outline.", + "For video outputs: the unfolding proceeds as a continuous physical process, faces hinge open about their fold edges, no sudden teleport from solid to flat. Faces remain rigid (no stretching) and stay connected at their fold edges throughout." + ] + }, + { + "id": "expand_3d_to_2d_lv3_007", + "answer": { + "level": "lv3", + "solid_type": "reg_frustum_5", + "solid_parameters": { + "n": 5, + "R_bot": 1.1939574606549461, + "R_top": 0.6770989012029259, + "H": 1.3859359166693308 + }, + "vertex_count_3d": 10, + "edge_count_3d": 15, + "face_count": 7, + "face_shape_summary": "2 regular pentagon bases (different sizes) + 5 isoceles trapezoids (regular 5-gonal frustum)", + "net": { + "kind": "polyhedron", + "tree_edge_count": 6, + "cut_edge_count": 9, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 2, + 3 + ], + [ + 4, + 9 + ], + [ + 5, + 9 + ], + [ + 6, + 7 + ], + [ + 7, + 8 + ] + ], + "cut_edges": [ + [ + 0, + 4 + ], + [ + 0, + 5 + ], + [ + 1, + 2 + ], + [ + 1, + 6 + ], + [ + 2, + 7 + ], + [ + 3, + 4 + ], + [ + 3, + 8 + ], + [ + 5, + 6 + ], + [ + 8, + 9 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.4035811744750961, + 3.963315497871365e-17 + ], + [ + 1.8373116103726488, + 1.334885022133745 + ], + [ + 0.701790587237548, + 2.159889336885555 + ], + [ + -0.433730435897553, + 1.3348850221337452 + ] + ], + [ + [ + 4.162168521972429, + -0.15841307117450043 + ], + [ + 3.9161979482776164, + 0.5986065141155776 + ], + [ + 3.1202204513365803, + 0.5986065141155779 + ], + [ + 2.874249877641767, + -0.1584130711745002 + ], + [ + 3.518209199807098, + -0.6262769050331186 + ] + ], + [ + [ + -0.433730435897553, + 1.3348850221337452 + ], + [ + 0.701790587237548, + 2.159889336885555 + ], + [ + -0.3948925197129248, + 3.15248557832632 + ], + [ + -1.0388518418782557, + 2.6846217444677016 + ] + ], + [ + [ + 4.219999787044646, + 2.046247898697632 + ], + [ + 2.8164186125695507, + 2.0462478986976325 + ], + [ + 3.1202204513365803, + 0.5986065141155779 + ], + [ + 3.9161979482776164, + 0.5986065141155776 + ] + ], + [ + [ + 1.8373116103726488, + 1.334885022133745 + ], + [ + 1.4035811744750961, + -2.220446049250313e-16 + ], + [ + 2.874249877641767, + -0.1584130711745006 + ], + [ + 3.1202204513365803, + 0.5986065141155779 + ] + ], + [ + [ + 2.7519460270352107, + -2.2749190480279786 + ], + [ + 4.1233306057878005, + -1.9760136273670759 + ], + [ + 3.5182091998070977, + -0.626276905033119 + ], + [ + 2.7404905439928005, + -0.7957875773665161 + ] + ], + [ + [ + 4.1233306057878005, + -1.9760136273670759 + ], + [ + 5.258851628922902, + -1.1510093126152658 + ], + [ + 4.162168521972429, + -0.15841307117450043 + ], + [ + 3.5182091998070977, + -0.6262769050331188 + ] + ] + ] + } + }, + "rubric": [ + "The output is a 2D NET,every face of the input solid lies flat in a single plane, no 3D perspective on individual faces. The original 3D solid does not appear in the output. The final flat net matches the flat-net illustration shown at the top-left of the input image.", + "The net contains exactly the same faces as the input solid: 2 regular pentagon bases (different sizes) + 5 isoceles trapezoids (regular 5-gonal frustum). No face is added, removed, resized, or replaced with a different shape.", + "The net is a single connected piece: every face is reachable from every other face by crossing only fold lines. Disconnected fragments are not allowed.", + "Layout: exactly 7 polygons connected by 6 fold edges, with the polygons matching the input solid's faces. No two faces overlap in 2D, and no empty region is left enclosed inside the net's outline.", + "For video outputs: the unfolding proceeds as a continuous physical process, faces hinge open about their fold edges, no sudden teleport from solid to flat. Faces remain rigid (no stretching) and stay connected at their fold edges throughout." + ] + }, + { + "id": "expand_3d_to_2d_lv3_008", + "answer": { + "level": "lv3", + "solid_type": "reg_frustum_5", + "solid_parameters": { + "n": 5, + "R_bot": 1.0627548576524426, + "R_top": 0.4485925007154333, + "H": 1.4126996651087687 + }, + "vertex_count_3d": 10, + "edge_count_3d": 15, + "face_count": 7, + "face_shape_summary": "2 regular pentagon bases (different sizes) + 5 isoceles trapezoids (regular 5-gonal frustum)", + "net": { + "kind": "polyhedron", + "tree_edge_count": 6, + "cut_edge_count": 9, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 2, + 3 + ], + [ + 4, + 9 + ], + [ + 5, + 9 + ], + [ + 6, + 7 + ], + [ + 7, + 8 + ] + ], + "cut_edges": [ + [ + 0, + 4 + ], + [ + 0, + 5 + ], + [ + 1, + 2 + ], + [ + 1, + 6 + ], + [ + 2, + 7 + ], + [ + 3, + 4 + ], + [ + 3, + 8 + ], + [ + 5, + 6 + ], + [ + 8, + 9 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.2493432642605846, + -1.4944007763307924e-17 + ], + [ + 1.6354115647249763, + 1.1881960525644872 + ], + [ + 0.6246716321302924, + 1.9225415983477965 + ], + [ + -0.38606830046439156, + 1.1881960525644875 + ] + ], + [ + [ + 3.6384069224546534, + -0.11943521436322657 + ], + [ + 3.4754461576976343, + 0.3821064485349393 + ], + [ + 2.9480940452785696, + 0.3821064485349391 + ], + [ + 2.785133280521551, + -0.11943521436322696 + ], + [ + 3.211770101488102, + -0.42940500880843546 + ] + ], + [ + [ + -0.38606830046439156, + 1.1881960525644875 + ], + [ + 0.6246716321302924, + 1.9225415983477965 + ], + [ + -0.5476063332091107, + 2.921881438670676 + ], + [ + -0.9742431541756618, + 2.6119116442254677 + ] + ], + [ + [ + 3.836441733618394, + 1.8796370621260234 + ], + [ + 2.587098469357809, + 1.8796370621260228 + ], + [ + 2.9480940452785696, + 0.3821064485349391 + ], + [ + 3.4754461576976343, + 0.3821064485349393 + ] + ], + [ + [ + 1.6354115647249763, + 1.1881960525644872 + ], + [ + 1.2493432642605846, + 2.220446049250313e-16 + ], + [ + 2.785133280521551, + -0.11943521436322685 + ], + [ + 2.9480940452785696, + 0.3821064485349391 + ] + ], + [ + [ + 2.565622531770927, + -2.0462701460940993 + ], + [ + 3.7999449551993734, + -1.8531206004694154 + ], + [ + 3.211770101488102, + -0.42940500880843535 + ], + [ + 2.6907583379305064, + -0.5109340999811833 + ] + ], + [ + [ + 3.7999449551993734, + -1.8531206004694154 + ], + [ + 4.810684887794057, + -1.1187750546861055 + ], + [ + 3.6384069224546534, + -0.11943521436322657 + ], + [ + 3.211770101488102, + -0.42940500880843535 + ] + ] + ] + } + }, + "rubric": [ + "The output is a 2D NET,every face of the input solid lies flat in a single plane, no 3D perspective on individual faces. The original 3D solid does not appear in the output. The final flat net matches the flat-net illustration shown at the top-left of the input image.", + "The net contains exactly the same faces as the input solid: 2 regular pentagon bases (different sizes) + 5 isoceles trapezoids (regular 5-gonal frustum). No face is added, removed, resized, or replaced with a different shape.", + "The net is a single connected piece: every face is reachable from every other face by crossing only fold lines. Disconnected fragments are not allowed.", + "Layout: exactly 7 polygons connected by 6 fold edges, with the polygons matching the input solid's faces. No two faces overlap in 2D, and no empty region is left enclosed inside the net's outline.", + "For video outputs: the unfolding proceeds as a continuous physical process, faces hinge open about their fold edges, no sudden teleport from solid to flat. Faces remain rigid (no stretching) and stay connected at their fold edges throughout." + ] + }, + { + "id": "expand_3d_to_2d_lv3_009", + "answer": { + "level": "lv3", + "solid_type": "reg_prism_7", + "solid_parameters": { + "n": 7, + "R": 1.0587756510968205, + "H": 1.4281428079134997 + }, + "vertex_count_3d": 14, + "edge_count_3d": 21, + "face_count": 9, + "face_shape_summary": "2 regular heptagon bases + 7 rectangles (right regular 7-gonal prism)", + "net": { + "kind": "polyhedron", + "tree_edge_count": 8, + "cut_edge_count": 13, + "tree_edges": [ + [ + 0, + 6 + ], + [ + 1, + 2 + ], + [ + 1, + 8 + ], + [ + 2, + 9 + ], + [ + 3, + 10 + ], + [ + 4, + 11 + ], + [ + 5, + 12 + ], + [ + 7, + 13 + ] + ], + "cut_edges": [ + [ + 0, + 1 + ], + [ + 0, + 7 + ], + [ + 2, + 3 + ], + [ + 3, + 4 + ], + [ + 4, + 5 + ], + [ + 5, + 6 + ], + [ + 6, + 13 + ], + [ + 7, + 8 + ], + [ + 8, + 9 + ], + [ + 9, + 10 + ], + [ + 10, + 11 + ], + [ + 11, + 12 + ], + [ + 12, + 13 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 0.9187710767690312, + 6.1936990476449185e-18 + ], + [ + 1.4916154733772897, + 0.7183241529990798 + ], + [ + 1.287169675282596, + 1.6140597206465574 + ], + [ + 0.45938553838451557, + 2.0126995508281698 + ], + [ + -0.3683985985135652, + 1.6140597206465574 + ], + [ + -0.5728443966082586, + 0.7183241529990797 + ] + ], + [ + [ + -1.6894114052953249, + -0.17210832333288362 + ], + [ + -2.608182482064356, + -0.17210832333288373 + ], + [ + -3.181026878672614, + -0.8904324763319633 + ], + [ + -2.9765810805779207, + -1.786168043979441 + ], + [ + -2.14879694367984, + -2.184807874161053 + ], + [ + -1.3210128067817597, + -1.786168043979441 + ], + [ + -1.1165670086870663, + -0.8904324763319633 + ] + ], + [ + [ + -1.1961827354116457, + 1.2154198904649451 + ], + [ + -0.3683985985135652, + 1.6140597206465574 + ], + [ + -0.988046540004923, + 2.900771929495365 + ], + [ + -1.8158306769030035, + 2.502132099313753 + ] + ], + [ + [ + -0.3683985985135652, + 1.6140597206465574 + ], + [ + 0.4593855383845156, + 2.0126995508281698 + ], + [ + -0.1602624031068422, + 3.2994117596769774 + ], + [ + -0.988046540004923, + 2.9007719294953653 + ] + ], + [ + [ + 0.4593855383845156, + 2.0126995508281698 + ], + [ + 1.287169675282596, + 2.411339381009782 + ], + [ + 0.6675217337912382, + 3.6980515898585895 + ], + [ + -0.1602624031068423, + 3.2994117596769774 + ] + ], + [ + [ + 1.287169675282596, + 2.411339381009782 + ], + [ + 2.114953812180677, + 2.8099792111913944 + ], + [ + 1.4953058706893188, + 4.0966914200402025 + ], + [ + 0.6675217337912381, + 3.69805158985859 + ] + ], + [ + [ + 2.114953812180677, + 2.8099792111913944 + ], + [ + 2.9427379490787575, + 3.208619041373007 + ], + [ + 2.3230900075873997, + 4.495331250221815 + ], + [ + 1.495305870689319, + 4.0966914200402025 + ] + ], + [ + [ + 2.9427379490787575, + 3.208619041373007 + ], + [ + 3.7705220859768382, + 3.607258871554619 + ], + [ + 3.1508741444854804, + 4.8939710804034275 + ], + [ + 2.3230900075873997, + 4.495331250221815 + ] + ], + [ + [ + 0.0, + 0.0 + ], + [ + -0.5728443966082586, + 0.7183241529990797 + ], + [ + -1.6894114052953249, + -0.17210832333288362 + ], + [ + -1.1165670086870663, + -0.8904324763319633 + ] + ] + ] + } + }, + "rubric": [ + "The output is a 2D NET,every face of the input solid lies flat in a single plane, no 3D perspective on individual faces. The original 3D solid does not appear in the output. The final flat net matches the flat-net illustration shown at the top-left of the input image.", + "The net contains exactly the same faces as the input solid: 2 regular heptagon bases + 7 rectangles (right regular 7-gonal prism). No face is added, removed, resized, or replaced with a different shape.", + "The net is a single connected piece: every face is reachable from every other face by crossing only fold lines. Disconnected fragments are not allowed.", + "Layout: exactly 9 polygons connected by 8 fold edges, with the polygons matching the input solid's faces. No two faces overlap in 2D, and no empty region is left enclosed inside the net's outline.", + "For video outputs: the unfolding proceeds as a continuous physical process, faces hinge open about their fold edges, no sudden teleport from solid to flat. Faces remain rigid (no stretching) and stay connected at their fold edges throughout." + ] + }, + { + "id": "expand_3d_to_2d_lv3_010", + "answer": { + "level": "lv3", + "solid_type": "reg_frustum_5", + "solid_parameters": { + "n": 5, + "R_bot": 1.1853830138270116, + "R_top": 0.749893278446026, + "H": 1.3382005394459053 + }, + "vertex_count_3d": 10, + "edge_count_3d": 15, + "face_count": 7, + "face_shape_summary": "2 regular pentagon bases (different sizes) + 5 isoceles trapezoids (regular 5-gonal frustum)", + "net": { + "kind": "polyhedron", + "tree_edge_count": 6, + "cut_edge_count": 9, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 5 + ], + [ + 1, + 6 + ], + [ + 2, + 7 + ], + [ + 3, + 8 + ], + [ + 7, + 8 + ] + ], + "cut_edges": [ + [ + 0, + 4 + ], + [ + 1, + 2 + ], + [ + 2, + 3 + ], + [ + 3, + 4 + ], + [ + 4, + 9 + ], + [ + 5, + 6 + ], + [ + 5, + 9 + ], + [ + 6, + 7 + ], + [ + 8, + 9 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.393501307691044, + -4.6869281811642455e-17 + ], + [ + 1.8241168934512895, + 1.3252984991453853 + ], + [ + 0.6967506538455223, + 2.1443780168564572 + ], + [ + -0.4306155857602452, + 1.3252984991453856 + ] + ], + [ + [ + -1.077361945930312, + 4.567347374131613 + ], + [ + -0.7199238720883877, + 3.7615107330585857 + ], + [ + 0.15692675572731485, + 3.8524373255763464 + ], + [ + 0.3414121729321787, + 4.714469691306561 + ], + [ + -0.42142019662221336, + 5.156308400212553 + ] + ], + [ + [ + -0.4306155857602452, + 1.3252984991453856 + ], + [ + 0.6967506538455224, + 2.1443780168564572 + ], + [ + -0.32371566324418116, + 3.1134396707675434 + ], + [ + -1.0369065522362102, + 2.5952761593288836 + ] + ], + [ + [ + 0.6967506538455224, + 2.1443780168564572 + ], + [ + 1.456519244323087, + 3.3125379303359366 + ], + [ + 0.15692675572731496, + 3.8524373255763464 + ], + [ + -0.3237156632441809, + 3.1134396707675434 + ] + ], + [ + [ + 1.456519244323087, + 3.3125379303359366 + ], + [ + 1.7481419140269805, + 4.675183193436874 + ], + [ + 0.3414121729321786, + 4.714469691306561 + ], + [ + 0.15692675572731485, + 3.8524373255763464 + ] + ], + [ + [ + 1.7481419140269805, + 4.675183193436874 + ], + [ + 1.5330251283219622, + 6.0519804417797785 + ], + [ + 0.20532566772716254, + 5.585454841483513 + ], + [ + 0.3414121729321786, + 4.714469691306561 + ] + ], + [ + [ + -1.7763830897995545, + 0.963696895708041 + ], + [ + -0.4306155857602452, + 1.3252984991453856 + ], + [ + -1.0369065522362104, + 2.595276159328884 + ], + [ + -1.8882617630486354, + 2.3665208888973286 + ] + ] + ] + } + }, + "rubric": [ + "The output is a 2D NET,every face of the input solid lies flat in a single plane, no 3D perspective on individual faces. The original 3D solid does not appear in the output. The final flat net matches the flat-net illustration shown at the top-left of the input image.", + "The net contains exactly the same faces as the input solid: 2 regular pentagon bases (different sizes) + 5 isoceles trapezoids (regular 5-gonal frustum). No face is added, removed, resized, or replaced with a different shape.", + "The net is a single connected piece: every face is reachable from every other face by crossing only fold lines. Disconnected fragments are not allowed.", + "Layout: exactly 7 polygons connected by 6 fold edges, with the polygons matching the input solid's faces. No two faces overlap in 2D, and no empty region is left enclosed inside the net's outline.", + "For video outputs: the unfolding proceeds as a continuous physical process, faces hinge open about their fold edges, no sudden teleport from solid to flat. Faces remain rigid (no stretching) and stay connected at their fold edges throughout." + ] + } +] \ No newline at end of file diff --git a/bench_data/expand_3d_to_2d/prompt/video_gen_prompt/expand_3d_to_2d.txt b/bench_data/expand_3d_to_2d/prompt/video_gen_prompt/expand_3d_to_2d.txt new file mode 100644 index 0000000000000000000000000000000000000000..9e60688e59c0f9055e1643db0c6dce0c2005d748 --- /dev/null +++ b/bench_data/expand_3d_to_2d/prompt/video_gen_prompt/expand_3d_to_2d.txt @@ -0,0 +1,9 @@ +Create a smooth video showing the colored tile geometry in the input fully unfolding flat onto the table, until every face lies in the same plane and the whole shape forms a single connected 2D net matching the small flat-net illustration on the paper at the top-left of the input image. + +Notes: +1. Use exactly the same set of faces as the input, none added, removed, resized, or recolored. Each face keeps its original tile color, and the final flat layout (which faces touch which) matches the top-left illustration. +2. The input may start as a fully assembled 3D shape OR as a partially-unfolded shape with one or more flaps already flat on the table; in the latter case the already-flat flaps stay put and only the still-standing faces unfold. +3. The unfold is self-driven, no hand, tool, or external object appears. Faces hinge open about their fold edges and rotate down naturally; tiles separate along cut edges as needed. +4. Motion is continuous (no teleport or pop) and paced so the full unfold completes within the runtime. +5. Final state: a single connected 2D net lying flat, no overlap, no missing face. +6. The flat-net illustration paper, table, background, lighting, and camera stay fixed. Flaps may rotate down and visually cover the paper, but the paper itself never moves, folds, or changes. 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0000000000000000000000000000000000000000..c42ada9de89d2c6bad727b3ed1d4b25e7aca5094 --- /dev/null +++ b/bench_data/gears/judge_spec/_completeness_judge.txt @@ -0,0 +1,8 @@ +Completeness scoring, three tiers (0 / 1 / 2), by how far the goal was carried out. +Tier 2 does NOT require flawless / perfect execution: near-complete (goal essentially reached, minor imperfections allowed) still counts as 2. +OVERRIDE (applies to every task): if the output changes drastically from the input image, unrelated new elements suddenly appear, or the scene differs wholesale from the input, score 0, regardless of any apparent task progress. +GUIDING PRINCIPLE: generated video is uncontrollable and may sprout odd elements. As a rule of thumb, if the procedure is carried out step by step but the final answer is simply wrong, give 1 (not 0). Reserve 0 for: the procedure is not attempted at all, or the output breaks / deviates drastically from the input (see OVERRIDE). + +0: Not all stations rotate, or a gear / station is added or removed during the motion, or other unrelated things suddenly appear (drastic change from the input). +1: All stations rotate (procedure carried out) but one or more turn the wrong direction. +2: All stations rotate simultaneously with the correct direction dictated by the transmission rules, starting from the arrowed station. diff --git a/bench_data/gears/judge_spec/_judge_rubric_gears.json b/bench_data/gears/judge_spec/_judge_rubric_gears.json new file mode 100644 index 0000000000000000000000000000000000000000..d942f728f2d82cccb5ce43351809508f02d8168a --- /dev/null +++ b/bench_data/gears/judge_spec/_judge_rubric_gears.json @@ -0,0 +1,2927 @@ +[ + { + "id": "gears_lv1_001", + "answer": { + "level": "lv1", + "station_count": 4, + "rotor_count": 6, + "input_arrow": { + "at": "right", + "station_index": 4, + "direction": "CW" + }, + "stations": [ + { + "index": 1, + "type": "G", + "direction": "CCW", + "joint_in": null + }, + { + "index": 2, + "type": "GP", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 3, + "type": "GP", + "direction": "CCW", + "joint_in": "belt_x@B" + }, + { + "index": 4, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + } + ], + "joints": [ + { + "between_stations": [ + 1, + 2 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 2, + 3 + ], + "type": "belt_x@B", + "z_layer": "B", + "reverses_direction": true + }, + { + "between_stations": [ + 3, + 4 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + } + ] + }, + "rubric": [ + "All 4 stations (6 rotating discs total) from the input are present in the output, in their original positions, sizes, and colors. No station, rotor, shaft, or belt added, removed, or moved. The number of stations / rotors / shafts / belts, their sizes, shapes, and colors are preserved exactly, nothing added, removed, resized, reshaped, recolored, or moved.", + "Compound stations and belt routing are preserved exactly: chain order is st1(G/counter-clockwise) → st2(GP/clockwise) → st3(GP/counter-clockwise) → st4(G/clockwise); transmission joints are 1→2: mesh@A | 2→3: belt_x@B | 3→4: mesh@A. The wooden board, shafts, and the input arrow (a red curl-arrow drawn flat on the board next to the rightmost station (station 4), showing clockwise rotation) are unchanged from the input.", + "The rightmost station rotates clockwise, exactly as the input arrow indicates.", + "Per-station expected rotation (left to right): station 1 = counter-clockwise; station 4 = clockwise. These directions follow the standard transmission rules, two gears in mesh rotate in opposite directions; two rotors stacked on the same shaft (compound) rotate in the same direction; two pulleys connected by a non-crossed belt rotate in the same direction, and by a crossed belt in opposite directions.", + "Belt paths visibly stay seated in the pulley grooves; non-crossed belts run with parallel straight segments and crossed belts form a clear figure-8 (two straight segments cross between the pulleys). Belts do not stretch, snap, or swap between crossed and non-crossed mid-output.", + "every station's rotors rotate continuously and simultaneously throughout,no station stalls, reverses direction mid-video, or vanishes. Adjacent meshing teeth visibly engage; no gear-through-gear penetration.", + "Gear and belt count preserved: no station or rotor is added or removed; belts only appear where they exist in the input, no belt appears between rotors that had none, and no existing belt disappears or is replaced mid-output." + ] + }, + { + "id": "gears_lv1_002", + "answer": { + "level": "lv1", + "station_count": 3, + "rotor_count": 3, + "input_arrow": { + "at": "left", + "station_index": 1, + "direction": "CW" + }, + "stations": [ + { + "index": 1, + "type": "G", + "direction": "CW", + "joint_in": null + }, + { + "index": 2, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 3, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + } + ], + "joints": [ + { + "between_stations": [ + 1, + 2 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 2, + 3 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + } + ] + }, + "rubric": [ + "All 3 stations (3 rotating discs total) from the input are present in the output, in their original positions, sizes, and colors. No station, rotor, shaft, or belt added, removed, or moved. The number of stations / rotors / shafts / belts, their sizes, shapes, and colors are preserved exactly, nothing added, removed, resized, reshaped, recolored, or moved.", + "Compound stations and belt routing are preserved exactly: chain order is st1(G/clockwise) → st2(G/counter-clockwise) → st3(G/clockwise); transmission joints are 1→2: mesh@A | 2→3: mesh@A. The wooden board, shafts, and the input arrow (a red curl-arrow drawn flat on the board next to the leftmost station (station 1), showing clockwise rotation) are unchanged from the input.", + "The leftmost station rotates clockwise, exactly as the input arrow indicates.", + "Per-station expected rotation (left to right): station 1 = clockwise; station 2 = counter-clockwise; station 3 = clockwise. These directions follow the standard transmission rules, two gears in mesh rotate in opposite directions; two rotors stacked on the same shaft (compound) rotate in the same direction; two pulleys connected by a non-crossed belt rotate in the same direction, and by a crossed belt in opposite directions.", + "Belt paths visibly stay seated in the pulley grooves; non-crossed belts run with parallel straight segments and crossed belts form a clear figure-8 (two straight segments cross between the pulleys). Belts do not stretch, snap, or swap between crossed and non-crossed mid-output.", + "every station's rotors rotate continuously and simultaneously throughout,no station stalls, reverses direction mid-video, or vanishes. Adjacent meshing teeth visibly engage; no gear-through-gear penetration.", + "Gear and belt count preserved: no station or rotor is added or removed; belts only appear where they exist in the input, no belt appears between rotors that had none, and no existing belt disappears or is replaced mid-output." + ] + }, + { + "id": "gears_lv1_003", + "answer": { + "level": "lv1", + "station_count": 3, + "rotor_count": 5, + "input_arrow": { + "at": "left", + "station_index": 1, + "direction": "CCW" + }, + "stations": [ + { + "index": 1, + "type": "G", + "direction": "CCW", + "joint_in": null + }, + { + "index": 2, + "type": "GP", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 3, + "type": "GP", + "direction": "CCW", + "joint_in": "belt_x@B" + } + ], + "joints": [ + { + "between_stations": [ + 1, + 2 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 2, + 3 + ], + "type": "belt_x@B", + "z_layer": "B", + "reverses_direction": true + } + ] + }, + "rubric": [ + "All 3 stations (5 rotating discs total) from the input are present in the output, in their original positions, sizes, and colors. No station, rotor, shaft, or belt added, removed, or moved. The number of stations / rotors / shafts / belts, their sizes, shapes, and colors are preserved exactly, nothing added, removed, resized, reshaped, recolored, or moved.", + "Compound stations and belt routing are preserved exactly: chain order is st1(G/counter-clockwise) → st2(GP/clockwise) → st3(GP/counter-clockwise); transmission joints are 1→2: mesh@A | 2→3: belt_x@B. The wooden board, shafts, and the input arrow (a red curl-arrow drawn flat on the board next to the leftmost station (station 1), showing counter-clockwise rotation) are unchanged from the input.", + "The leftmost station rotates counter-clockwise, exactly as the input arrow indicates.", + "Per-station expected rotation (left to right): station 1 = counter-clockwise. These directions follow the standard transmission rules, two gears in mesh rotate in opposite directions; two rotors stacked on the same shaft (compound) rotate in the same direction; two pulleys connected by a non-crossed belt rotate in the same direction, and by a crossed belt in opposite directions.", + "Belt paths visibly stay seated in the pulley grooves; non-crossed belts run with parallel straight segments and crossed belts form a clear figure-8 (two straight segments cross between the pulleys). Belts do not stretch, snap, or swap between crossed and non-crossed mid-output.", + "every station's rotors rotate continuously and simultaneously throughout,no station stalls, reverses direction mid-video, or vanishes. Adjacent meshing teeth visibly engage; no gear-through-gear penetration.", + "Gear and belt count preserved: no station or rotor is added or removed; belts only appear where they exist in the input, no belt appears between rotors that had none, and no existing belt disappears or is replaced mid-output." + ] + }, + { + "id": "gears_lv1_004", + "answer": { + "level": "lv1", + "station_count": 4, + "rotor_count": 4, + "input_arrow": { + "at": "right", + "station_index": 4, + "direction": "CCW" + }, + "stations": [ + { + "index": 1, + "type": "G", + "direction": "CW", + "joint_in": null + }, + { + "index": 2, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 3, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 4, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + } + ], + "joints": [ + { + "between_stations": [ + 1, + 2 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 2, + 3 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 3, + 4 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + } + ] + }, + "rubric": [ + "All 4 stations (4 rotating discs total) from the input are present in the output, in their original positions, sizes, and colors. No station, rotor, shaft, or belt added, removed, or moved. The number of stations / rotors / shafts / belts, their sizes, shapes, and colors are preserved exactly, nothing added, removed, resized, reshaped, recolored, or moved.", + "Compound stations and belt routing are preserved exactly: chain order is st1(G/clockwise) → st2(G/counter-clockwise) → st3(G/clockwise) → st4(G/counter-clockwise); transmission joints are 1→2: mesh@A | 2→3: mesh@A | 3→4: mesh@A. The wooden board, shafts, and the input arrow (a red curl-arrow drawn flat on the board next to the rightmost station (station 4), showing counter-clockwise rotation) are unchanged from the input.", + "The rightmost station rotates counter-clockwise, exactly as the input arrow indicates.", + "Per-station expected rotation (left to right): station 1 = clockwise; station 2 = counter-clockwise; station 3 = clockwise; station 4 = counter-clockwise. These directions follow the standard transmission rules, two gears in mesh rotate in opposite directions; two rotors stacked on the same shaft (compound) rotate in the same direction; two pulleys connected by a non-crossed belt rotate in the same direction, and by a crossed belt in opposite directions.", + "Belt paths visibly stay seated in the pulley grooves; non-crossed belts run with parallel straight segments and crossed belts form a clear figure-8 (two straight segments cross between the pulleys). Belts do not stretch, snap, or swap between crossed and non-crossed mid-output.", + "every station's rotors rotate continuously and simultaneously throughout,no station stalls, reverses direction mid-video, or vanishes. Adjacent meshing teeth visibly engage; no gear-through-gear penetration.", + "Gear and belt count preserved: no station or rotor is added or removed; belts only appear where they exist in the input, no belt appears between rotors that had none, and no existing belt disappears or is replaced mid-output." + ] + }, + { + "id": "gears_lv1_005", + "answer": { + "level": "lv1", + "station_count": 4, + "rotor_count": 4, + "input_arrow": { + "at": "right", + "station_index": 4, + "direction": "CCW" + }, + "stations": [ + { + "index": 1, + "type": "G", + "direction": "CW", + "joint_in": null + }, + { + "index": 2, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 3, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 4, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + } + ], + "joints": [ + { + "between_stations": [ + 1, + 2 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 2, + 3 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 3, + 4 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + } + ] + }, + "rubric": [ + "All 4 stations (4 rotating discs total) from the input are present in the output, in their original positions, sizes, and colors. No station, rotor, shaft, or belt added, removed, or moved. The number of stations / rotors / shafts / belts, their sizes, shapes, and colors are preserved exactly, nothing added, removed, resized, reshaped, recolored, or moved.", + "Compound stations and belt routing are preserved exactly: chain order is st1(G/clockwise) → st2(G/counter-clockwise) → st3(G/clockwise) → st4(G/counter-clockwise); transmission joints are 1→2: mesh@A | 2→3: mesh@A | 3→4: mesh@A. The wooden board, shafts, and the input arrow (a red curl-arrow drawn flat on the board next to the rightmost station (station 4), showing counter-clockwise rotation) are unchanged from the input.", + "The rightmost station rotates counter-clockwise, exactly as the input arrow indicates.", + "Per-station expected rotation (left to right): station 1 = clockwise; station 2 = counter-clockwise; station 3 = clockwise; station 4 = counter-clockwise. These directions follow the standard transmission rules, two gears in mesh rotate in opposite directions; two rotors stacked on the same shaft (compound) rotate in the same direction; two pulleys connected by a non-crossed belt rotate in the same direction, and by a crossed belt in opposite directions.", + "Belt paths visibly stay seated in the pulley grooves; non-crossed belts run with parallel straight segments and crossed belts form a clear figure-8 (two straight segments cross between the pulleys). Belts do not stretch, snap, or swap between crossed and non-crossed mid-output.", + "every station's rotors rotate continuously and simultaneously throughout,no station stalls, reverses direction mid-video, or vanishes. Adjacent meshing teeth visibly engage; no gear-through-gear penetration.", + "Gear and belt count preserved: no station or rotor is added or removed; belts only appear where they exist in the input, no belt appears between rotors that had none, and no existing belt disappears or is replaced mid-output." + ] + }, + { + "id": "gears_lv1_006", + "answer": { + "level": "lv1", + "station_count": 3, + "rotor_count": 3, + "input_arrow": { + "at": "right", + "station_index": 3, + "direction": "CW" + }, + "stations": [ + { + "index": 1, + "type": "G", + "direction": "CW", + "joint_in": null + }, + { + "index": 2, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 3, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + } + ], + "joints": [ + { + "between_stations": [ + 1, + 2 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 2, + 3 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + } + ] + }, + "rubric": [ + "All 3 stations (3 rotating discs total) from the input are present in the output, in their original positions, sizes, and colors. No station, rotor, shaft, or belt added, removed, or moved. The number of stations / rotors / shafts / belts, their sizes, shapes, and colors are preserved exactly, nothing added, removed, resized, reshaped, recolored, or moved.", + "Compound stations and belt routing are preserved exactly: chain order is st1(G/clockwise) → st2(G/counter-clockwise) → st3(G/clockwise); transmission joints are 1→2: mesh@A | 2→3: mesh@A. The wooden board, shafts, and the input arrow (a red curl-arrow drawn flat on the board next to the rightmost station (station 3), showing clockwise rotation) are unchanged from the input.", + "The rightmost station rotates clockwise, exactly as the input arrow indicates.", + "Per-station expected rotation (left to right): station 1 = clockwise; station 2 = counter-clockwise; station 3 = clockwise. These directions follow the standard transmission rules, two gears in mesh rotate in opposite directions; two rotors stacked on the same shaft (compound) rotate in the same direction; two pulleys connected by a non-crossed belt rotate in the same direction, and by a crossed belt in opposite directions.", + "Belt paths visibly stay seated in the pulley grooves; non-crossed belts run with parallel straight segments and crossed belts form a clear figure-8 (two straight segments cross between the pulleys). Belts do not stretch, snap, or swap between crossed and non-crossed mid-output.", + "every station's rotors rotate continuously and simultaneously throughout,no station stalls, reverses direction mid-video, or vanishes. Adjacent meshing teeth visibly engage; no gear-through-gear penetration.", + "Gear and belt count preserved: no station or rotor is added or removed; belts only appear where they exist in the input, no belt appears between rotors that had none, and no existing belt disappears or is replaced mid-output." + ] + }, + { + "id": "gears_lv1_007", + "answer": { + "level": "lv1", + "station_count": 3, + "rotor_count": 3, + "input_arrow": { + "at": "right", + "station_index": 3, + "direction": "CW" + }, + "stations": [ + { + "index": 1, + "type": "G", + "direction": "CW", + "joint_in": null + }, + { + "index": 2, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 3, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + } + ], + "joints": [ + { + "between_stations": [ + 1, + 2 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 2, + 3 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + } + ] + }, + "rubric": [ + "All 3 stations (3 rotating discs total) from the input are present in the output, in their original positions, sizes, and colors. No station, rotor, shaft, or belt added, removed, or moved. The number of stations / rotors / shafts / belts, their sizes, shapes, and colors are preserved exactly, nothing added, removed, resized, reshaped, recolored, or moved.", + "Compound stations and belt routing are preserved exactly: chain order is st1(G/clockwise) → st2(G/counter-clockwise) → st3(G/clockwise); transmission joints are 1→2: mesh@A | 2→3: mesh@A. The wooden board, shafts, and the input arrow (a red curl-arrow drawn flat on the board next to the rightmost station (station 3), showing clockwise rotation) are unchanged from the input.", + "The rightmost station rotates clockwise, exactly as the input arrow indicates.", + "Per-station expected rotation (left to right): station 1 = clockwise; station 2 = counter-clockwise; station 3 = clockwise. These directions follow the standard transmission rules, two gears in mesh rotate in opposite directions; two rotors stacked on the same shaft (compound) rotate in the same direction; two pulleys connected by a non-crossed belt rotate in the same direction, and by a crossed belt in opposite directions.", + "Belt paths visibly stay seated in the pulley grooves; non-crossed belts run with parallel straight segments and crossed belts form a clear figure-8 (two straight segments cross between the pulleys). Belts do not stretch, snap, or swap between crossed and non-crossed mid-output.", + "every station's rotors rotate continuously and simultaneously throughout,no station stalls, reverses direction mid-video, or vanishes. Adjacent meshing teeth visibly engage; no gear-through-gear penetration.", + "Gear and belt count preserved: no station or rotor is added or removed; belts only appear where they exist in the input, no belt appears between rotors that had none, and no existing belt disappears or is replaced mid-output." + ] + }, + { + "id": "gears_lv1_008", + "answer": { + "level": "lv1", + "station_count": 3, + "rotor_count": 3, + "input_arrow": { + "at": "right", + "station_index": 3, + "direction": "CCW" + }, + "stations": [ + { + "index": 1, + "type": "G", + "direction": "CCW", + "joint_in": null + }, + { + "index": 2, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 3, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + } + ], + "joints": [ + { + "between_stations": [ + 1, + 2 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 2, + 3 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + } + ] + }, + "rubric": [ + "All 3 stations (3 rotating discs total) from the input are present in the output, in their original positions, sizes, and colors. No station, rotor, shaft, or belt added, removed, or moved. The number of stations / rotors / shafts / belts, their sizes, shapes, and colors are preserved exactly, nothing added, removed, resized, reshaped, recolored, or moved.", + "Compound stations and belt routing are preserved exactly: chain order is st1(G/counter-clockwise) → st2(G/clockwise) → st3(G/counter-clockwise); transmission joints are 1→2: mesh@A | 2→3: mesh@A. The wooden board, shafts, and the input arrow (a red curl-arrow drawn flat on the board next to the rightmost station (station 3), showing counter-clockwise rotation) are unchanged from the input.", + "The rightmost station rotates counter-clockwise, exactly as the input arrow indicates.", + "Per-station expected rotation (left to right): station 1 = counter-clockwise; station 2 = clockwise; station 3 = counter-clockwise. These directions follow the standard transmission rules, two gears in mesh rotate in opposite directions; two rotors stacked on the same shaft (compound) rotate in the same direction; two pulleys connected by a non-crossed belt rotate in the same direction, and by a crossed belt in opposite directions.", + "Belt paths visibly stay seated in the pulley grooves; non-crossed belts run with parallel straight segments and crossed belts form a clear figure-8 (two straight segments cross between the pulleys). Belts do not stretch, snap, or swap between crossed and non-crossed mid-output.", + "every station's rotors rotate continuously and simultaneously throughout,no station stalls, reverses direction mid-video, or vanishes. Adjacent meshing teeth visibly engage; no gear-through-gear penetration.", + "Gear and belt count preserved: no station or rotor is added or removed; belts only appear where they exist in the input, no belt appears between rotors that had none, and no existing belt disappears or is replaced mid-output." + ] + }, + { + "id": "gears_lv1_009", + "answer": { + "level": "lv1", + "station_count": 4, + "rotor_count": 4, + "input_arrow": { + "at": "left", + "station_index": 1, + "direction": "CCW" + }, + "stations": [ + { + "index": 1, + "type": "G", + "direction": "CCW", + "joint_in": null + }, + { + "index": 2, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 3, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 4, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + } + ], + "joints": [ + { + "between_stations": [ + 1, + 2 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 2, + 3 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 3, + 4 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + } + ] + }, + "rubric": [ + "All 4 stations (4 rotating discs total) from the input are present in the output, in their original positions, sizes, and colors. No station, rotor, shaft, or belt added, removed, or moved. The number of stations / rotors / shafts / belts, their sizes, shapes, and colors are preserved exactly, nothing added, removed, resized, reshaped, recolored, or moved.", + "Compound stations and belt routing are preserved exactly: chain order is st1(G/counter-clockwise) → st2(G/clockwise) → st3(G/counter-clockwise) → st4(G/clockwise); transmission joints are 1→2: mesh@A | 2→3: mesh@A | 3→4: mesh@A. The wooden board, shafts, and the input arrow (a red curl-arrow drawn flat on the board next to the leftmost station (station 1), showing counter-clockwise rotation) are unchanged from the input.", + "The leftmost station rotates counter-clockwise, exactly as the input arrow indicates.", + "Per-station expected rotation (left to right): station 1 = counter-clockwise; station 2 = clockwise; station 3 = counter-clockwise; station 4 = clockwise. These directions follow the standard transmission rules, two gears in mesh rotate in opposite directions; two rotors stacked on the same shaft (compound) rotate in the same direction; two pulleys connected by a non-crossed belt rotate in the same direction, and by a crossed belt in opposite directions.", + "Belt paths visibly stay seated in the pulley grooves; non-crossed belts run with parallel straight segments and crossed belts form a clear figure-8 (two straight segments cross between the pulleys). Belts do not stretch, snap, or swap between crossed and non-crossed mid-output.", + "every station's rotors rotate continuously and simultaneously throughout,no station stalls, reverses direction mid-video, or vanishes. Adjacent meshing teeth visibly engage; no gear-through-gear penetration.", + "Gear and belt count preserved: no station or rotor is added or removed; belts only appear where they exist in the input, no belt appears between rotors that had none, and no existing belt disappears or is replaced mid-output." + ] + }, + { + "id": "gears_lv1_010", + "answer": { + "level": "lv1", + "station_count": 4, + "rotor_count": 4, + "input_arrow": { + "at": "right", + "station_index": 4, + "direction": "CCW" + }, + "stations": [ + { + "index": 1, + "type": "G", + "direction": "CW", + "joint_in": null + }, + { + "index": 2, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 3, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 4, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + } + ], + "joints": [ + { + "between_stations": [ + 1, + 2 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 2, + 3 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 3, + 4 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + } + ] + }, + "rubric": [ + "All 4 stations (4 rotating discs total) from the input are present in the output, in their original positions, sizes, and colors. No station, rotor, shaft, or belt added, removed, or moved. The number of stations / rotors / shafts / belts, their sizes, shapes, and colors are preserved exactly, nothing added, removed, resized, reshaped, recolored, or moved.", + "Compound stations and belt routing are preserved exactly: chain order is st1(G/clockwise) → st2(G/counter-clockwise) → st3(G/clockwise) → st4(G/counter-clockwise); transmission joints are 1→2: mesh@A | 2→3: mesh@A | 3→4: mesh@A. The wooden board, shafts, and the input arrow (a red curl-arrow drawn flat on the board next to the rightmost station (station 4), showing counter-clockwise rotation) are unchanged from the input.", + "The rightmost station rotates counter-clockwise, exactly as the input arrow indicates.", + "Per-station expected rotation (left to right): station 1 = clockwise; station 2 = counter-clockwise; station 3 = clockwise; station 4 = counter-clockwise. These directions follow the standard transmission rules, two gears in mesh rotate in opposite directions; two rotors stacked on the same shaft (compound) rotate in the same direction; two pulleys connected by a non-crossed belt rotate in the same direction, and by a crossed belt in opposite directions.", + "Belt paths visibly stay seated in the pulley grooves; non-crossed belts run with parallel straight segments and crossed belts form a clear figure-8 (two straight segments cross between the pulleys). Belts do not stretch, snap, or swap between crossed and non-crossed mid-output.", + "every station's rotors rotate continuously and simultaneously throughout,no station stalls, reverses direction mid-video, or vanishes. Adjacent meshing teeth visibly engage; no gear-through-gear penetration.", + "Gear and belt count preserved: no station or rotor is added or removed; belts only appear where they exist in the input, no belt appears between rotors that had none, and no existing belt disappears or is replaced mid-output." + ] + }, + { + "id": "gears_lv2_001", + "answer": { + "level": "lv2", + "station_count": 5, + "rotor_count": 5, + "input_arrow": { + "at": "right", + "station_index": 5, + "direction": "CCW" + }, + "stations": [ + { + "index": 1, + "type": "G", + "direction": "CCW", + "joint_in": null + }, + { + "index": 2, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 3, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 4, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 5, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + } + ], + "joints": [ + { + "between_stations": [ + 1, + 2 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 2, + 3 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 3, + 4 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 4, + 5 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + } + ] + }, + "rubric": [ + "All 5 stations (5 rotating discs total) from the input are present in the output, in their original positions, sizes, and colors. No station, rotor, shaft, or belt added, removed, or moved. The number of stations / rotors / shafts / belts, their sizes, shapes, and colors are preserved exactly, nothing added, removed, resized, reshaped, recolored, or moved.", + "Compound stations and belt routing are preserved exactly: chain order is st1(G/counter-clockwise) → st2(G/clockwise) → st3(G/counter-clockwise) → st4(G/clockwise) → st5(G/counter-clockwise); transmission joints are 1→2: mesh@A | 2→3: mesh@A | 3→4: mesh@A | 4→5: mesh@A. The wooden board, shafts, and the input arrow (a red curl-arrow drawn flat on the board next to the rightmost station (station 5), showing counter-clockwise rotation) are unchanged from the input.", + "The rightmost station rotates counter-clockwise, exactly as the input arrow indicates.", + "Per-station expected rotation (left to right): station 1 = counter-clockwise; station 2 = clockwise; station 3 = counter-clockwise; station 4 = clockwise; station 5 = counter-clockwise. These directions follow the standard transmission rules, two gears in mesh rotate in opposite directions; two rotors stacked on the same shaft (compound) rotate in the same direction; two pulleys connected by a non-crossed belt rotate in the same direction, and by a crossed belt in opposite directions.", + "Belt paths visibly stay seated in the pulley grooves; non-crossed belts run with parallel straight segments and crossed belts form a clear figure-8 (two straight segments cross between the pulleys). Belts do not stretch, snap, or swap between crossed and non-crossed mid-output.", + "every station's rotors rotate continuously and simultaneously throughout,no station stalls, reverses direction mid-video, or vanishes. Adjacent meshing teeth visibly engage; no gear-through-gear penetration.", + "Gear and belt count preserved: no station or rotor is added or removed; belts only appear where they exist in the input, no belt appears between rotors that had none, and no existing belt disappears or is replaced mid-output." + ] + }, + { + "id": "gears_lv2_002", + "answer": { + "level": "lv2", + "station_count": 5, + "rotor_count": 5, + "input_arrow": { + "at": "left", + "station_index": 1, + "direction": "CW" + }, + "stations": [ + { + "index": 1, + "type": "G", + "direction": "CW", + "joint_in": null + }, + { + "index": 2, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 3, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 4, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 5, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + } + ], + "joints": [ + { + "between_stations": [ + 1, + 2 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 2, + 3 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 3, + 4 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 4, + 5 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + } + ] + }, + "rubric": [ + "All 5 stations (5 rotating discs total) from the input are present in the output, in their original positions, sizes, and colors. No station, rotor, shaft, or belt added, removed, or moved. The number of stations / rotors / shafts / belts, their sizes, shapes, and colors are preserved exactly, nothing added, removed, resized, reshaped, recolored, or moved.", + "Compound stations and belt routing are preserved exactly: chain order is st1(G/clockwise) → st2(G/counter-clockwise) → st3(G/clockwise) → st4(G/counter-clockwise) → st5(G/clockwise); transmission joints are 1→2: mesh@A | 2→3: mesh@A | 3→4: mesh@A | 4→5: mesh@A. The wooden board, shafts, and the input arrow (a red curl-arrow drawn flat on the board next to the leftmost station (station 1), showing clockwise rotation) are unchanged from the input.", + "The leftmost station rotates clockwise, exactly as the input arrow indicates.", + "Per-station expected rotation (left to right): station 1 = clockwise; station 2 = counter-clockwise; station 3 = clockwise; station 4 = counter-clockwise; station 5 = clockwise. These directions follow the standard transmission rules, two gears in mesh rotate in opposite directions; two rotors stacked on the same shaft (compound) rotate in the same direction; two pulleys connected by a non-crossed belt rotate in the same direction, and by a crossed belt in opposite directions.", + "Belt paths visibly stay seated in the pulley grooves; non-crossed belts run with parallel straight segments and crossed belts form a clear figure-8 (two straight segments cross between the pulleys). Belts do not stretch, snap, or swap between crossed and non-crossed mid-output.", + "every station's rotors rotate continuously and simultaneously throughout,no station stalls, reverses direction mid-video, or vanishes. Adjacent meshing teeth visibly engage; no gear-through-gear penetration.", + "Gear and belt count preserved: no station or rotor is added or removed; belts only appear where they exist in the input, no belt appears between rotors that had none, and no existing belt disappears or is replaced mid-output." + ] + }, + { + "id": "gears_lv2_003", + "answer": { + "level": "lv2", + "station_count": 5, + "rotor_count": 5, + "input_arrow": { + "at": "right", + "station_index": 5, + "direction": "CW" + }, + "stations": [ + { + "index": 1, + "type": "G", + "direction": "CW", + "joint_in": null + }, + { + "index": 2, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 3, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 4, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 5, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + } + ], + "joints": [ + { + "between_stations": [ + 1, + 2 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 2, + 3 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 3, + 4 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 4, + 5 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + } + ] + }, + "rubric": [ + "All 5 stations (5 rotating discs total) from the input are present in the output, in their original positions, sizes, and colors. No station, rotor, shaft, or belt added, removed, or moved. The number of stations / rotors / shafts / belts, their sizes, shapes, and colors are preserved exactly, nothing added, removed, resized, reshaped, recolored, or moved.", + "Compound stations and belt routing are preserved exactly: chain order is st1(G/clockwise) → st2(G/counter-clockwise) → st3(G/clockwise) → st4(G/counter-clockwise) → st5(G/clockwise); transmission joints are 1→2: mesh@A | 2→3: mesh@A | 3→4: mesh@A | 4→5: mesh@A. The wooden board, shafts, and the input arrow (a red curl-arrow drawn flat on the board next to the rightmost station (station 5), showing clockwise rotation) are unchanged from the input.", + "The rightmost station rotates clockwise, exactly as the input arrow indicates.", + "Per-station expected rotation (left to right): station 1 = clockwise; station 2 = counter-clockwise; station 3 = clockwise; station 4 = counter-clockwise; station 5 = clockwise. These directions follow the standard transmission rules, two gears in mesh rotate in opposite directions; two rotors stacked on the same shaft (compound) rotate in the same direction; two pulleys connected by a non-crossed belt rotate in the same direction, and by a crossed belt in opposite directions.", + "Belt paths visibly stay seated in the pulley grooves; non-crossed belts run with parallel straight segments and crossed belts form a clear figure-8 (two straight segments cross between the pulleys). Belts do not stretch, snap, or swap between crossed and non-crossed mid-output.", + "every station's rotors rotate continuously and simultaneously throughout,no station stalls, reverses direction mid-video, or vanishes. Adjacent meshing teeth visibly engage; no gear-through-gear penetration.", + "Gear and belt count preserved: no station or rotor is added or removed; belts only appear where they exist in the input, no belt appears between rotors that had none, and no existing belt disappears or is replaced mid-output." + ] + }, + { + "id": "gears_lv2_004", + "answer": { + "level": "lv2", + "station_count": 6, + "rotor_count": 6, + "input_arrow": { + "at": "right", + "station_index": 6, + "direction": "CW" + }, + "stations": [ + { + "index": 1, + "type": "G", + "direction": "CCW", + "joint_in": null + }, + { + "index": 2, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 3, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 4, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 5, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 6, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + } + ], + "joints": [ + { + "between_stations": [ + 1, + 2 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 2, + 3 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 3, + 4 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 4, + 5 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 5, + 6 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + } + ] + }, + "rubric": [ + "All 6 stations (6 rotating discs total) from the input are present in the output, in their original positions, sizes, and colors. No station, rotor, shaft, or belt added, removed, or moved. The number of stations / rotors / shafts / belts, their sizes, shapes, and colors are preserved exactly, nothing added, removed, resized, reshaped, recolored, or moved.", + "Compound stations and belt routing are preserved exactly: chain order is st1(G/counter-clockwise) → st2(G/clockwise) → st3(G/counter-clockwise) → st4(G/clockwise) → st5(G/counter-clockwise) → st6(G/clockwise); transmission joints are 1→2: mesh@A | 2→3: mesh@A | 3→4: mesh@A | 4→5: mesh@A | 5→6: mesh@A. The wooden board, shafts, and the input arrow (a red curl-arrow drawn flat on the board next to the rightmost station (station 6), showing clockwise rotation) are unchanged from the input.", + "The rightmost station rotates clockwise, exactly as the input arrow indicates.", + "Per-station expected rotation (left to right): station 1 = counter-clockwise; station 2 = clockwise; station 3 = counter-clockwise; station 4 = clockwise; station 5 = counter-clockwise; station 6 = clockwise. These directions follow the standard transmission rules, two gears in mesh rotate in opposite directions; two rotors stacked on the same shaft (compound) rotate in the same direction; two pulleys connected by a non-crossed belt rotate in the same direction, and by a crossed belt in opposite directions.", + "Belt paths visibly stay seated in the pulley grooves; non-crossed belts run with parallel straight segments and crossed belts form a clear figure-8 (two straight segments cross between the pulleys). Belts do not stretch, snap, or swap between crossed and non-crossed mid-output.", + "every station's rotors rotate continuously and simultaneously throughout,no station stalls, reverses direction mid-video, or vanishes. Adjacent meshing teeth visibly engage; no gear-through-gear penetration.", + "Gear and belt count preserved: no station or rotor is added or removed; belts only appear where they exist in the input, no belt appears between rotors that had none, and no existing belt disappears or is replaced mid-output." + ] + }, + { + "id": "gears_lv2_005", + "answer": { + "level": "lv2", + "station_count": 6, + "rotor_count": 6, + "input_arrow": { + "at": "right", + "station_index": 6, + "direction": "CW" + }, + "stations": [ + { + "index": 1, + "type": "G", + "direction": "CCW", + "joint_in": null + }, + { + "index": 2, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 3, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 4, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 5, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 6, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + } + ], + "joints": [ + { + "between_stations": [ + 1, + 2 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 2, + 3 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 3, + 4 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 4, + 5 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 5, + 6 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + } + ] + }, + "rubric": [ + "All 6 stations (6 rotating discs total) from the input are present in the output, in their original positions, sizes, and colors. No station, rotor, shaft, or belt added, removed, or moved. The number of stations / rotors / shafts / belts, their sizes, shapes, and colors are preserved exactly, nothing added, removed, resized, reshaped, recolored, or moved.", + "Compound stations and belt routing are preserved exactly: chain order is st1(G/counter-clockwise) → st2(G/clockwise) → st3(G/counter-clockwise) → st4(G/clockwise) → st5(G/counter-clockwise) → st6(G/clockwise); transmission joints are 1→2: mesh@A | 2→3: mesh@A | 3→4: mesh@A | 4→5: mesh@A | 5→6: mesh@A. The wooden board, shafts, and the input arrow (a red curl-arrow drawn flat on the board next to the rightmost station (station 6), showing clockwise rotation) are unchanged from the input.", + "The rightmost station rotates clockwise, exactly as the input arrow indicates.", + "Per-station expected rotation (left to right): station 1 = counter-clockwise; station 2 = clockwise; station 3 = counter-clockwise; station 4 = clockwise; station 5 = counter-clockwise; station 6 = clockwise. These directions follow the standard transmission rules, two gears in mesh rotate in opposite directions; two rotors stacked on the same shaft (compound) rotate in the same direction; two pulleys connected by a non-crossed belt rotate in the same direction, and by a crossed belt in opposite directions.", + "Belt paths visibly stay seated in the pulley grooves; non-crossed belts run with parallel straight segments and crossed belts form a clear figure-8 (two straight segments cross between the pulleys). Belts do not stretch, snap, or swap between crossed and non-crossed mid-output.", + "every station's rotors rotate continuously and simultaneously throughout,no station stalls, reverses direction mid-video, or vanishes. Adjacent meshing teeth visibly engage; no gear-through-gear penetration.", + "Gear and belt count preserved: no station or rotor is added or removed; belts only appear where they exist in the input, no belt appears between rotors that had none, and no existing belt disappears or is replaced mid-output." + ] + }, + { + "id": "gears_lv2_006", + "answer": { + "level": "lv2", + "station_count": 5, + "rotor_count": 5, + "input_arrow": { + "at": "right", + "station_index": 5, + "direction": "CCW" + }, + "stations": [ + { + "index": 1, + "type": "G", + "direction": "CCW", + "joint_in": null + }, + { + "index": 2, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 3, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 4, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 5, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + } + ], + "joints": [ + { + "between_stations": [ + 1, + 2 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 2, + 3 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 3, + 4 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 4, + 5 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + } + ] + }, + "rubric": [ + "All 5 stations (5 rotating discs total) from the input are present in the output, in their original positions, sizes, and colors. No station, rotor, shaft, or belt added, removed, or moved. The number of stations / rotors / shafts / belts, their sizes, shapes, and colors are preserved exactly, nothing added, removed, resized, reshaped, recolored, or moved.", + "Compound stations and belt routing are preserved exactly: chain order is st1(G/counter-clockwise) → st2(G/clockwise) → st3(G/counter-clockwise) → st4(G/clockwise) → st5(G/counter-clockwise); transmission joints are 1→2: mesh@A | 2→3: mesh@A | 3→4: mesh@A | 4→5: mesh@A. The wooden board, shafts, and the input arrow (a red curl-arrow drawn flat on the board next to the rightmost station (station 5), showing counter-clockwise rotation) are unchanged from the input.", + "The rightmost station rotates counter-clockwise, exactly as the input arrow indicates.", + "Per-station expected rotation (left to right): station 1 = counter-clockwise; station 2 = clockwise; station 3 = counter-clockwise; station 4 = clockwise; station 5 = counter-clockwise. These directions follow the standard transmission rules, two gears in mesh rotate in opposite directions; two rotors stacked on the same shaft (compound) rotate in the same direction; two pulleys connected by a non-crossed belt rotate in the same direction, and by a crossed belt in opposite directions.", + "Belt paths visibly stay seated in the pulley grooves; non-crossed belts run with parallel straight segments and crossed belts form a clear figure-8 (two straight segments cross between the pulleys). Belts do not stretch, snap, or swap between crossed and non-crossed mid-output.", + "every station's rotors rotate continuously and simultaneously throughout,no station stalls, reverses direction mid-video, or vanishes. Adjacent meshing teeth visibly engage; no gear-through-gear penetration.", + "Gear and belt count preserved: no station or rotor is added or removed; belts only appear where they exist in the input, no belt appears between rotors that had none, and no existing belt disappears or is replaced mid-output." + ] + }, + { + "id": "gears_lv2_007", + "answer": { + "level": "lv2", + "station_count": 6, + "rotor_count": 6, + "input_arrow": { + "at": "right", + "station_index": 6, + "direction": "CW" + }, + "stations": [ + { + "index": 1, + "type": "G", + "direction": "CCW", + "joint_in": null + }, + { + "index": 2, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 3, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 4, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 5, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 6, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + } + ], + "joints": [ + { + "between_stations": [ + 1, + 2 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 2, + 3 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 3, + 4 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 4, + 5 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 5, + 6 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + } + ] + }, + "rubric": [ + "All 6 stations (6 rotating discs total) from the input are present in the output, in their original positions, sizes, and colors. No station, rotor, shaft, or belt added, removed, or moved. The number of stations / rotors / shafts / belts, their sizes, shapes, and colors are preserved exactly, nothing added, removed, resized, reshaped, recolored, or moved.", + "Compound stations and belt routing are preserved exactly: chain order is st1(G/counter-clockwise) → st2(G/clockwise) → st3(G/counter-clockwise) → st4(G/clockwise) → st5(G/counter-clockwise) → st6(G/clockwise); transmission joints are 1→2: mesh@A | 2→3: mesh@A | 3→4: mesh@A | 4→5: mesh@A | 5→6: mesh@A. The wooden board, shafts, and the input arrow (a red curl-arrow drawn flat on the board next to the rightmost station (station 6), showing clockwise rotation) are unchanged from the input.", + "The rightmost station rotates clockwise, exactly as the input arrow indicates.", + "Per-station expected rotation (left to right): station 1 = counter-clockwise; station 2 = clockwise; station 3 = counter-clockwise; station 4 = clockwise; station 5 = counter-clockwise; station 6 = clockwise. These directions follow the standard transmission rules, two gears in mesh rotate in opposite directions; two rotors stacked on the same shaft (compound) rotate in the same direction; two pulleys connected by a non-crossed belt rotate in the same direction, and by a crossed belt in opposite directions.", + "Belt paths visibly stay seated in the pulley grooves; non-crossed belts run with parallel straight segments and crossed belts form a clear figure-8 (two straight segments cross between the pulleys). Belts do not stretch, snap, or swap between crossed and non-crossed mid-output.", + "every station's rotors rotate continuously and simultaneously throughout,no station stalls, reverses direction mid-video, or vanishes. Adjacent meshing teeth visibly engage; no gear-through-gear penetration.", + "Gear and belt count preserved: no station or rotor is added or removed; belts only appear where they exist in the input, no belt appears between rotors that had none, and no existing belt disappears or is replaced mid-output." + ] + }, + { + "id": "gears_lv2_008", + "answer": { + "level": "lv2", + "station_count": 5, + "rotor_count": 5, + "input_arrow": { + "at": "left", + "station_index": 1, + "direction": "CW" + }, + "stations": [ + { + "index": 1, + "type": "G", + "direction": "CW", + "joint_in": null + }, + { + "index": 2, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 3, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 4, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 5, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + } + ], + "joints": [ + { + "between_stations": [ + 1, + 2 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 2, + 3 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 3, + 4 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 4, + 5 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + } + ] + }, + "rubric": [ + "All 5 stations (5 rotating discs total) from the input are present in the output, in their original positions, sizes, and colors. No station, rotor, shaft, or belt added, removed, or moved. The number of stations / rotors / shafts / belts, their sizes, shapes, and colors are preserved exactly, nothing added, removed, resized, reshaped, recolored, or moved.", + "Compound stations and belt routing are preserved exactly: chain order is st1(G/clockwise) → st2(G/counter-clockwise) → st3(G/clockwise) → st4(G/counter-clockwise) → st5(G/clockwise); transmission joints are 1→2: mesh@A | 2→3: mesh@A | 3→4: mesh@A | 4→5: mesh@A. The wooden board, shafts, and the input arrow (a red curl-arrow drawn flat on the board next to the leftmost station (station 1), showing clockwise rotation) are unchanged from the input.", + "The leftmost station rotates clockwise, exactly as the input arrow indicates.", + "Per-station expected rotation (left to right): station 1 = clockwise; station 2 = counter-clockwise; station 3 = clockwise; station 4 = counter-clockwise; station 5 = clockwise. These directions follow the standard transmission rules, two gears in mesh rotate in opposite directions; two rotors stacked on the same shaft (compound) rotate in the same direction; two pulleys connected by a non-crossed belt rotate in the same direction, and by a crossed belt in opposite directions.", + "Belt paths visibly stay seated in the pulley grooves; non-crossed belts run with parallel straight segments and crossed belts form a clear figure-8 (two straight segments cross between the pulleys). Belts do not stretch, snap, or swap between crossed and non-crossed mid-output.", + "every station's rotors rotate continuously and simultaneously throughout,no station stalls, reverses direction mid-video, or vanishes. Adjacent meshing teeth visibly engage; no gear-through-gear penetration.", + "Gear and belt count preserved: no station or rotor is added or removed; belts only appear where they exist in the input, no belt appears between rotors that had none, and no existing belt disappears or is replaced mid-output." + ] + }, + { + "id": "gears_lv2_009", + "answer": { + "level": "lv2", + "station_count": 5, + "rotor_count": 7, + "input_arrow": { + "at": "right", + "station_index": 5, + "direction": "CW" + }, + "stations": [ + { + "index": 1, + "type": "G", + "direction": "CCW", + "joint_in": null + }, + { + "index": 2, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 3, + "type": "GP", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 4, + "type": "GP", + "direction": "CCW", + "joint_in": "belt@B" + }, + { + "index": 5, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + } + ], + "joints": [ + { + "between_stations": [ + 1, + 2 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 2, + 3 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 3, + 4 + ], + "type": "belt@B", + "z_layer": "B", + "reverses_direction": false + }, + { + "between_stations": [ + 4, + 5 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + } + ] + }, + "rubric": [ + "All 5 stations (7 rotating discs total) from the input are present in the output, in their original positions, sizes, and colors. No station, rotor, shaft, or belt added, removed, or moved. The number of stations / rotors / shafts / belts, their sizes, shapes, and colors are preserved exactly, nothing added, removed, resized, reshaped, recolored, or moved.", + "Compound stations and belt routing are preserved exactly: chain order is st1(G/counter-clockwise) → st2(G/clockwise) → st3(GP/counter-clockwise) → st4(GP/counter-clockwise) → st5(G/clockwise); transmission joints are 1→2: mesh@A | 2→3: mesh@A | 3→4: belt@B | 4→5: mesh@A. The wooden board, shafts, and the input arrow (a red curl-arrow drawn flat on the board next to the rightmost station (station 5), showing clockwise rotation) are unchanged from the input.", + "The rightmost station rotates clockwise, exactly as the input arrow indicates.", + "Per-station expected rotation (left to right): station 1 = counter-clockwise; station 2 = clockwise; station 5 = clockwise. These directions follow the standard transmission rules, two gears in mesh rotate in opposite directions; two rotors stacked on the same shaft (compound) rotate in the same direction; two pulleys connected by a non-crossed belt rotate in the same direction, and by a crossed belt in opposite directions.", + "Belt paths visibly stay seated in the pulley grooves; non-crossed belts run with parallel straight segments and crossed belts form a clear figure-8 (two straight segments cross between the pulleys). Belts do not stretch, snap, or swap between crossed and non-crossed mid-output.", + "every station's rotors rotate continuously and simultaneously throughout,no station stalls, reverses direction mid-video, or vanishes. Adjacent meshing teeth visibly engage; no gear-through-gear penetration.", + "Gear and belt count preserved: no station or rotor is added or removed; belts only appear where they exist in the input, no belt appears between rotors that had none, and no existing belt disappears or is replaced mid-output." + ] + }, + { + "id": "gears_lv2_010", + "answer": { + "level": "lv2", + "station_count": 6, + "rotor_count": 10, + "input_arrow": { + "at": "left", + "station_index": 1, + "direction": "CCW" + }, + "stations": [ + { + "index": 1, + "type": "G", + "direction": "CCW", + "joint_in": null + }, + { + "index": 2, + "type": "GP", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 3, + "type": "GP", + "direction": "CW", + "joint_in": "belt@B" + }, + { + "index": 4, + "type": "GP", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 5, + "type": "GP", + "direction": "CW", + "joint_in": "belt_x@B" + }, + { + "index": 6, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + } + ], + "joints": [ + { + "between_stations": [ + 1, + 2 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 2, + 3 + ], + "type": "belt@B", + "z_layer": "B", + "reverses_direction": false + }, + { + "between_stations": [ + 3, + 4 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 4, + 5 + ], + "type": "belt_x@B", + "z_layer": "B", + "reverses_direction": true + }, + { + "between_stations": [ + 5, + 6 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + } + ] + }, + "rubric": [ + "All 6 stations (10 rotating discs total) from the input are present in the output, in their original positions, sizes, and colors. No station, rotor, shaft, or belt added, removed, or moved. The number of stations / rotors / shafts / belts, their sizes, shapes, and colors are preserved exactly, nothing added, removed, resized, reshaped, recolored, or moved.", + "Compound stations and belt routing are preserved exactly: chain order is st1(G/counter-clockwise) → st2(GP/clockwise) → st3(GP/clockwise) → st4(GP/counter-clockwise) → st5(GP/clockwise) → st6(G/counter-clockwise); transmission joints are 1→2: mesh@A | 2→3: belt@B | 3→4: mesh@A | 4→5: belt_x@B | 5→6: mesh@A. The wooden board, shafts, and the input arrow (a red curl-arrow drawn flat on the board next to the leftmost station (station 1), showing counter-clockwise rotation) are unchanged from the input.", + "The leftmost station rotates counter-clockwise, exactly as the input arrow indicates.", + "Per-station expected rotation (left to right): station 1 = counter-clockwise; station 6 = counter-clockwise. These directions follow the standard transmission rules, two gears in mesh rotate in opposite directions; two rotors stacked on the same shaft (compound) rotate in the same direction; two pulleys connected by a non-crossed belt rotate in the same direction, and by a crossed belt in opposite directions.", + "Belt paths visibly stay seated in the pulley grooves; non-crossed belts run with parallel straight segments and crossed belts form a clear figure-8 (two straight segments cross between the pulleys). Belts do not stretch, snap, or swap between crossed and non-crossed mid-output.", + "every station's rotors rotate continuously and simultaneously throughout,no station stalls, reverses direction mid-video, or vanishes. Adjacent meshing teeth visibly engage; no gear-through-gear penetration.", + "Gear and belt count preserved: no station or rotor is added or removed; belts only appear where they exist in the input, no belt appears between rotors that had none, and no existing belt disappears or is replaced mid-output." + ] + }, + { + "id": "gears_lv3_001", + "answer": { + "level": "lv3", + "station_count": 7, + "rotor_count": 9, + "input_arrow": { + "at": "right", + "station_index": 7, + "direction": "CW" + }, + "stations": [ + { + "index": 1, + "type": "G", + "direction": "CCW", + "joint_in": null + }, + { + "index": 2, + "type": "GP", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 3, + "type": "GP", + "direction": "CW", + "joint_in": "belt@B" + }, + { + "index": 4, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 5, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 6, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 7, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + } + ], + "joints": [ + { + "between_stations": [ + 1, + 2 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 2, + 3 + ], + "type": "belt@B", + "z_layer": "B", + "reverses_direction": false + }, + { + "between_stations": [ + 3, + 4 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 4, + 5 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 5, + 6 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 6, + 7 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + } + ] + }, + "rubric": [ + "All 7 stations (9 rotating discs total) from the input are present in the output, in their original positions, sizes, and colors. No station, rotor, shaft, or belt added, removed, or moved. The number of stations / rotors / shafts / belts, their sizes, shapes, and colors are preserved exactly, nothing added, removed, resized, reshaped, recolored, or moved.", + "Compound stations and belt routing are preserved exactly: chain order is st1(G/counter-clockwise) → st2(GP/clockwise) → st3(GP/clockwise) → st4(G/counter-clockwise) → st5(G/clockwise) → st6(G/counter-clockwise) → st7(G/clockwise); transmission joints are 1→2: mesh@A | 2→3: belt@B | 3→4: mesh@A | 4→5: mesh@A | 5→6: mesh@A | 6→7: mesh@A. The wooden board, shafts, and the input arrow (a red curl-arrow drawn flat on the board next to the rightmost station (station 7), showing clockwise rotation) are unchanged from the input.", + "The rightmost station rotates clockwise, exactly as the input arrow indicates.", + "Per-station expected rotation (left to right): station 1 = counter-clockwise; station 4 = counter-clockwise; station 5 = clockwise; station 6 = counter-clockwise; station 7 = clockwise. These directions follow the standard transmission rules, two gears in mesh rotate in opposite directions; two rotors stacked on the same shaft (compound) rotate in the same direction; two pulleys connected by a non-crossed belt rotate in the same direction, and by a crossed belt in opposite directions.", + "Belt paths visibly stay seated in the pulley grooves; non-crossed belts run with parallel straight segments and crossed belts form a clear figure-8 (two straight segments cross between the pulleys). Belts do not stretch, snap, or swap between crossed and non-crossed mid-output.", + "every station's rotors rotate continuously and simultaneously throughout,no station stalls, reverses direction mid-video, or vanishes. Adjacent meshing teeth visibly engage; no gear-through-gear penetration.", + "Gear and belt count preserved: no station or rotor is added or removed; belts only appear where they exist in the input, no belt appears between rotors that had none, and no existing belt disappears or is replaced mid-output." + ] + }, + { + "id": "gears_lv3_002", + "answer": { + "level": "lv3", + "station_count": 7, + "rotor_count": 9, + "input_arrow": { + "at": "left", + "station_index": 1, + "direction": "CW" + }, + "stations": [ + { + "index": 1, + "type": "G", + "direction": "CW", + "joint_in": null + }, + { + "index": 2, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 3, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 4, + "type": "GP", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 5, + "type": "GP", + "direction": "CW", + "joint_in": "belt_x@B" + }, + { + "index": 6, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 7, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + } + ], + "joints": [ + { + "between_stations": [ + 1, + 2 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 2, + 3 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 3, + 4 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 4, + 5 + ], + "type": "belt_x@B", + "z_layer": "B", + "reverses_direction": true + }, + { + "between_stations": [ + 5, + 6 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 6, + 7 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + } + ] + }, + "rubric": [ + "All 7 stations (9 rotating discs total) from the input are present in the output, in their original positions, sizes, and colors. No station, rotor, shaft, or belt added, removed, or moved. The number of stations / rotors / shafts / belts, their sizes, shapes, and colors are preserved exactly, nothing added, removed, resized, reshaped, recolored, or moved.", + "Compound stations and belt routing are preserved exactly: chain order is st1(G/clockwise) → st2(G/counter-clockwise) → st3(G/clockwise) → st4(GP/counter-clockwise) → st5(GP/clockwise) → st6(G/counter-clockwise) → st7(G/clockwise); transmission joints are 1→2: mesh@A | 2→3: mesh@A | 3→4: mesh@A | 4→5: belt_x@B | 5→6: mesh@A | 6→7: mesh@A. The wooden board, shafts, and the input arrow (a red curl-arrow drawn flat on the board next to the leftmost station (station 1), showing clockwise rotation) are unchanged from the input.", + "The leftmost station rotates clockwise, exactly as the input arrow indicates.", + "Per-station expected rotation (left to right): station 1 = clockwise; station 2 = counter-clockwise; station 3 = clockwise; station 6 = counter-clockwise; station 7 = clockwise. These directions follow the standard transmission rules, two gears in mesh rotate in opposite directions; two rotors stacked on the same shaft (compound) rotate in the same direction; two pulleys connected by a non-crossed belt rotate in the same direction, and by a crossed belt in opposite directions.", + "Belt paths visibly stay seated in the pulley grooves; non-crossed belts run with parallel straight segments and crossed belts form a clear figure-8 (two straight segments cross between the pulleys). Belts do not stretch, snap, or swap between crossed and non-crossed mid-output.", + "every station's rotors rotate continuously and simultaneously throughout,no station stalls, reverses direction mid-video, or vanishes. Adjacent meshing teeth visibly engage; no gear-through-gear penetration.", + "Gear and belt count preserved: no station or rotor is added or removed; belts only appear where they exist in the input, no belt appears between rotors that had none, and no existing belt disappears or is replaced mid-output." + ] + }, + { + "id": "gears_lv3_003", + "answer": { + "level": "lv3", + "station_count": 7, + "rotor_count": 11, + "input_arrow": { + "at": "left", + "station_index": 1, + "direction": "CW" + }, + "stations": [ + { + "index": 1, + "type": "G", + "direction": "CW", + "joint_in": null + }, + { + "index": 2, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 3, + "type": "GP", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 4, + "type": "GP", + "direction": "CCW", + "joint_in": "belt_x@B" + }, + { + "index": 5, + "type": "GP", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 6, + "type": "GP", + "direction": "CW", + "joint_in": "belt@B" + }, + { + "index": 7, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + } + ], + "joints": [ + { + "between_stations": [ + 1, + 2 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 2, + 3 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 3, + 4 + ], + "type": "belt_x@B", + "z_layer": "B", + "reverses_direction": true + }, + { + "between_stations": [ + 4, + 5 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 5, + 6 + ], + "type": "belt@B", + "z_layer": "B", + "reverses_direction": false + }, + { + "between_stations": [ + 6, + 7 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + } + ] + }, + "rubric": [ + "All 7 stations (11 rotating discs total) from the input are present in the output, in their original positions, sizes, and colors. No station, rotor, shaft, or belt added, removed, or moved. The number of stations / rotors / shafts / belts, their sizes, shapes, and colors are preserved exactly, nothing added, removed, resized, reshaped, recolored, or moved.", + "Compound stations and belt routing are preserved exactly: chain order is st1(G/clockwise) → st2(G/counter-clockwise) → st3(GP/clockwise) → st4(GP/counter-clockwise) → st5(GP/clockwise) → st6(GP/clockwise) → st7(G/counter-clockwise); transmission joints are 1→2: mesh@A | 2→3: mesh@A | 3→4: belt_x@B | 4→5: mesh@A | 5→6: belt@B | 6→7: mesh@A. The wooden board, shafts, and the input arrow (a red curl-arrow drawn flat on the board next to the leftmost station (station 1), showing clockwise rotation) are unchanged from the input.", + "The leftmost station rotates clockwise, exactly as the input arrow indicates.", + "Per-station expected rotation (left to right): station 1 = clockwise; station 2 = counter-clockwise; station 7 = counter-clockwise. These directions follow the standard transmission rules, two gears in mesh rotate in opposite directions; two rotors stacked on the same shaft (compound) rotate in the same direction; two pulleys connected by a non-crossed belt rotate in the same direction, and by a crossed belt in opposite directions.", + "Belt paths visibly stay seated in the pulley grooves; non-crossed belts run with parallel straight segments and crossed belts form a clear figure-8 (two straight segments cross between the pulleys). Belts do not stretch, snap, or swap between crossed and non-crossed mid-output.", + "every station's rotors rotate continuously and simultaneously throughout,no station stalls, reverses direction mid-video, or vanishes. Adjacent meshing teeth visibly engage; no gear-through-gear penetration.", + "Gear and belt count preserved: no station or rotor is added or removed; belts only appear where they exist in the input, no belt appears between rotors that had none, and no existing belt disappears or is replaced mid-output." + ] + }, + { + "id": "gears_lv3_004", + "answer": { + "level": "lv3", + "station_count": 7, + "rotor_count": 8, + "input_arrow": { + "at": "left", + "station_index": 1, + "direction": "CW" + }, + "stations": [ + { + "index": 1, + "type": "G", + "direction": "CW", + "joint_in": null + }, + { + "index": 2, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 3, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 4, + "type": "C", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 5, + "type": "Gh", + "direction": "CW", + "joint_in": "mesh@B" + }, + { + "index": 6, + "type": "Gh", + "direction": "CCW", + "joint_in": "mesh@B" + }, + { + "index": 7, + "type": "Gh", + "direction": "CW", + "joint_in": "mesh@B" + } + ], + "joints": [ + { + "between_stations": [ + 1, + 2 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 2, + 3 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 3, + 4 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 4, + 5 + ], + "type": "mesh@B", + "z_layer": "B", + "reverses_direction": true + }, + { + "between_stations": [ + 5, + 6 + ], + "type": "mesh@B", + "z_layer": "B", + "reverses_direction": true + }, + { + "between_stations": [ + 6, + 7 + ], + "type": "mesh@B", + "z_layer": "B", + "reverses_direction": true + } + ] + }, + "rubric": [ + "All 7 stations (8 rotating discs total) from the input are present in the output, in their original positions, sizes, and colors. No station, rotor, shaft, or belt added, removed, or moved. The number of stations / rotors / shafts / belts, their sizes, shapes, and colors are preserved exactly, nothing added, removed, resized, reshaped, recolored, or moved.", + "Compound stations and belt routing are preserved exactly: chain order is st1(G/clockwise) → st2(G/counter-clockwise) → st3(G/clockwise) → st4(C/counter-clockwise) → st5(Gh/clockwise) → st6(Gh/counter-clockwise) → st7(Gh/clockwise); transmission joints are 1→2: mesh@A | 2→3: mesh@A | 3→4: mesh@A | 4→5: mesh@B | 5→6: mesh@B | 6→7: mesh@B. The wooden board, shafts, and the input arrow (a red curl-arrow drawn flat on the board next to the leftmost station (station 1), showing clockwise rotation) are unchanged from the input.", + "The leftmost station rotates clockwise, exactly as the input arrow indicates.", + "Per-station expected rotation (left to right): station 1 = clockwise; station 2 = counter-clockwise; station 3 = clockwise; station 5 = clockwise; station 6 = counter-clockwise; station 7 = clockwise. These directions follow the standard transmission rules, two gears in mesh rotate in opposite directions; two rotors stacked on the same shaft (compound) rotate in the same direction; two pulleys connected by a non-crossed belt rotate in the same direction, and by a crossed belt in opposite directions.", + "Belt paths visibly stay seated in the pulley grooves; non-crossed belts run with parallel straight segments and crossed belts form a clear figure-8 (two straight segments cross between the pulleys). Belts do not stretch, snap, or swap between crossed and non-crossed mid-output.", + "every station's rotors rotate continuously and simultaneously throughout,no station stalls, reverses direction mid-video, or vanishes. Adjacent meshing teeth visibly engage; no gear-through-gear penetration.", + "Gear and belt count preserved: no station or rotor is added or removed; belts only appear where they exist in the input, no belt appears between rotors that had none, and no existing belt disappears or is replaced mid-output." + ] + }, + { + "id": "gears_lv3_005", + "answer": { + "level": "lv3", + "station_count": 7, + "rotor_count": 7, + "input_arrow": { + "at": "right", + "station_index": 7, + "direction": "CW" + }, + "stations": [ + { + "index": 1, + "type": "G", + "direction": "CW", + "joint_in": null + }, + { + "index": 2, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 3, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 4, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 5, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 6, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 7, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + } + ], + "joints": [ + { + "between_stations": [ + 1, + 2 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 2, + 3 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 3, + 4 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 4, + 5 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 5, + 6 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 6, + 7 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + } + ] + }, + "rubric": [ + "All 7 stations (7 rotating discs total) from the input are present in the output, in their original positions, sizes, and colors. No station, rotor, shaft, or belt added, removed, or moved. The number of stations / rotors / shafts / belts, their sizes, shapes, and colors are preserved exactly, nothing added, removed, resized, reshaped, recolored, or moved.", + "Compound stations and belt routing are preserved exactly: chain order is st1(G/clockwise) → st2(G/counter-clockwise) → st3(G/clockwise) → st4(G/counter-clockwise) → st5(G/clockwise) → st6(G/counter-clockwise) → st7(G/clockwise); transmission joints are 1→2: mesh@A | 2→3: mesh@A | 3→4: mesh@A | 4→5: mesh@A | 5→6: mesh@A | 6→7: mesh@A. The wooden board, shafts, and the input arrow (a red curl-arrow drawn flat on the board next to the rightmost station (station 7), showing clockwise rotation) are unchanged from the input.", + "The rightmost station rotates clockwise, exactly as the input arrow indicates.", + "Per-station expected rotation (left to right): station 1 = clockwise; station 2 = counter-clockwise; station 3 = clockwise; station 4 = counter-clockwise; station 5 = clockwise; station 6 = counter-clockwise; station 7 = clockwise. These directions follow the standard transmission rules, two gears in mesh rotate in opposite directions; two rotors stacked on the same shaft (compound) rotate in the same direction; two pulleys connected by a non-crossed belt rotate in the same direction, and by a crossed belt in opposite directions.", + "Belt paths visibly stay seated in the pulley grooves; non-crossed belts run with parallel straight segments and crossed belts form a clear figure-8 (two straight segments cross between the pulleys). Belts do not stretch, snap, or swap between crossed and non-crossed mid-output.", + "every station's rotors rotate continuously and simultaneously throughout,no station stalls, reverses direction mid-video, or vanishes. Adjacent meshing teeth visibly engage; no gear-through-gear penetration.", + "Gear and belt count preserved: no station or rotor is added or removed; belts only appear where they exist in the input, no belt appears between rotors that had none, and no existing belt disappears or is replaced mid-output." + ] + }, + { + "id": "gears_lv3_006", + "answer": { + "level": "lv3", + "station_count": 7, + "rotor_count": 10, + "input_arrow": { + "at": "left", + "station_index": 1, + "direction": "CW" + }, + "stations": [ + { + "index": 1, + "type": "C", + "direction": "CW", + "joint_in": null + }, + { + "index": 2, + "type": "Gh", + "direction": "CCW", + "joint_in": "mesh@B" + }, + { + "index": 3, + "type": "C", + "direction": "CW", + "joint_in": "mesh@B" + }, + { + "index": 4, + "type": "Gh", + "direction": "CCW", + "joint_in": "mesh@B" + }, + { + "index": 5, + "type": "C", + "direction": "CW", + "joint_in": "mesh@B" + }, + { + "index": 6, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 7, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + } + ], + "joints": [ + { + "between_stations": [ + 1, + 2 + ], + "type": "mesh@B", + "z_layer": "B", + "reverses_direction": true + }, + { + "between_stations": [ + 2, + 3 + ], + "type": "mesh@B", + "z_layer": "B", + "reverses_direction": true + }, + { + "between_stations": [ + 3, + 4 + ], + "type": "mesh@B", + "z_layer": "B", + "reverses_direction": true + }, + { + "between_stations": [ + 4, + 5 + ], + "type": "mesh@B", + "z_layer": "B", + "reverses_direction": true + }, + { + "between_stations": [ + 5, + 6 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 6, + 7 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + } + ] + }, + "rubric": [ + "All 7 stations (10 rotating discs total) from the input are present in the output, in their original positions, sizes, and colors. No station, rotor, shaft, or belt added, removed, or moved. The number of stations / rotors / shafts / belts, their sizes, shapes, and colors are preserved exactly, nothing added, removed, resized, reshaped, recolored, or moved.", + "Compound stations and belt routing are preserved exactly: chain order is st1(C/clockwise) → st2(Gh/counter-clockwise) → st3(C/clockwise) → st4(Gh/counter-clockwise) → st5(C/clockwise) → st6(G/counter-clockwise) → st7(G/clockwise); transmission joints are 1→2: mesh@B | 2→3: mesh@B | 3→4: mesh@B | 4→5: mesh@B | 5→6: mesh@A | 6→7: mesh@A. The wooden board, shafts, and the input arrow (a red curl-arrow drawn flat on the board next to the leftmost station (station 1), showing clockwise rotation) are unchanged from the input.", + "The leftmost station rotates clockwise, exactly as the input arrow indicates.", + "Per-station expected rotation (left to right): station 2 = counter-clockwise; station 4 = counter-clockwise; station 6 = counter-clockwise; station 7 = clockwise. These directions follow the standard transmission rules, two gears in mesh rotate in opposite directions; two rotors stacked on the same shaft (compound) rotate in the same direction; two pulleys connected by a non-crossed belt rotate in the same direction, and by a crossed belt in opposite directions.", + "Belt paths visibly stay seated in the pulley grooves; non-crossed belts run with parallel straight segments and crossed belts form a clear figure-8 (two straight segments cross between the pulleys). Belts do not stretch, snap, or swap between crossed and non-crossed mid-output.", + "every station's rotors rotate continuously and simultaneously throughout,no station stalls, reverses direction mid-video, or vanishes. Adjacent meshing teeth visibly engage; no gear-through-gear penetration.", + "Gear and belt count preserved: no station or rotor is added or removed; belts only appear where they exist in the input, no belt appears between rotors that had none, and no existing belt disappears or is replaced mid-output." + ] + }, + { + "id": "gears_lv3_007", + "answer": { + "level": "lv3", + "station_count": 7, + "rotor_count": 7, + "input_arrow": { + "at": "right", + "station_index": 7, + "direction": "CCW" + }, + "stations": [ + { + "index": 1, + "type": "G", + "direction": "CCW", + "joint_in": null + }, + { + "index": 2, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 3, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 4, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 5, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 6, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 7, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + } + ], + "joints": [ + { + "between_stations": [ + 1, + 2 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 2, + 3 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 3, + 4 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 4, + 5 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 5, + 6 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 6, + 7 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + } + ] + }, + "rubric": [ + "All 7 stations (7 rotating discs total) from the input are present in the output, in their original positions, sizes, and colors. No station, rotor, shaft, or belt added, removed, or moved. The number of stations / rotors / shafts / belts, their sizes, shapes, and colors are preserved exactly, nothing added, removed, resized, reshaped, recolored, or moved.", + "Compound stations and belt routing are preserved exactly: chain order is st1(G/counter-clockwise) → st2(G/clockwise) → st3(G/counter-clockwise) → st4(G/clockwise) → st5(G/counter-clockwise) → st6(G/clockwise) → st7(G/counter-clockwise); transmission joints are 1→2: mesh@A | 2→3: mesh@A | 3→4: mesh@A | 4→5: mesh@A | 5→6: mesh@A | 6→7: mesh@A. The wooden board, shafts, and the input arrow (a red curl-arrow drawn flat on the board next to the rightmost station (station 7), showing counter-clockwise rotation) are unchanged from the input.", + "The rightmost station rotates counter-clockwise, exactly as the input arrow indicates.", + "Per-station expected rotation (left to right): station 1 = counter-clockwise; station 2 = clockwise; station 3 = counter-clockwise; station 4 = clockwise; station 5 = counter-clockwise; station 6 = clockwise; station 7 = counter-clockwise. These directions follow the standard transmission rules, two gears in mesh rotate in opposite directions; two rotors stacked on the same shaft (compound) rotate in the same direction; two pulleys connected by a non-crossed belt rotate in the same direction, and by a crossed belt in opposite directions.", + "Belt paths visibly stay seated in the pulley grooves; non-crossed belts run with parallel straight segments and crossed belts form a clear figure-8 (two straight segments cross between the pulleys). Belts do not stretch, snap, or swap between crossed and non-crossed mid-output.", + "every station's rotors rotate continuously and simultaneously throughout,no station stalls, reverses direction mid-video, or vanishes. Adjacent meshing teeth visibly engage; no gear-through-gear penetration.", + "Gear and belt count preserved: no station or rotor is added or removed; belts only appear where they exist in the input, no belt appears between rotors that had none, and no existing belt disappears or is replaced mid-output." + ] + }, + { + "id": "gears_lv3_008", + "answer": { + "level": "lv3", + "station_count": 8, + "rotor_count": 10, + "input_arrow": { + "at": "left", + "station_index": 1, + "direction": "CCW" + }, + "stations": [ + { + "index": 1, + "type": "G", + "direction": "CCW", + "joint_in": null + }, + { + "index": 2, + "type": "C", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 3, + "type": "Gh", + "direction": "CCW", + "joint_in": "mesh@B" + }, + { + "index": 4, + "type": "Gh", + "direction": "CW", + "joint_in": "mesh@B" + }, + { + "index": 5, + "type": "Gh", + "direction": "CCW", + "joint_in": "mesh@B" + }, + { + "index": 6, + "type": "Gh", + "direction": "CW", + "joint_in": "mesh@B" + }, + { + "index": 7, + "type": "Gh", + "direction": "CCW", + "joint_in": "mesh@B" + }, + { + "index": 8, + "type": "C", + "direction": "CW", + "joint_in": "mesh@B" + } + ], + "joints": [ + { + "between_stations": [ + 1, + 2 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 2, + 3 + ], + "type": "mesh@B", + "z_layer": "B", + "reverses_direction": true + }, + { + "between_stations": [ + 3, + 4 + ], + "type": "mesh@B", + "z_layer": "B", + "reverses_direction": true + }, + { + "between_stations": [ + 4, + 5 + ], + "type": "mesh@B", + "z_layer": "B", + "reverses_direction": true + }, + { + "between_stations": [ + 5, + 6 + ], + "type": "mesh@B", + "z_layer": "B", + "reverses_direction": true + }, + { + "between_stations": [ + 6, + 7 + ], + "type": "mesh@B", + "z_layer": "B", + "reverses_direction": true + }, + { + "between_stations": [ + 7, + 8 + ], + "type": "mesh@B", + "z_layer": "B", + "reverses_direction": true + } + ] + }, + "rubric": [ + "All 8 stations (10 rotating discs total) from the input are present in the output, in their original positions, sizes, and colors. No station, rotor, shaft, or belt added, removed, or moved. The number of stations / rotors / shafts / belts, their sizes, shapes, and colors are preserved exactly, nothing added, removed, resized, reshaped, recolored, or moved.", + "Compound stations and belt routing are preserved exactly: chain order is st1(G/counter-clockwise) → st2(C/clockwise) → st3(Gh/counter-clockwise) → st4(Gh/clockwise) → st5(Gh/counter-clockwise) → st6(Gh/clockwise) → st7(Gh/counter-clockwise) → st8(C/clockwise); transmission joints are 1→2: mesh@A | 2→3: mesh@B | 3→4: mesh@B | 4→5: mesh@B | 5→6: mesh@B | 6→7: mesh@B | 7→8: mesh@B. The wooden board, shafts, and the input arrow (a red curl-arrow drawn flat on the board next to the leftmost station (station 1), showing counter-clockwise rotation) are unchanged from the input.", + "The leftmost station rotates counter-clockwise, exactly as the input arrow indicates.", + "Per-station expected rotation (left to right): station 1 = counter-clockwise; station 3 = counter-clockwise; station 4 = clockwise; station 5 = counter-clockwise; station 6 = clockwise; station 7 = counter-clockwise. These directions follow the standard transmission rules, two gears in mesh rotate in opposite directions; two rotors stacked on the same shaft (compound) rotate in the same direction; two pulleys connected by a non-crossed belt rotate in the same direction, and by a crossed belt in opposite directions.", + "Belt paths visibly stay seated in the pulley grooves; non-crossed belts run with parallel straight segments and crossed belts form a clear figure-8 (two straight segments cross between the pulleys). Belts do not stretch, snap, or swap between crossed and non-crossed mid-output.", + "every station's rotors rotate continuously and simultaneously throughout,no station stalls, reverses direction mid-video, or vanishes. Adjacent meshing teeth visibly engage; no gear-through-gear penetration.", + "Gear and belt count preserved: no station or rotor is added or removed; belts only appear where they exist in the input, no belt appears between rotors that had none, and no existing belt disappears or is replaced mid-output." + ] + }, + { + "id": "gears_lv3_009", + "answer": { + "level": "lv3", + "station_count": 7, + "rotor_count": 7, + "input_arrow": { + "at": "left", + "station_index": 1, + "direction": "CW" + }, + "stations": [ + { + "index": 1, + "type": "G", + "direction": "CW", + "joint_in": null + }, + { + "index": 2, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 3, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 4, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 5, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 6, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 7, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + } + ], + "joints": [ + { + "between_stations": [ + 1, + 2 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 2, + 3 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 3, + 4 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 4, + 5 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 5, + 6 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 6, + 7 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + } + ] + }, + "rubric": [ + "All 7 stations (7 rotating discs total) from the input are present in the output, in their original positions, sizes, and colors. No station, rotor, shaft, or belt added, removed, or moved. The number of stations / rotors / shafts / belts, their sizes, shapes, and colors are preserved exactly, nothing added, removed, resized, reshaped, recolored, or moved.", + "Compound stations and belt routing are preserved exactly: chain order is st1(G/clockwise) → st2(G/counter-clockwise) → st3(G/clockwise) → st4(G/counter-clockwise) → st5(G/clockwise) → st6(G/counter-clockwise) → st7(G/clockwise); transmission joints are 1→2: mesh@A | 2→3: mesh@A | 3→4: mesh@A | 4→5: mesh@A | 5→6: mesh@A | 6→7: mesh@A. The wooden board, shafts, and the input arrow (a red curl-arrow drawn flat on the board next to the leftmost station (station 1), showing clockwise rotation) are unchanged from the input.", + "The leftmost station rotates clockwise, exactly as the input arrow indicates.", + "Per-station expected rotation (left to right): station 1 = clockwise; station 2 = counter-clockwise; station 3 = clockwise; station 4 = counter-clockwise; station 5 = clockwise; station 6 = counter-clockwise; station 7 = clockwise. These directions follow the standard transmission rules, two gears in mesh rotate in opposite directions; two rotors stacked on the same shaft (compound) rotate in the same direction; two pulleys connected by a non-crossed belt rotate in the same direction, and by a crossed belt in opposite directions.", + "Belt paths visibly stay seated in the pulley grooves; non-crossed belts run with parallel straight segments and crossed belts form a clear figure-8 (two straight segments cross between the pulleys). Belts do not stretch, snap, or swap between crossed and non-crossed mid-output.", + "every station's rotors rotate continuously and simultaneously throughout,no station stalls, reverses direction mid-video, or vanishes. Adjacent meshing teeth visibly engage; no gear-through-gear penetration.", + "Gear and belt count preserved: no station or rotor is added or removed; belts only appear where they exist in the input, no belt appears between rotors that had none, and no existing belt disappears or is replaced mid-output." + ] + }, + { + "id": "gears_lv3_010", + "answer": { + "level": "lv3", + "station_count": 8, + "rotor_count": 12, + "input_arrow": { + "at": "right", + "station_index": 8, + "direction": "CCW" + }, + "stations": [ + { + "index": 1, + "type": "GP", + "direction": "CCW", + "joint_in": null + }, + { + "index": 2, + "type": "GP", + "direction": "CW", + "joint_in": "belt_x@B" + }, + { + "index": 3, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 4, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 5, + "type": "G", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 6, + "type": "G", + "direction": "CW", + "joint_in": "mesh@A" + }, + { + "index": 7, + "type": "GP", + "direction": "CCW", + "joint_in": "mesh@A" + }, + { + "index": 8, + "type": "GP", + "direction": "CCW", + "joint_in": "belt@B" + } + ], + "joints": [ + { + "between_stations": [ + 1, + 2 + ], + "type": "belt_x@B", + "z_layer": "B", + "reverses_direction": true + }, + { + "between_stations": [ + 2, + 3 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 3, + 4 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 4, + 5 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 5, + 6 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 6, + 7 + ], + "type": "mesh@A", + "z_layer": "A", + "reverses_direction": true + }, + { + "between_stations": [ + 7, + 8 + ], + "type": "belt@B", + "z_layer": "B", + "reverses_direction": false + } + ] + }, + "rubric": [ + "All 8 stations (12 rotating discs total) from the input are present in the output, in their original positions, sizes, and colors. No station, rotor, shaft, or belt added, removed, or moved. The number of stations / rotors / shafts / belts, their sizes, shapes, and colors are preserved exactly, nothing added, removed, resized, reshaped, recolored, or moved.", + "Compound stations and belt routing are preserved exactly: chain order is st1(GP/counter-clockwise) → st2(GP/clockwise) → st3(G/counter-clockwise) → st4(G/clockwise) → st5(G/counter-clockwise) → st6(G/clockwise) → st7(GP/counter-clockwise) → st8(GP/counter-clockwise); transmission joints are 1→2: belt_x@B | 2→3: mesh@A | 3→4: mesh@A | 4→5: mesh@A | 5→6: mesh@A | 6→7: mesh@A | 7→8: belt@B. The wooden board, shafts, and the input arrow (a red curl-arrow drawn flat on the board next to the rightmost station (station 8), showing counter-clockwise rotation) are unchanged from the input.", + "The rightmost station rotates counter-clockwise, exactly as the input arrow indicates.", + "Per-station expected rotation (left to right): station 3 = counter-clockwise; station 4 = clockwise; station 5 = counter-clockwise; station 6 = clockwise. These directions follow the standard transmission rules, two gears in mesh rotate in opposite directions; two rotors stacked on the same shaft (compound) rotate in the same direction; two pulleys connected by a non-crossed belt rotate in the same direction, and by a crossed belt in opposite directions.", + "Belt paths visibly stay seated in the pulley grooves; non-crossed belts run with parallel straight segments and crossed belts form a clear figure-8 (two straight segments cross between the pulleys). Belts do not stretch, snap, or swap between crossed and non-crossed mid-output.", + "every station's rotors rotate continuously and simultaneously throughout,no station stalls, reverses direction mid-video, or vanishes. Adjacent meshing teeth visibly engage; no gear-through-gear penetration.", + "Gear and belt count preserved: no station or rotor is added or removed; belts only appear where they exist in the input, no belt appears between rotors that had none, and no existing belt disappears or is replaced mid-output." + ] + } +] \ No newline at end of file diff --git a/bench_data/gears/prompt/image_gen_prompt/gears.txt b/bench_data/gears/prompt/image_gen_prompt/gears.txt new file mode 100644 index 0000000000000000000000000000000000000000..e38e7951b1e52ca3651bb634d2e80d9689d74b77 --- /dev/null +++ b/bench_data/gears/prompt/image_gen_prompt/gears.txt @@ -0,0 +1,8 @@ +Generate the same image as the input, but with one red curl-arrow drawn next to every station so each station ends up labelled with its rotation direction. + +Notes: +1. The input shows a transmission chain on a wooden board (gears, possibly compound stations on a shared shaft, possibly belt-driven pulleys) with one red curl-arrow already next to one station. +2. Output EXACTLY ONE arrow per station, for N stations exactly N arrows total. No station may be left unlabelled and no station may receive two or more arrows. +3. The original arrow stays unchanged. New arrows match the original's red colour and curl style. +4. Each new arrow indicates that station's correct rotation direction. +5. Keep scene, background, lighting, and camera identical to the input. No glitches or artifacts. diff --git a/bench_data/gears/prompt/video_gen_prompt/gears.txt b/bench_data/gears/prompt/video_gen_prompt/gears.txt new file mode 100644 index 0000000000000000000000000000000000000000..f8636699fbf2602ee3d08c4966d8fc5179092db7 --- /dev/null +++ b/bench_data/gears/prompt/video_gen_prompt/gears.txt @@ -0,0 +1,14 @@ +The input shows a transmission chain on a wooden board: meshing gears, possibly compound gears (two gears stacked on the same shaft), and possibly belt-driven pulleys (with non-crossed or crossed belts). A small red curl-arrow is drawn next to either the leftmost or rightmost station, showing that station's rotation direction. Create a smooth video where every station rotates simultaneously, with each station's direction determined by the transmission rules. + +Notes: +1. The station next to the red arrow rotates exactly as the arrow indicates. +2. Two gears in mesh rotate in OPPOSITE directions. +3. Rotors stacked on the same shaft (compound gear, gear+pulley) are rigidly fixed to that shaft, they rotate in the SAME direction and at the SAME angular velocity, turning as one rigid body. +4. Two pulleys connected by a non-crossed belt rotate in the SAME direction; by a crossed belt, OPPOSITE directions. +5. All stations rotate continuously and simultaneously, no stalled station, no direction reversals, nothing vanishing. +6. Rotation is at a MODERATE pace, slow enough that every rotation direction is unambiguously readable. Do not spin so fast that stations blur or flicker. The transmission may complete only a few turns over the runtime. +7. Each gear and pulley has a small white reference dot painted near its rim. The dot travels WITH its rotor as a rigid feature, sweeping around the rotation centre so a viewer can read clockwise vs counter-clockwise. The dot does not slide, jitter, fade, or detach. +8. Teeth visibly engage at meshing points; belts stay seated in pulley grooves; crossed belts retain their crossed shape (do not "uncross" mid-video). +9. Use the same scene, board, gears, pulleys, sizes, colors, positions, and belt routing as the input, no new or removed elements. + +Background, lighting, and camera stay fixed. The small red curl-arrow drawn on the wooden board stays in its original position and orientation throughout, it does not move, rotate, translate, fade, or duplicate. Do not add new arrows. 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a/bench_data/hanoi_tower/judge_spec/_completeness_judge.txt b/bench_data/hanoi_tower/judge_spec/_completeness_judge.txt new file mode 100644 index 0000000000000000000000000000000000000000..b2f7a615487f100acd73f63770d27338c0c49a77 --- /dev/null +++ b/bench_data/hanoi_tower/judge_spec/_completeness_judge.txt @@ -0,0 +1,8 @@ +Completeness scoring, three tiers (0 / 1 / 2), by how far the goal was carried out. +Tier 2 does NOT require flawless / perfect execution: near-complete (goal essentially reached, minor imperfections allowed) still counts as 2. +OVERRIDE (applies to every task): if the output changes drastically from the input image, unrelated new elements suddenly appear, or the scene differs wholesale from the input, score 0, regardless of any apparent task progress. +GUIDING PRINCIPLE: generated video is uncontrollable and may sprout odd elements. As a rule of thumb, if the procedure is carried out step by step but the final answer is simply wrong, give 1 (not 0). Reserve 0 for: the procedure is not attempted at all, or the output breaks / deviates drastically from the input (see OVERRIDE). + +0: No valid moves, or illegal stacking (larger on smaller), or disks barely move. +1: Some legal moves are made and disks progress toward the right peg, but the solved state is not reached (or a couple of illegal moves occur). +2: All disks end stacked on the rightmost peg in size order (largest bottom), other pegs empty. An extra / suboptimal but legal move along the way is fine. diff --git a/bench_data/hanoi_tower/judge_spec/_judge_rubric_hanoi_tower.json b/bench_data/hanoi_tower/judge_spec/_judge_rubric_hanoi_tower.json new file mode 100644 index 0000000000000000000000000000000000000000..cebd0ad18bd1b3f8d0910efcf3d05ff8f098c4d1 --- /dev/null +++ b/bench_data/hanoi_tower/judge_spec/_judge_rubric_hanoi_tower.json @@ -0,0 +1,14 @@ +[ + { + "id": "hanoi_tower_001", + "rubric": [ + "Overall task: starting from the Hanoi configuration shown in the input, the puzzle is solved one move at a time until every disk is stacked on the rightmost region in strictly decreasing size from bottom to top, with the leftmost and middle regions empty.", + "Disk inventory preserved: every input disk appears exactly once in every frame, with its original size, shape, proportions, and color; each is a solid wooden disc with no center hole. Never add, remove, duplicate, resize, reshape, recolor, hole-punch, or thread anything through any disk.", + "Region inventory preserved: exactly the same number of round stack-region marks as the input, in the same positions; never added, split, duplicated, removed, or shifted.", + "Legal lift: a disk only moves when it is the topmost disk on its region; disks are never slid out from under another disk and never pass through other disks or through the table.", + "Lift-traverse-lower motion: each move is a clearly visible lift straight up, horizontal travel above the regions, and lower straight down onto another region, never a teleport, never a slide along the table.", + "One disk at a time: at most one disk is in motion at any moment.", + "Hanoi rule respected: at every intermediate frame, no region holds a larger disk resting on top of a smaller one." + ] + } +] diff --git a/bench_data/hanoi_tower/prompt/video_gen_prompt/hanoi_tower.txt b/bench_data/hanoi_tower/prompt/video_gen_prompt/hanoi_tower.txt new file mode 100644 index 0000000000000000000000000000000000000000..5a26639e423eff1fa02cdb081a1e120517edacc8 --- /dev/null +++ b/bench_data/hanoi_tower/prompt/video_gen_prompt/hanoi_tower.txt @@ -0,0 +1,11 @@ +Create a smooth video that solves the Tower of Hanoi from the configuration shown in the input (treat it as the starting state, fresh or mid-game). End with every disk stacked on the rightmost region in size order (largest at the bottom, smallest at the top), and the leftmost and middle regions empty. + +Notes (standard Hanoi): +1. Move one disk at a time, only the topmost disk on its region: lift it straight up, traverse horizontally above the table, and lower it straight down onto another region. Each lift-traverse-lower is continuous, visible motion, no teleporting, no two disks moving at once. +2. Never place a larger disk on a smaller one. At every intermediate state, every region holds a stack in strictly decreasing size from bottom to top. +3. Reach the goal in roughly the optimal number of moves for the starting state; a few extras are fine, but no aimless wandering. +4. Fully autonomous motion: each disk lifts, glides, and lowers itself as if pulled by an invisible force. No hands, fingers, tools, or other agents enter the frame at any point. +5. Disks stay identical to the input throughout, same count, per-disk size, shape, proportions, and colors; each is a solid wooden disc with no center hole. Never add, remove, duplicate, resize, reshape, recolor, hole-punch, or thread anything through any disk. Every input disk is visible in every frame (on a region or mid-move); a disk never disappears, fades, or is covered except when correctly stacked. +6. The table shows exactly the same number of round stack-region marks as the input, never add, split, duplicate, remove, or shift a region; spacing, diameter, and position stay constant. + +Final state (last frame): every disk stacked on the rightmost region in strictly decreasing size from bottom to top; leftmost and middle regions clearly empty and visible; no disk on the bare table, in mid-air, or off-screen. 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https://git-lfs.github.com/spec/v1 +oid sha256:09d117d3de9c80f66e39670f67edb1a2b9922398e66b8dac851291c21827d657 +size 2619448 diff --git a/bench_data/jigsaw_puzzle/judge_spec/_completeness_judge.txt b/bench_data/jigsaw_puzzle/judge_spec/_completeness_judge.txt new file mode 100644 index 0000000000000000000000000000000000000000..c4478577eba8f55b46ecfe042de363eead5e061e --- /dev/null +++ b/bench_data/jigsaw_puzzle/judge_spec/_completeness_judge.txt @@ -0,0 +1,8 @@ +Completeness scoring, three tiers (0 / 1 / 2), by how far the goal was carried out. +Tier 2 does NOT require flawless / perfect execution: near-complete (goal essentially reached, minor imperfections allowed) still counts as 2. +OVERRIDE (applies to every task): if the output changes drastically from the input image, unrelated new elements suddenly appear, or the scene differs wholesale from the input, score 0, regardless of any apparent task progress. +GUIDING PRINCIPLE: generated video is uncontrollable and may sprout odd elements. As a rule of thumb, if the procedure is carried out step by step but the final answer is simply wrong, give 1 (not 0). Reserve 0 for: the procedure is not attempted at all, or the output breaks / deviates drastically from the input (see OVERRIDE). + +0: Pieces stay still (no assembly attempted), or pieces are added / removed / altered, or the scene differs greatly from the input image. +1: Some pieces reach their correct place and the picture is partially assembled, but it stays clearly incomplete. +2: Pieces assemble into one coherent picture. One piece slightly misplaced or misrotated is fine as long as the overall image is essentially complete. diff --git a/bench_data/jigsaw_puzzle/judge_spec/_judge_rubric_jigsaw_puzzle.json b/bench_data/jigsaw_puzzle/judge_spec/_judge_rubric_jigsaw_puzzle.json new file mode 100644 index 0000000000000000000000000000000000000000..c6f82240e65bd934e81d03bc3c995492eaa1b66f --- /dev/null +++ b/bench_data/jigsaw_puzzle/judge_spec/_judge_rubric_jigsaw_puzzle.json @@ -0,0 +1,13 @@ +[ + { + "id": "jigsaw_001", + "rubric": [ + "Overall task: starting from the scattered jigsaw pieces in the input, pieces gradually move into their correct positions (translating and rotating / flipping as needed) and assemble into a single complete coherent picture, with edges aligning to form one continuous image.", + "Piece inventory preserved: every input piece appears exactly once; no piece removed, duplicated, recolored, resized, or has its artwork altered.", + "No new puzzle pieces appear in the scene at any point; the pieces visible throughout the video are exactly those present in the input image, no extra fabricated piece slides in to complete the picture.", + "Each placed piece sits where its artwork seamlessly continues the surrounding scene; adjacent piece edges align with no visible discontinuity beyond the original cut lines.", + "Continuous assembly: pieces move gradually one or a few at a time from their starting positions toward their final positions, no teleporting, no hard cut from scattered to assembled.", + "The small reference thumbnail in the upper-left corner stays perfectly stationary throughout, never moved, rotated, scaled, lifted, or occluded." + ] + } +] diff --git a/bench_data/jigsaw_puzzle/prompt/video_gen_prompt/jigsaw_puzzle.txt b/bench_data/jigsaw_puzzle/prompt/video_gen_prompt/jigsaw_puzzle.txt new file mode 100644 index 0000000000000000000000000000000000000000..a8905447688614dc529323954d049951ae9a876c --- /dev/null +++ b/bench_data/jigsaw_puzzle/prompt/video_gen_prompt/jigsaw_puzzle.txt @@ -0,0 +1,11 @@ +Create a smooth video showing the scattered jigsaw puzzle pieces in the input gradually assembling into a single complete picture, with each piece gliding on its own into its correct final position and orientation. + +Notes: +1. Use exactly the same pieces, no piece added, removed, or altered in artwork or shape. +2. Pieces that appear flipped or rotated in the input rotate/flip during their motion so their final orientation aligns correctly with the assembled scene. +3. Edges of adjacent pieces align perfectly in the final image, forming one coherent landscape with no gaps, overlaps, or seams beyond the puzzle cut lines. +4. Motion is fully autonomous: pieces slide themselves across the table, may rotate or flip in flight, and snap into place. No hands, fingers, tools, or other agents enter the frame. +5. Show the process: pieces move one or a few at a time from their starting positions toward the assembly area and snap into place, not a sudden jump from scattered to assembled. +6. The small reference thumbnail in the upper-left corner is TAPED to the table, it stays perfectly stationary throughout. Never move, rotate, scale, lift, or occlude it. + +Scene & camera: background, lighting, table, and viewing angle stay fixed. No new objects, characters, or text. Pace adapts so the assembly completes smoothly within the runtime. 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image, unrelated new elements suddenly appear, or the scene differs wholesale from the input, score 0, regardless of any apparent task progress. +GUIDING PRINCIPLE: generated video is uncontrollable and may sprout odd elements. As a rule of thumb, if the procedure is carried out step by step but the final answer is simply wrong, give 1 (not 0). Reserve 0 for: the procedure is not attempted at all, or the output breaks / deviates drastically from the input (see OVERRIDE). + +0: The red car never approaches the exit, or cars overlap / pass through each other / move illegally. +1: Cars shuffle to clear a path and the red car moves toward the exit but does not fully leave the board. +2: The red goal car drives out through the exit gap (essentially off the board), with all moves legal (cars slide only along their tracks, no overlaps). diff --git a/bench_data/leave_parking_lot/judge_spec/_judge_rubric_leave_parking_lot.json b/bench_data/leave_parking_lot/judge_spec/_judge_rubric_leave_parking_lot.json new file mode 100644 index 0000000000000000000000000000000000000000..dded82a36299c86cdf598b62941be7c6fc4a13a3 --- /dev/null +++ b/bench_data/leave_parking_lot/judge_spec/_judge_rubric_leave_parking_lot.json @@ -0,0 +1,11 @@ +[ + { + "id": "default", + "rubric": [ + "Overall task: starting from the input parking-lot configuration, cars slide along the painted straight tracks underneath them (each car only along the line whose color matches its own, moving only forward or backward) until the red goal car has visibly moved toward the exit gap on its own track, counted as success when the red car ends up clearly approaching the exit, sitting at the exit, OR fully driven off the board, with every non-goal car still on the board.", + "Car inventory preserved: every car visible matches the input image in color, length, orientation, and starting track; no car added, removed, recolored, resized, or swapped.", + "Track-bound motion along matching-color line: each car slides primarily along the painted straight line whose color matches the car (red car on the red line, yellow car on the yellow line, etc.), moving only forward or backward, without switching to a line of a different color. Tolerance: minor yaw rotation (a few degrees) and small lateral drift (a fraction of the car's width off-axis) are NOT violations as long as the car visibly stays on or near its own matching-color line; only flag substantive deviations, the car ending up clearly on a different-colored line, traveling perpendicular to its track, or being rotated so far it no longer aligns with any track at all.", + "No collision: non-goal cars never overlap or pass through one another; no non-goal car leaves the board at any point." + ] + } +] diff --git a/bench_data/leave_parking_lot/prompt/video_gen_prompt/leave_parking_lot.txt b/bench_data/leave_parking_lot/prompt/video_gen_prompt/leave_parking_lot.txt new file mode 100644 index 0000000000000000000000000000000000000000..733129bcee86e66749a572a936e47a65f82157c3 --- /dev/null +++ b/bench_data/leave_parking_lot/prompt/video_gen_prompt/leave_parking_lot.txt @@ -0,0 +1,10 @@ +Create a smooth video of the cars on the board sliding along their tracks until the red car (the goal car) drives fully off the board through the exit gap on its edge. + +Notes: +1. Use exactly the cars from the input, no additions, removals, or changes to color, length, position, or orientation. +2. Each car may only move forward or backward along the straight track painted under it; cars never rotate, change tracks, or move sideways. +3. Cars never overlap or pass through one another; every non-goal car stays fully on the board the entire time. +4. The red car is the goal car; the video must end with it driving completely off the board through the exit while every other car remains on the board. +5. Show the process: cars slide one at a time (or with only brief overlap in time), not a sudden jump from the start configuration to the solved one. + +Keep the board, background, lighting, and viewing angle fixed. Adjust velocity so the full solve completes smoothly within the runtime limit. 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0000000000000000000000000000000000000000..631081f6726ed1574aaab3adbd83bec494baf9fb --- /dev/null +++ b/bench_data/light_reflection/input_image/lv3/light_reflection_lv3_010.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:2e355899a8dc13f07e02a1fb996cdebe9cefe0df79f7d59650fd05075101fb37 +size 1789147 diff --git a/bench_data/light_reflection/judge_spec/_completeness_judge.txt b/bench_data/light_reflection/judge_spec/_completeness_judge.txt new file mode 100644 index 0000000000000000000000000000000000000000..81c4846d67f1b72a0b170b6e62fa218c52155e8a --- /dev/null +++ b/bench_data/light_reflection/judge_spec/_completeness_judge.txt @@ -0,0 +1,8 @@ +Completeness scoring, three tiers (0 / 1 / 2), by how far the goal was carried out. +Tier 2 does NOT require flawless / perfect execution: near-complete (goal essentially reached, minor imperfections allowed) still counts as 2. +OVERRIDE (applies to every task): if the output changes drastically from the input image, unrelated new elements suddenly appear, or the scene differs wholesale from the input, score 0, regardless of any apparent task progress. +GUIDING PRINCIPLE: generated video is uncontrollable and may sprout odd elements. As a rule of thumb, if the procedure is carried out step by step but the final answer is simply wrong, give 1 (not 0). Reserve 0 for: the procedure is not attempted at all, or the output breaks / deviates drastically from the input (see OVERRIDE). + +0: Beam never approaches the target, or mirrors don't rotate, or the beam disappears / behaves non-physically. +1: Mirrors rotate and the reflected beam sweeps toward the target but never actually lands on the red target rectangle (stops short or beside it). +2: The reflected beam lands on the red target rectangle (a spot on it or touching its edge is enough), with plausible straight-line reflections. diff --git a/bench_data/light_reflection/judge_spec/_judge_rubric_light_reflection.json b/bench_data/light_reflection/judge_spec/_judge_rubric_light_reflection.json new file mode 100644 index 0000000000000000000000000000000000000000..9f392729b9182448bb9f6a60eebd200b690a12e9 --- /dev/null +++ b/bench_data/light_reflection/judge_spec/_judge_rubric_light_reflection.json @@ -0,0 +1,434 @@ +[ + { + "id": "light_reflection_lv1_001", + "rubric": [ + "**HARD FAIL CRITERION (law of reflection)**: If the generated image shows the red laser beam passing straight through any mirror's body (entering one side and emerging on the other side as if the mirror were transparent), continuing past a mirror it has clearly hit without reflecting, splitting at a mirror into multiple beams, refracting through a mirror's body, or otherwise behaving in a way that violates the physical law of reflection at a mirror surface, then this instance MUST be marked success=false. This rule overrides all other criteria, even if the final beam endpoint appears to land on or near the red target rectangle, if it visibly passes THROUGH any mirror to get there, the instance fails. A correct reflection bounces OFF the front (reflective) face: the beam segment terminates at the mirror surface and a new segment emerges from the SAME side at an approximately equal reflection angle. There must be NO visible beam continuation on the far side of any mirror body.", + "The scene throughout the video contains: one laser pointer on the left emitting a horizontal red laser beam, one or two flat mirrors mounted on visible rotation pivots / mounts, and one wooden board across the top of the table with a red target rectangle on its front edge. No new objects, no humans, no hands, no robot arms, no tools appear at any time.", + "Only the mirror(s) rotate. Each mirror rotates smoothly about its central pivot pin / rotation mount,no translation of the mirror's pivot, no flipping, no teleporting, no popping. The mirror's physical body is preserved (same length, same thickness, same material look).", + "**Law of reflection**: wherever the beam meets a mirror's reflective face, the angle of incidence (between the incoming beam and the mirror's surface normal at the hit point) should be approximately equal to the angle of reflection (between the outgoing beam and the same surface normal), they need not be exactly equal, only approximately, and the incoming beam, outgoing beam, and surface normal lie roughly in the same plane. The beam must NEVER pass through a mirror, NEVER split into two beams at a mirror, NEVER bend without a mirror present, and NEVER continue in the unreflected direction past a mirror it has clearly hit. As a mirror rotates, the reflected beam segment swings smoothly in lock-step so the approximate equality of incidence / reflection angles is preserved.", + "Each mirror has only ONE reflective face. The back side of every mirror (the face opposite to the reflective side) reflects nothing and refracts nothing,if the laser beam ever hits a mirror on its back side, the beam must visibly stop / be absorbed at that face: no reflected beam coming back out, no transmitted beam passing through the mirror body, no refracted beam emerging from the back. Only the side that was shown as reflective in the input image is allowed to redirect the laser beam.", + "The red beam is continuously visible from start to finish: it leaves the laser tip horizontally, hits each mirror in order, reflects off each one, and finally terminates as a small red spot on the wooden board. No frame may show the beam vanishing, fading, or being interrupted.", + "Motion is one continuous physical rotation per mirror,no jump cuts, no fade-in / fade-out frames where the mirror disappears, no extra duplicated mirrors. Pace is steady and physically plausible.", + "Beam color stays a thin, bright, slightly fluorescent red throughout (no shift to blue / green / white, no thickening into a sword / lightsaber, no flat painted strip on the table).", + "Mirror 1 (the mirror whose pivot pin is at the position shown in the input) must rotate **counter-clockwise (逆时针)** by about **5°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 5°), and it must not greatly overshoot (rotate by far more than 5°)." + ] + }, + { + "id": "light_reflection_lv1_002", + "rubric": [ + "**HARD FAIL CRITERION (law of reflection)**: If the generated image shows the red laser beam passing straight through any mirror's body (entering one side and emerging on the other side as if the mirror were transparent), continuing past a mirror it has clearly hit without reflecting, splitting at a mirror into multiple beams, refracting through a mirror's body, or otherwise behaving in a way that violates the physical law of reflection at a mirror surface, then this instance MUST be marked success=false. This rule overrides all other criteria, even if the final beam endpoint appears to land on or near the red target rectangle, if it visibly passes THROUGH any mirror to get there, the instance fails. A correct reflection bounces OFF the front (reflective) face: the beam segment terminates at the mirror surface and a new segment emerges from the SAME side at an approximately equal reflection angle. There must be NO visible beam continuation on the far side of any mirror body.", + "The scene throughout the video contains: one laser pointer on the left emitting a horizontal red laser beam, one or two flat mirrors mounted on visible rotation pivots / mounts, and one wooden board across the top of the table with a red target rectangle on its front edge. No new objects, no humans, no hands, no robot arms, no tools appear at any time.", + "Only the mirror(s) rotate. Each mirror rotates smoothly about its central pivot pin / rotation mount,no translation of the mirror's pivot, no flipping, no teleporting, no popping. The mirror's physical body is preserved (same length, same thickness, same material look).", + "**Law of reflection**: wherever the beam meets a mirror's reflective face, the angle of incidence (between the incoming beam and the mirror's surface normal at the hit point) should be approximately equal to the angle of reflection (between the outgoing beam and the same surface normal), they need not be exactly equal, only approximately, and the incoming beam, outgoing beam, and surface normal lie roughly in the same plane. The beam must NEVER pass through a mirror, NEVER split into two beams at a mirror, NEVER bend without a mirror present, and NEVER continue in the unreflected direction past a mirror it has clearly hit. As a mirror rotates, the reflected beam segment swings smoothly in lock-step so the approximate equality of incidence / reflection angles is preserved.", + "Each mirror has only ONE reflective face. The back side of every mirror (the face opposite to the reflective side) reflects nothing and refracts nothing,if the laser beam ever hits a mirror on its back side, the beam must visibly stop / be absorbed at that face: no reflected beam coming back out, no transmitted beam passing through the mirror body, no refracted beam emerging from the back. Only the side that was shown as reflective in the input image is allowed to redirect the laser beam.", + "The red beam is continuously visible from start to finish: it leaves the laser tip horizontally, hits each mirror in order, reflects off each one, and finally terminates as a small red spot on the wooden board. No frame may show the beam vanishing, fading, or being interrupted.", + "Motion is one continuous physical rotation per mirror,no jump cuts, no fade-in / fade-out frames where the mirror disappears, no extra duplicated mirrors. Pace is steady and physically plausible.", + "Beam color stays a thin, bright, slightly fluorescent red throughout (no shift to blue / green / white, no thickening into a sword / lightsaber, no flat painted strip on the table).", + "Mirror 1 (the mirror whose pivot pin is at the position shown in the input) must rotate **clockwise (顺时针)** by about **5°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (counter-clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 5°), and it must not greatly overshoot (rotate by far more than 5°)." + ] + }, + { + "id": "light_reflection_lv1_003", + "rubric": [ + "**HARD FAIL CRITERION (law of reflection)**: If the generated image shows the red laser beam passing straight through any mirror's body (entering one side and emerging on the other side as if the mirror were transparent), continuing past a mirror it has clearly hit without reflecting, splitting at a mirror into multiple beams, refracting through a mirror's body, or otherwise behaving in a way that violates the physical law of reflection at a mirror surface, then this instance MUST be marked success=false. This rule overrides all other criteria, even if the final beam endpoint appears to land on or near the red target rectangle, if it visibly passes THROUGH any mirror to get there, the instance fails. A correct reflection bounces OFF the front (reflective) face: the beam segment terminates at the mirror surface and a new segment emerges from the SAME side at an approximately equal reflection angle. There must be NO visible beam continuation on the far side of any mirror body.", + "The scene throughout the video contains: one laser pointer on the left emitting a horizontal red laser beam, one or two flat mirrors mounted on visible rotation pivots / mounts, and one wooden board across the top of the table with a red target rectangle on its front edge. No new objects, no humans, no hands, no robot arms, no tools appear at any time.", + "Only the mirror(s) rotate. Each mirror rotates smoothly about its central pivot pin / rotation mount,no translation of the mirror's pivot, no flipping, no teleporting, no popping. The mirror's physical body is preserved (same length, same thickness, same material look).", + "**Law of reflection**: wherever the beam meets a mirror's reflective face, the angle of incidence (between the incoming beam and the mirror's surface normal at the hit point) should be approximately equal to the angle of reflection (between the outgoing beam and the same surface normal), they need not be exactly equal, only approximately, and the incoming beam, outgoing beam, and surface normal lie roughly in the same plane. The beam must NEVER pass through a mirror, NEVER split into two beams at a mirror, NEVER bend without a mirror present, and NEVER continue in the unreflected direction past a mirror it has clearly hit. As a mirror rotates, the reflected beam segment swings smoothly in lock-step so the approximate equality of incidence / reflection angles is preserved.", + "Each mirror has only ONE reflective face. The back side of every mirror (the face opposite to the reflective side) reflects nothing and refracts nothing,if the laser beam ever hits a mirror on its back side, the beam must visibly stop / be absorbed at that face: no reflected beam coming back out, no transmitted beam passing through the mirror body, no refracted beam emerging from the back. Only the side that was shown as reflective in the input image is allowed to redirect the laser beam.", + "The red beam is continuously visible from start to finish: it leaves the laser tip horizontally, hits each mirror in order, reflects off each one, and finally terminates as a small red spot on the wooden board. No frame may show the beam vanishing, fading, or being interrupted.", + "Motion is one continuous physical rotation per mirror,no jump cuts, no fade-in / fade-out frames where the mirror disappears, no extra duplicated mirrors. Pace is steady and physically plausible.", + "Beam color stays a thin, bright, slightly fluorescent red throughout (no shift to blue / green / white, no thickening into a sword / lightsaber, no flat painted strip on the table).", + "Mirror 1 (the mirror whose pivot pin is at the position shown in the input) must rotate **clockwise (顺时针)** by about **5°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (counter-clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 5°), and it must not greatly overshoot (rotate by far more than 5°)." + ] + }, + { + "id": "light_reflection_lv1_004", + "rubric": [ + "**HARD FAIL CRITERION (law of reflection)**: If the generated image shows the red laser beam passing straight through any mirror's body (entering one side and emerging on the other side as if the mirror were transparent), continuing past a mirror it has clearly hit without reflecting, splitting at a mirror into multiple beams, refracting through a mirror's body, or otherwise behaving in a way that violates the physical law of reflection at a mirror surface, then this instance MUST be marked success=false. This rule overrides all other criteria, even if the final beam endpoint appears to land on or near the red target rectangle, if it visibly passes THROUGH any mirror to get there, the instance fails. A correct reflection bounces OFF the front (reflective) face: the beam segment terminates at the mirror surface and a new segment emerges from the SAME side at an approximately equal reflection angle. There must be NO visible beam continuation on the far side of any mirror body.", + "The scene throughout the video contains: one laser pointer on the left emitting a horizontal red laser beam, one or two flat mirrors mounted on visible rotation pivots / mounts, and one wooden board across the top of the table with a red target rectangle on its front edge. No new objects, no humans, no hands, no robot arms, no tools appear at any time.", + "Only the mirror(s) rotate. Each mirror rotates smoothly about its central pivot pin / rotation mount,no translation of the mirror's pivot, no flipping, no teleporting, no popping. The mirror's physical body is preserved (same length, same thickness, same material look).", + "**Law of reflection**: wherever the beam meets a mirror's reflective face, the angle of incidence (between the incoming beam and the mirror's surface normal at the hit point) should be approximately equal to the angle of reflection (between the outgoing beam and the same surface normal), they need not be exactly equal, only approximately, and the incoming beam, outgoing beam, and surface normal lie roughly in the same plane. The beam must NEVER pass through a mirror, NEVER split into two beams at a mirror, NEVER bend without a mirror present, and NEVER continue in the unreflected direction past a mirror it has clearly hit. As a mirror rotates, the reflected beam segment swings smoothly in lock-step so the approximate equality of incidence / reflection angles is preserved.", + "Each mirror has only ONE reflective face. The back side of every mirror (the face opposite to the reflective side) reflects nothing and refracts nothing,if the laser beam ever hits a mirror on its back side, the beam must visibly stop / be absorbed at that face: no reflected beam coming back out, no transmitted beam passing through the mirror body, no refracted beam emerging from the back. Only the side that was shown as reflective in the input image is allowed to redirect the laser beam.", + "The red beam is continuously visible from start to finish: it leaves the laser tip horizontally, hits each mirror in order, reflects off each one, and finally terminates as a small red spot on the wooden board. No frame may show the beam vanishing, fading, or being interrupted.", + "Motion is one continuous physical rotation per mirror,no jump cuts, no fade-in / fade-out frames where the mirror disappears, no extra duplicated mirrors. Pace is steady and physically plausible.", + "Beam color stays a thin, bright, slightly fluorescent red throughout (no shift to blue / green / white, no thickening into a sword / lightsaber, no flat painted strip on the table).", + "Mirror 1 (the mirror whose pivot pin is at the position shown in the input) must rotate **clockwise (顺时针)** by about **5°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (counter-clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 5°), and it must not greatly overshoot (rotate by far more than 5°)." + ] + }, + { + "id": "light_reflection_lv1_005", + "rubric": [ + "**HARD FAIL CRITERION (law of reflection)**: If the generated image shows the red laser beam passing straight through any mirror's body (entering one side and emerging on the other side as if the mirror were transparent), continuing past a mirror it has clearly hit without reflecting, splitting at a mirror into multiple beams, refracting through a mirror's body, or otherwise behaving in a way that violates the physical law of reflection at a mirror surface, then this instance MUST be marked success=false. This rule overrides all other criteria, even if the final beam endpoint appears to land on or near the red target rectangle, if it visibly passes THROUGH any mirror to get there, the instance fails. A correct reflection bounces OFF the front (reflective) face: the beam segment terminates at the mirror surface and a new segment emerges from the SAME side at an approximately equal reflection angle. There must be NO visible beam continuation on the far side of any mirror body.", + "The scene throughout the video contains: one laser pointer on the left emitting a horizontal red laser beam, one or two flat mirrors mounted on visible rotation pivots / mounts, and one wooden board across the top of the table with a red target rectangle on its front edge. No new objects, no humans, no hands, no robot arms, no tools appear at any time.", + "Only the mirror(s) rotate. Each mirror rotates smoothly about its central pivot pin / rotation mount,no translation of the mirror's pivot, no flipping, no teleporting, no popping. The mirror's physical body is preserved (same length, same thickness, same material look).", + "**Law of reflection**: wherever the beam meets a mirror's reflective face, the angle of incidence (between the incoming beam and the mirror's surface normal at the hit point) should be approximately equal to the angle of reflection (between the outgoing beam and the same surface normal), they need not be exactly equal, only approximately, and the incoming beam, outgoing beam, and surface normal lie roughly in the same plane. The beam must NEVER pass through a mirror, NEVER split into two beams at a mirror, NEVER bend without a mirror present, and NEVER continue in the unreflected direction past a mirror it has clearly hit. As a mirror rotates, the reflected beam segment swings smoothly in lock-step so the approximate equality of incidence / reflection angles is preserved.", + "Each mirror has only ONE reflective face. The back side of every mirror (the face opposite to the reflective side) reflects nothing and refracts nothing,if the laser beam ever hits a mirror on its back side, the beam must visibly stop / be absorbed at that face: no reflected beam coming back out, no transmitted beam passing through the mirror body, no refracted beam emerging from the back. Only the side that was shown as reflective in the input image is allowed to redirect the laser beam.", + "The red beam is continuously visible from start to finish: it leaves the laser tip horizontally, hits each mirror in order, reflects off each one, and finally terminates as a small red spot on the wooden board. No frame may show the beam vanishing, fading, or being interrupted.", + "Motion is one continuous physical rotation per mirror,no jump cuts, no fade-in / fade-out frames where the mirror disappears, no extra duplicated mirrors. Pace is steady and physically plausible.", + "Beam color stays a thin, bright, slightly fluorescent red throughout (no shift to blue / green / white, no thickening into a sword / lightsaber, no flat painted strip on the table).", + "Mirror 1 (the mirror whose pivot pin is at the position shown in the input) must rotate **clockwise (顺时针)** by about **5°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (counter-clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 5°), and it must not greatly overshoot (rotate by far more than 5°)." + ] + }, + { + "id": "light_reflection_lv1_006", + "rubric": [ + "**HARD FAIL CRITERION (law of reflection)**: If the generated image shows the red laser beam passing straight through any mirror's body (entering one side and emerging on the other side as if the mirror were transparent), continuing past a mirror it has clearly hit without reflecting, splitting at a mirror into multiple beams, refracting through a mirror's body, or otherwise behaving in a way that violates the physical law of reflection at a mirror surface, then this instance MUST be marked success=false. This rule overrides all other criteria, even if the final beam endpoint appears to land on or near the red target rectangle, if it visibly passes THROUGH any mirror to get there, the instance fails. A correct reflection bounces OFF the front (reflective) face: the beam segment terminates at the mirror surface and a new segment emerges from the SAME side at an approximately equal reflection angle. There must be NO visible beam continuation on the far side of any mirror body.", + "The scene throughout the video contains: one laser pointer on the left emitting a horizontal red laser beam, one or two flat mirrors mounted on visible rotation pivots / mounts, and one wooden board across the top of the table with a red target rectangle on its front edge. No new objects, no humans, no hands, no robot arms, no tools appear at any time.", + "Only the mirror(s) rotate. Each mirror rotates smoothly about its central pivot pin / rotation mount,no translation of the mirror's pivot, no flipping, no teleporting, no popping. The mirror's physical body is preserved (same length, same thickness, same material look).", + "**Law of reflection**: wherever the beam meets a mirror's reflective face, the angle of incidence (between the incoming beam and the mirror's surface normal at the hit point) should be approximately equal to the angle of reflection (between the outgoing beam and the same surface normal), they need not be exactly equal, only approximately, and the incoming beam, outgoing beam, and surface normal lie roughly in the same plane. The beam must NEVER pass through a mirror, NEVER split into two beams at a mirror, NEVER bend without a mirror present, and NEVER continue in the unreflected direction past a mirror it has clearly hit. As a mirror rotates, the reflected beam segment swings smoothly in lock-step so the approximate equality of incidence / reflection angles is preserved.", + "Each mirror has only ONE reflective face. The back side of every mirror (the face opposite to the reflective side) reflects nothing and refracts nothing,if the laser beam ever hits a mirror on its back side, the beam must visibly stop / be absorbed at that face: no reflected beam coming back out, no transmitted beam passing through the mirror body, no refracted beam emerging from the back. Only the side that was shown as reflective in the input image is allowed to redirect the laser beam.", + "The red beam is continuously visible from start to finish: it leaves the laser tip horizontally, hits each mirror in order, reflects off each one, and finally terminates as a small red spot on the wooden board. No frame may show the beam vanishing, fading, or being interrupted.", + "Motion is one continuous physical rotation per mirror,no jump cuts, no fade-in / fade-out frames where the mirror disappears, no extra duplicated mirrors. Pace is steady and physically plausible.", + "Beam color stays a thin, bright, slightly fluorescent red throughout (no shift to blue / green / white, no thickening into a sword / lightsaber, no flat painted strip on the table).", + "Mirror 1 (the mirror whose pivot pin is at the position shown in the input) must rotate **clockwise (顺时针)** by about **5°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (counter-clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 5°), and it must not greatly overshoot (rotate by far more than 5°)." + ] + }, + { + "id": "light_reflection_lv1_007", + "rubric": [ + "**HARD FAIL CRITERION (law of reflection)**: If the generated image shows the red laser beam passing straight through any mirror's body (entering one side and emerging on the other side as if the mirror were transparent), continuing past a mirror it has clearly hit without reflecting, splitting at a mirror into multiple beams, refracting through a mirror's body, or otherwise behaving in a way that violates the physical law of reflection at a mirror surface, then this instance MUST be marked success=false. This rule overrides all other criteria, even if the final beam endpoint appears to land on or near the red target rectangle, if it visibly passes THROUGH any mirror to get there, the instance fails. A correct reflection bounces OFF the front (reflective) face: the beam segment terminates at the mirror surface and a new segment emerges from the SAME side at an approximately equal reflection angle. There must be NO visible beam continuation on the far side of any mirror body.", + "The scene throughout the video contains: one laser pointer on the left emitting a horizontal red laser beam, one or two flat mirrors mounted on visible rotation pivots / mounts, and one wooden board across the top of the table with a red target rectangle on its front edge. No new objects, no humans, no hands, no robot arms, no tools appear at any time.", + "Only the mirror(s) rotate. Each mirror rotates smoothly about its central pivot pin / rotation mount,no translation of the mirror's pivot, no flipping, no teleporting, no popping. The mirror's physical body is preserved (same length, same thickness, same material look).", + "**Law of reflection**: wherever the beam meets a mirror's reflective face, the angle of incidence (between the incoming beam and the mirror's surface normal at the hit point) should be approximately equal to the angle of reflection (between the outgoing beam and the same surface normal), they need not be exactly equal, only approximately, and the incoming beam, outgoing beam, and surface normal lie roughly in the same plane. The beam must NEVER pass through a mirror, NEVER split into two beams at a mirror, NEVER bend without a mirror present, and NEVER continue in the unreflected direction past a mirror it has clearly hit. As a mirror rotates, the reflected beam segment swings smoothly in lock-step so the approximate equality of incidence / reflection angles is preserved.", + "Each mirror has only ONE reflective face. The back side of every mirror (the face opposite to the reflective side) reflects nothing and refracts nothing,if the laser beam ever hits a mirror on its back side, the beam must visibly stop / be absorbed at that face: no reflected beam coming back out, no transmitted beam passing through the mirror body, no refracted beam emerging from the back. Only the side that was shown as reflective in the input image is allowed to redirect the laser beam.", + "The red beam is continuously visible from start to finish: it leaves the laser tip horizontally, hits each mirror in order, reflects off each one, and finally terminates as a small red spot on the wooden board. No frame may show the beam vanishing, fading, or being interrupted.", + "Motion is one continuous physical rotation per mirror,no jump cuts, no fade-in / fade-out frames where the mirror disappears, no extra duplicated mirrors. Pace is steady and physically plausible.", + "Beam color stays a thin, bright, slightly fluorescent red throughout (no shift to blue / green / white, no thickening into a sword / lightsaber, no flat painted strip on the table).", + "Mirror 1 (the mirror whose pivot pin is at the position shown in the input) must rotate **clockwise (顺时针)** by about **5°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (counter-clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 5°), and it must not greatly overshoot (rotate by far more than 5°)." + ] + }, + { + "id": "light_reflection_lv1_008", + "rubric": [ + "**HARD FAIL CRITERION (law of reflection)**: If the generated image shows the red laser beam passing straight through any mirror's body (entering one side and emerging on the other side as if the mirror were transparent), continuing past a mirror it has clearly hit without reflecting, splitting at a mirror into multiple beams, refracting through a mirror's body, or otherwise behaving in a way that violates the physical law of reflection at a mirror surface, then this instance MUST be marked success=false. This rule overrides all other criteria, even if the final beam endpoint appears to land on or near the red target rectangle, if it visibly passes THROUGH any mirror to get there, the instance fails. A correct reflection bounces OFF the front (reflective) face: the beam segment terminates at the mirror surface and a new segment emerges from the SAME side at an approximately equal reflection angle. There must be NO visible beam continuation on the far side of any mirror body.", + "The scene throughout the video contains: one laser pointer on the left emitting a horizontal red laser beam, one or two flat mirrors mounted on visible rotation pivots / mounts, and one wooden board across the top of the table with a red target rectangle on its front edge. No new objects, no humans, no hands, no robot arms, no tools appear at any time.", + "Only the mirror(s) rotate. Each mirror rotates smoothly about its central pivot pin / rotation mount,no translation of the mirror's pivot, no flipping, no teleporting, no popping. The mirror's physical body is preserved (same length, same thickness, same material look).", + "**Law of reflection**: wherever the beam meets a mirror's reflective face, the angle of incidence (between the incoming beam and the mirror's surface normal at the hit point) should be approximately equal to the angle of reflection (between the outgoing beam and the same surface normal), they need not be exactly equal, only approximately, and the incoming beam, outgoing beam, and surface normal lie roughly in the same plane. The beam must NEVER pass through a mirror, NEVER split into two beams at a mirror, NEVER bend without a mirror present, and NEVER continue in the unreflected direction past a mirror it has clearly hit. As a mirror rotates, the reflected beam segment swings smoothly in lock-step so the approximate equality of incidence / reflection angles is preserved.", + "Each mirror has only ONE reflective face. The back side of every mirror (the face opposite to the reflective side) reflects nothing and refracts nothing,if the laser beam ever hits a mirror on its back side, the beam must visibly stop / be absorbed at that face: no reflected beam coming back out, no transmitted beam passing through the mirror body, no refracted beam emerging from the back. Only the side that was shown as reflective in the input image is allowed to redirect the laser beam.", + "The red beam is continuously visible from start to finish: it leaves the laser tip horizontally, hits each mirror in order, reflects off each one, and finally terminates as a small red spot on the wooden board. No frame may show the beam vanishing, fading, or being interrupted.", + "Motion is one continuous physical rotation per mirror,no jump cuts, no fade-in / fade-out frames where the mirror disappears, no extra duplicated mirrors. Pace is steady and physically plausible.", + "Beam color stays a thin, bright, slightly fluorescent red throughout (no shift to blue / green / white, no thickening into a sword / lightsaber, no flat painted strip on the table).", + "Mirror 1 (the mirror whose pivot pin is at the position shown in the input) must rotate **clockwise (顺时针)** by about **10°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (counter-clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 10°), and it must not greatly overshoot (rotate by far more than 10°)." + ] + }, + { + "id": "light_reflection_lv1_009", + "rubric": [ + "**HARD FAIL CRITERION (law of reflection)**: If the generated image shows the red laser beam passing straight through any mirror's body (entering one side and emerging on the other side as if the mirror were transparent), continuing past a mirror it has clearly hit without reflecting, splitting at a mirror into multiple beams, refracting through a mirror's body, or otherwise behaving in a way that violates the physical law of reflection at a mirror surface, then this instance MUST be marked success=false. This rule overrides all other criteria, even if the final beam endpoint appears to land on or near the red target rectangle, if it visibly passes THROUGH any mirror to get there, the instance fails. A correct reflection bounces OFF the front (reflective) face: the beam segment terminates at the mirror surface and a new segment emerges from the SAME side at an approximately equal reflection angle. There must be NO visible beam continuation on the far side of any mirror body.", + "The scene throughout the video contains: one laser pointer on the left emitting a horizontal red laser beam, one or two flat mirrors mounted on visible rotation pivots / mounts, and one wooden board across the top of the table with a red target rectangle on its front edge. No new objects, no humans, no hands, no robot arms, no tools appear at any time.", + "Only the mirror(s) rotate. Each mirror rotates smoothly about its central pivot pin / rotation mount,no translation of the mirror's pivot, no flipping, no teleporting, no popping. The mirror's physical body is preserved (same length, same thickness, same material look).", + "**Law of reflection**: wherever the beam meets a mirror's reflective face, the angle of incidence (between the incoming beam and the mirror's surface normal at the hit point) should be approximately equal to the angle of reflection (between the outgoing beam and the same surface normal), they need not be exactly equal, only approximately, and the incoming beam, outgoing beam, and surface normal lie roughly in the same plane. The beam must NEVER pass through a mirror, NEVER split into two beams at a mirror, NEVER bend without a mirror present, and NEVER continue in the unreflected direction past a mirror it has clearly hit. As a mirror rotates, the reflected beam segment swings smoothly in lock-step so the approximate equality of incidence / reflection angles is preserved.", + "Each mirror has only ONE reflective face. The back side of every mirror (the face opposite to the reflective side) reflects nothing and refracts nothing,if the laser beam ever hits a mirror on its back side, the beam must visibly stop / be absorbed at that face: no reflected beam coming back out, no transmitted beam passing through the mirror body, no refracted beam emerging from the back. Only the side that was shown as reflective in the input image is allowed to redirect the laser beam.", + "The red beam is continuously visible from start to finish: it leaves the laser tip horizontally, hits each mirror in order, reflects off each one, and finally terminates as a small red spot on the wooden board. No frame may show the beam vanishing, fading, or being interrupted.", + "Motion is one continuous physical rotation per mirror,no jump cuts, no fade-in / fade-out frames where the mirror disappears, no extra duplicated mirrors. Pace is steady and physically plausible.", + "Beam color stays a thin, bright, slightly fluorescent red throughout (no shift to blue / green / white, no thickening into a sword / lightsaber, no flat painted strip on the table).", + "Mirror 1 (the mirror whose pivot pin is at the position shown in the input) must rotate **counter-clockwise (逆时针)** by about **10°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 10°), and it must not greatly overshoot (rotate by far more than 10°)." + ] + }, + { + "id": "light_reflection_lv1_010", + "rubric": [ + "**HARD FAIL CRITERION (law of reflection)**: If the generated image shows the red laser beam passing straight through any mirror's body (entering one side and emerging on the other side as if the mirror were transparent), continuing past a mirror it has clearly hit without reflecting, splitting at a mirror into multiple beams, refracting through a mirror's body, or otherwise behaving in a way that violates the physical law of reflection at a mirror surface, then this instance MUST be marked success=false. This rule overrides all other criteria, even if the final beam endpoint appears to land on or near the red target rectangle, if it visibly passes THROUGH any mirror to get there, the instance fails. A correct reflection bounces OFF the front (reflective) face: the beam segment terminates at the mirror surface and a new segment emerges from the SAME side at an approximately equal reflection angle. There must be NO visible beam continuation on the far side of any mirror body.", + "The scene throughout the video contains: one laser pointer on the left emitting a horizontal red laser beam, one or two flat mirrors mounted on visible rotation pivots / mounts, and one wooden board across the top of the table with a red target rectangle on its front edge. No new objects, no humans, no hands, no robot arms, no tools appear at any time.", + "Only the mirror(s) rotate. Each mirror rotates smoothly about its central pivot pin / rotation mount,no translation of the mirror's pivot, no flipping, no teleporting, no popping. The mirror's physical body is preserved (same length, same thickness, same material look).", + "**Law of reflection**: wherever the beam meets a mirror's reflective face, the angle of incidence (between the incoming beam and the mirror's surface normal at the hit point) should be approximately equal to the angle of reflection (between the outgoing beam and the same surface normal), they need not be exactly equal, only approximately, and the incoming beam, outgoing beam, and surface normal lie roughly in the same plane. The beam must NEVER pass through a mirror, NEVER split into two beams at a mirror, NEVER bend without a mirror present, and NEVER continue in the unreflected direction past a mirror it has clearly hit. As a mirror rotates, the reflected beam segment swings smoothly in lock-step so the approximate equality of incidence / reflection angles is preserved.", + "Each mirror has only ONE reflective face. The back side of every mirror (the face opposite to the reflective side) reflects nothing and refracts nothing,if the laser beam ever hits a mirror on its back side, the beam must visibly stop / be absorbed at that face: no reflected beam coming back out, no transmitted beam passing through the mirror body, no refracted beam emerging from the back. Only the side that was shown as reflective in the input image is allowed to redirect the laser beam.", + "The red beam is continuously visible from start to finish: it leaves the laser tip horizontally, hits each mirror in order, reflects off each one, and finally terminates as a small red spot on the wooden board. No frame may show the beam vanishing, fading, or being interrupted.", + "Motion is one continuous physical rotation per mirror,no jump cuts, no fade-in / fade-out frames where the mirror disappears, no extra duplicated mirrors. Pace is steady and physically plausible.", + "Beam color stays a thin, bright, slightly fluorescent red throughout (no shift to blue / green / white, no thickening into a sword / lightsaber, no flat painted strip on the table).", + "Mirror 1 (the mirror whose pivot pin is at the position shown in the input) must rotate **clockwise (顺时针)** by about **10°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (counter-clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 10°), and it must not greatly overshoot (rotate by far more than 10°)." + ] + }, + { + "id": "light_reflection_lv2_001", + "rubric": [ + "**HARD FAIL CRITERION (law of reflection)**: If the generated image shows the red laser beam passing straight through any mirror's body (entering one side and emerging on the other side as if the mirror were transparent), continuing past a mirror it has clearly hit without reflecting, splitting at a mirror into multiple beams, refracting through a mirror's body, or otherwise behaving in a way that violates the physical law of reflection at a mirror surface, then this instance MUST be marked success=false. This rule overrides all other criteria, even if the final beam endpoint appears to land on or near the red target rectangle, if it visibly passes THROUGH any mirror to get there, the instance fails. A correct reflection bounces OFF the front (reflective) face: the beam segment terminates at the mirror surface and a new segment emerges from the SAME side at an approximately equal reflection angle. There must be NO visible beam continuation on the far side of any mirror body.", + "The scene throughout the video contains: one laser pointer on the left emitting a horizontal red laser beam, one or two flat mirrors mounted on visible rotation pivots / mounts, and one wooden board across the top of the table with a red target rectangle on its front edge. No new objects, no humans, no hands, no robot arms, no tools appear at any time.", + "Only the mirror(s) rotate. Each mirror rotates smoothly about its central pivot pin / rotation mount,no translation of the mirror's pivot, no flipping, no teleporting, no popping. The mirror's physical body is preserved (same length, same thickness, same material look).", + "**Law of reflection**: wherever the beam meets a mirror's reflective face, the angle of incidence (between the incoming beam and the mirror's surface normal at the hit point) should be approximately equal to the angle of reflection (between the outgoing beam and the same surface normal), they need not be exactly equal, only approximately, and the incoming beam, outgoing beam, and surface normal lie roughly in the same plane. The beam must NEVER pass through a mirror, NEVER split into two beams at a mirror, NEVER bend without a mirror present, and NEVER continue in the unreflected direction past a mirror it has clearly hit. As a mirror rotates, the reflected beam segment swings smoothly in lock-step so the approximate equality of incidence / reflection angles is preserved.", + "Each mirror has only ONE reflective face. The back side of every mirror (the face opposite to the reflective side) reflects nothing and refracts nothing,if the laser beam ever hits a mirror on its back side, the beam must visibly stop / be absorbed at that face: no reflected beam coming back out, no transmitted beam passing through the mirror body, no refracted beam emerging from the back. Only the side that was shown as reflective in the input image is allowed to redirect the laser beam.", + "The red beam is continuously visible from start to finish: it leaves the laser tip horizontally, hits each mirror in order, reflects off each one, and finally terminates as a small red spot on the wooden board. No frame may show the beam vanishing, fading, or being interrupted.", + "Motion is one continuous physical rotation per mirror,no jump cuts, no fade-in / fade-out frames where the mirror disappears, no extra duplicated mirrors. Pace is steady and physically plausible.", + "Beam color stays a thin, bright, slightly fluorescent red throughout (no shift to blue / green / white, no thickening into a sword / lightsaber, no flat painted strip on the table).", + "Mirror 1 (the mirror whose pivot pin is at the position shown in the input) must rotate **clockwise (顺时针)** by about **20°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (counter-clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 20°), and it must not greatly overshoot (rotate by far more than 20°)." + ] + }, + { + "id": "light_reflection_lv2_002", + "rubric": [ + "**HARD FAIL CRITERION (law of reflection)**: If the generated image shows the red laser beam passing straight through any mirror's body (entering one side and emerging on the other side as if the mirror were transparent), continuing past a mirror it has clearly hit without reflecting, splitting at a mirror into multiple beams, refracting through a mirror's body, or otherwise behaving in a way that violates the physical law of reflection at a mirror surface, then this instance MUST be marked success=false. This rule overrides all other criteria, even if the final beam endpoint appears to land on or near the red target rectangle, if it visibly passes THROUGH any mirror to get there, the instance fails. A correct reflection bounces OFF the front (reflective) face: the beam segment terminates at the mirror surface and a new segment emerges from the SAME side at an approximately equal reflection angle. There must be NO visible beam continuation on the far side of any mirror body.", + "The scene throughout the video contains: one laser pointer on the left emitting a horizontal red laser beam, one or two flat mirrors mounted on visible rotation pivots / mounts, and one wooden board across the top of the table with a red target rectangle on its front edge. No new objects, no humans, no hands, no robot arms, no tools appear at any time.", + "Only the mirror(s) rotate. Each mirror rotates smoothly about its central pivot pin / rotation mount,no translation of the mirror's pivot, no flipping, no teleporting, no popping. The mirror's physical body is preserved (same length, same thickness, same material look).", + "**Law of reflection**: wherever the beam meets a mirror's reflective face, the angle of incidence (between the incoming beam and the mirror's surface normal at the hit point) should be approximately equal to the angle of reflection (between the outgoing beam and the same surface normal), they need not be exactly equal, only approximately, and the incoming beam, outgoing beam, and surface normal lie roughly in the same plane. The beam must NEVER pass through a mirror, NEVER split into two beams at a mirror, NEVER bend without a mirror present, and NEVER continue in the unreflected direction past a mirror it has clearly hit. As a mirror rotates, the reflected beam segment swings smoothly in lock-step so the approximate equality of incidence / reflection angles is preserved.", + "Each mirror has only ONE reflective face. The back side of every mirror (the face opposite to the reflective side) reflects nothing and refracts nothing,if the laser beam ever hits a mirror on its back side, the beam must visibly stop / be absorbed at that face: no reflected beam coming back out, no transmitted beam passing through the mirror body, no refracted beam emerging from the back. Only the side that was shown as reflective in the input image is allowed to redirect the laser beam.", + "The red beam is continuously visible from start to finish: it leaves the laser tip horizontally, hits each mirror in order, reflects off each one, and finally terminates as a small red spot on the wooden board. No frame may show the beam vanishing, fading, or being interrupted.", + "Motion is one continuous physical rotation per mirror,no jump cuts, no fade-in / fade-out frames where the mirror disappears, no extra duplicated mirrors. Pace is steady and physically plausible.", + "Beam color stays a thin, bright, slightly fluorescent red throughout (no shift to blue / green / white, no thickening into a sword / lightsaber, no flat painted strip on the table).", + "Mirror 1 (the mirror whose pivot pin is at the position shown in the input) must rotate **counter-clockwise (逆时针)** by about **15°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 15°), and it must not greatly overshoot (rotate by far more than 15°)." + ] + }, + { + "id": "light_reflection_lv2_003", + "rubric": [ + "**HARD FAIL CRITERION (law of reflection)**: If the generated image shows the red laser beam passing straight through any mirror's body (entering one side and emerging on the other side as if the mirror were transparent), continuing past a mirror it has clearly hit without reflecting, splitting at a mirror into multiple beams, refracting through a mirror's body, or otherwise behaving in a way that violates the physical law of reflection at a mirror surface, then this instance MUST be marked success=false. This rule overrides all other criteria, even if the final beam endpoint appears to land on or near the red target rectangle, if it visibly passes THROUGH any mirror to get there, the instance fails. A correct reflection bounces OFF the front (reflective) face: the beam segment terminates at the mirror surface and a new segment emerges from the SAME side at an approximately equal reflection angle. There must be NO visible beam continuation on the far side of any mirror body.", + "The scene throughout the video contains: one laser pointer on the left emitting a horizontal red laser beam, one or two flat mirrors mounted on visible rotation pivots / mounts, and one wooden board across the top of the table with a red target rectangle on its front edge. No new objects, no humans, no hands, no robot arms, no tools appear at any time.", + "Only the mirror(s) rotate. Each mirror rotates smoothly about its central pivot pin / rotation mount,no translation of the mirror's pivot, no flipping, no teleporting, no popping. The mirror's physical body is preserved (same length, same thickness, same material look).", + "**Law of reflection**: wherever the beam meets a mirror's reflective face, the angle of incidence (between the incoming beam and the mirror's surface normal at the hit point) should be approximately equal to the angle of reflection (between the outgoing beam and the same surface normal), they need not be exactly equal, only approximately, and the incoming beam, outgoing beam, and surface normal lie roughly in the same plane. The beam must NEVER pass through a mirror, NEVER split into two beams at a mirror, NEVER bend without a mirror present, and NEVER continue in the unreflected direction past a mirror it has clearly hit. As a mirror rotates, the reflected beam segment swings smoothly in lock-step so the approximate equality of incidence / reflection angles is preserved.", + "Each mirror has only ONE reflective face. The back side of every mirror (the face opposite to the reflective side) reflects nothing and refracts nothing,if the laser beam ever hits a mirror on its back side, the beam must visibly stop / be absorbed at that face: no reflected beam coming back out, no transmitted beam passing through the mirror body, no refracted beam emerging from the back. Only the side that was shown as reflective in the input image is allowed to redirect the laser beam.", + "The red beam is continuously visible from start to finish: it leaves the laser tip horizontally, hits each mirror in order, reflects off each one, and finally terminates as a small red spot on the wooden board. No frame may show the beam vanishing, fading, or being interrupted.", + "Motion is one continuous physical rotation per mirror,no jump cuts, no fade-in / fade-out frames where the mirror disappears, no extra duplicated mirrors. Pace is steady and physically plausible.", + "Beam color stays a thin, bright, slightly fluorescent red throughout (no shift to blue / green / white, no thickening into a sword / lightsaber, no flat painted strip on the table).", + "Mirror 1 (the mirror whose pivot pin is at the position shown in the input) must rotate **counter-clockwise (逆时针)** by about **25°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 25°), and it must not greatly overshoot (rotate by far more than 25°)." + ] + }, + { + "id": "light_reflection_lv2_004", + "rubric": [ + "**HARD FAIL CRITERION (law of reflection)**: If the generated image shows the red laser beam passing straight through any mirror's body (entering one side and emerging on the other side as if the mirror were transparent), continuing past a mirror it has clearly hit without reflecting, splitting at a mirror into multiple beams, refracting through a mirror's body, or otherwise behaving in a way that violates the physical law of reflection at a mirror surface, then this instance MUST be marked success=false. This rule overrides all other criteria, even if the final beam endpoint appears to land on or near the red target rectangle, if it visibly passes THROUGH any mirror to get there, the instance fails. A correct reflection bounces OFF the front (reflective) face: the beam segment terminates at the mirror surface and a new segment emerges from the SAME side at an approximately equal reflection angle. There must be NO visible beam continuation on the far side of any mirror body.", + "The scene throughout the video contains: one laser pointer on the left emitting a horizontal red laser beam, one or two flat mirrors mounted on visible rotation pivots / mounts, and one wooden board across the top of the table with a red target rectangle on its front edge. No new objects, no humans, no hands, no robot arms, no tools appear at any time.", + "Only the mirror(s) rotate. Each mirror rotates smoothly about its central pivot pin / rotation mount,no translation of the mirror's pivot, no flipping, no teleporting, no popping. The mirror's physical body is preserved (same length, same thickness, same material look).", + "**Law of reflection**: wherever the beam meets a mirror's reflective face, the angle of incidence (between the incoming beam and the mirror's surface normal at the hit point) should be approximately equal to the angle of reflection (between the outgoing beam and the same surface normal), they need not be exactly equal, only approximately, and the incoming beam, outgoing beam, and surface normal lie roughly in the same plane. The beam must NEVER pass through a mirror, NEVER split into two beams at a mirror, NEVER bend without a mirror present, and NEVER continue in the unreflected direction past a mirror it has clearly hit. As a mirror rotates, the reflected beam segment swings smoothly in lock-step so the approximate equality of incidence / reflection angles is preserved.", + "Each mirror has only ONE reflective face. The back side of every mirror (the face opposite to the reflective side) reflects nothing and refracts nothing,if the laser beam ever hits a mirror on its back side, the beam must visibly stop / be absorbed at that face: no reflected beam coming back out, no transmitted beam passing through the mirror body, no refracted beam emerging from the back. Only the side that was shown as reflective in the input image is allowed to redirect the laser beam.", + "The red beam is continuously visible from start to finish: it leaves the laser tip horizontally, hits each mirror in order, reflects off each one, and finally terminates as a small red spot on the wooden board. No frame may show the beam vanishing, fading, or being interrupted.", + "Motion is one continuous physical rotation per mirror,no jump cuts, no fade-in / fade-out frames where the mirror disappears, no extra duplicated mirrors. Pace is steady and physically plausible.", + "Beam color stays a thin, bright, slightly fluorescent red throughout (no shift to blue / green / white, no thickening into a sword / lightsaber, no flat painted strip on the table).", + "Mirror 1 (the mirror whose pivot pin is at the position shown in the input) must rotate **counter-clockwise (逆时针)** by about **25°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 25°), and it must not greatly overshoot (rotate by far more than 25°)." + ] + }, + { + "id": "light_reflection_lv2_005", + "rubric": [ + "**HARD FAIL CRITERION (law of reflection)**: If the generated image shows the red laser beam passing straight through any mirror's body (entering one side and emerging on the other side as if the mirror were transparent), continuing past a mirror it has clearly hit without reflecting, splitting at a mirror into multiple beams, refracting through a mirror's body, or otherwise behaving in a way that violates the physical law of reflection at a mirror surface, then this instance MUST be marked success=false. This rule overrides all other criteria, even if the final beam endpoint appears to land on or near the red target rectangle, if it visibly passes THROUGH any mirror to get there, the instance fails. A correct reflection bounces OFF the front (reflective) face: the beam segment terminates at the mirror surface and a new segment emerges from the SAME side at an approximately equal reflection angle. There must be NO visible beam continuation on the far side of any mirror body.", + "The scene throughout the video contains: one laser pointer on the left emitting a horizontal red laser beam, one or two flat mirrors mounted on visible rotation pivots / mounts, and one wooden board across the top of the table with a red target rectangle on its front edge. No new objects, no humans, no hands, no robot arms, no tools appear at any time.", + "Only the mirror(s) rotate. Each mirror rotates smoothly about its central pivot pin / rotation mount,no translation of the mirror's pivot, no flipping, no teleporting, no popping. The mirror's physical body is preserved (same length, same thickness, same material look).", + "**Law of reflection**: wherever the beam meets a mirror's reflective face, the angle of incidence (between the incoming beam and the mirror's surface normal at the hit point) should be approximately equal to the angle of reflection (between the outgoing beam and the same surface normal), they need not be exactly equal, only approximately, and the incoming beam, outgoing beam, and surface normal lie roughly in the same plane. The beam must NEVER pass through a mirror, NEVER split into two beams at a mirror, NEVER bend without a mirror present, and NEVER continue in the unreflected direction past a mirror it has clearly hit. As a mirror rotates, the reflected beam segment swings smoothly in lock-step so the approximate equality of incidence / reflection angles is preserved.", + "Each mirror has only ONE reflective face. The back side of every mirror (the face opposite to the reflective side) reflects nothing and refracts nothing,if the laser beam ever hits a mirror on its back side, the beam must visibly stop / be absorbed at that face: no reflected beam coming back out, no transmitted beam passing through the mirror body, no refracted beam emerging from the back. Only the side that was shown as reflective in the input image is allowed to redirect the laser beam.", + "The red beam is continuously visible from start to finish: it leaves the laser tip horizontally, hits each mirror in order, reflects off each one, and finally terminates as a small red spot on the wooden board. No frame may show the beam vanishing, fading, or being interrupted.", + "Motion is one continuous physical rotation per mirror,no jump cuts, no fade-in / fade-out frames where the mirror disappears, no extra duplicated mirrors. Pace is steady and physically plausible.", + "Beam color stays a thin, bright, slightly fluorescent red throughout (no shift to blue / green / white, no thickening into a sword / lightsaber, no flat painted strip on the table).", + "Mirror 1 (the mirror whose pivot pin is at the position shown in the input) must rotate **clockwise (顺时针)** by about **25°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (counter-clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 25°), and it must not greatly overshoot (rotate by far more than 25°)." + ] + }, + { + "id": "light_reflection_lv2_006", + "rubric": [ + "**HARD FAIL CRITERION (law of reflection)**: If the generated image shows the red laser beam passing straight through any mirror's body (entering one side and emerging on the other side as if the mirror were transparent), continuing past a mirror it has clearly hit without reflecting, splitting at a mirror into multiple beams, refracting through a mirror's body, or otherwise behaving in a way that violates the physical law of reflection at a mirror surface, then this instance MUST be marked success=false. This rule overrides all other criteria, even if the final beam endpoint appears to land on or near the red target rectangle, if it visibly passes THROUGH any mirror to get there, the instance fails. A correct reflection bounces OFF the front (reflective) face: the beam segment terminates at the mirror surface and a new segment emerges from the SAME side at an approximately equal reflection angle. There must be NO visible beam continuation on the far side of any mirror body.", + "The scene throughout the video contains: one laser pointer on the left emitting a horizontal red laser beam, one or two flat mirrors mounted on visible rotation pivots / mounts, and one wooden board across the top of the table with a red target rectangle on its front edge. No new objects, no humans, no hands, no robot arms, no tools appear at any time.", + "Only the mirror(s) rotate. Each mirror rotates smoothly about its central pivot pin / rotation mount,no translation of the mirror's pivot, no flipping, no teleporting, no popping. The mirror's physical body is preserved (same length, same thickness, same material look).", + "**Law of reflection**: wherever the beam meets a mirror's reflective face, the angle of incidence (between the incoming beam and the mirror's surface normal at the hit point) should be approximately equal to the angle of reflection (between the outgoing beam and the same surface normal), they need not be exactly equal, only approximately, and the incoming beam, outgoing beam, and surface normal lie roughly in the same plane. The beam must NEVER pass through a mirror, NEVER split into two beams at a mirror, NEVER bend without a mirror present, and NEVER continue in the unreflected direction past a mirror it has clearly hit. As a mirror rotates, the reflected beam segment swings smoothly in lock-step so the approximate equality of incidence / reflection angles is preserved.", + "Each mirror has only ONE reflective face. The back side of every mirror (the face opposite to the reflective side) reflects nothing and refracts nothing,if the laser beam ever hits a mirror on its back side, the beam must visibly stop / be absorbed at that face: no reflected beam coming back out, no transmitted beam passing through the mirror body, no refracted beam emerging from the back. Only the side that was shown as reflective in the input image is allowed to redirect the laser beam.", + "The red beam is continuously visible from start to finish: it leaves the laser tip horizontally, hits each mirror in order, reflects off each one, and finally terminates as a small red spot on the wooden board. No frame may show the beam vanishing, fading, or being interrupted.", + "Motion is one continuous physical rotation per mirror,no jump cuts, no fade-in / fade-out frames where the mirror disappears, no extra duplicated mirrors. Pace is steady and physically plausible.", + "Beam color stays a thin, bright, slightly fluorescent red throughout (no shift to blue / green / white, no thickening into a sword / lightsaber, no flat painted strip on the table).", + "Mirror 1 (the mirror whose pivot pin is at the position shown in the input) must rotate **counter-clockwise (逆时针)** by about **5°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 5°), and it must not greatly overshoot (rotate by far more than 5°).", + "Mirror 2 (the mirror whose pivot pin is at the position shown in the input) must rotate **clockwise (顺时针)** by about **5°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (counter-clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 5°), and it must not greatly overshoot (rotate by far more than 5°).", + "Both mirrors rotate independently,neither is dragged around by the other, and neither stays still while the other moves to compensate. Each mirror's rotation goes only in its own required direction at the magnitude stated above." + ] + }, + { + "id": "light_reflection_lv2_007", + "rubric": [ + "**HARD FAIL CRITERION (law of reflection)**: If the generated image shows the red laser beam passing straight through any mirror's body (entering one side and emerging on the other side as if the mirror were transparent), continuing past a mirror it has clearly hit without reflecting, splitting at a mirror into multiple beams, refracting through a mirror's body, or otherwise behaving in a way that violates the physical law of reflection at a mirror surface, then this instance MUST be marked success=false. This rule overrides all other criteria, even if the final beam endpoint appears to land on or near the red target rectangle, if it visibly passes THROUGH any mirror to get there, the instance fails. A correct reflection bounces OFF the front (reflective) face: the beam segment terminates at the mirror surface and a new segment emerges from the SAME side at an approximately equal reflection angle. There must be NO visible beam continuation on the far side of any mirror body.", + "The scene throughout the video contains: one laser pointer on the left emitting a horizontal red laser beam, one or two flat mirrors mounted on visible rotation pivots / mounts, and one wooden board across the top of the table with a red target rectangle on its front edge. No new objects, no humans, no hands, no robot arms, no tools appear at any time.", + "Only the mirror(s) rotate. Each mirror rotates smoothly about its central pivot pin / rotation mount,no translation of the mirror's pivot, no flipping, no teleporting, no popping. The mirror's physical body is preserved (same length, same thickness, same material look).", + "**Law of reflection**: wherever the beam meets a mirror's reflective face, the angle of incidence (between the incoming beam and the mirror's surface normal at the hit point) should be approximately equal to the angle of reflection (between the outgoing beam and the same surface normal), they need not be exactly equal, only approximately, and the incoming beam, outgoing beam, and surface normal lie roughly in the same plane. The beam must NEVER pass through a mirror, NEVER split into two beams at a mirror, NEVER bend without a mirror present, and NEVER continue in the unreflected direction past a mirror it has clearly hit. As a mirror rotates, the reflected beam segment swings smoothly in lock-step so the approximate equality of incidence / reflection angles is preserved.", + "Each mirror has only ONE reflective face. The back side of every mirror (the face opposite to the reflective side) reflects nothing and refracts nothing,if the laser beam ever hits a mirror on its back side, the beam must visibly stop / be absorbed at that face: no reflected beam coming back out, no transmitted beam passing through the mirror body, no refracted beam emerging from the back. Only the side that was shown as reflective in the input image is allowed to redirect the laser beam.", + "The red beam is continuously visible from start to finish: it leaves the laser tip horizontally, hits each mirror in order, reflects off each one, and finally terminates as a small red spot on the wooden board. No frame may show the beam vanishing, fading, or being interrupted.", + "Motion is one continuous physical rotation per mirror,no jump cuts, no fade-in / fade-out frames where the mirror disappears, no extra duplicated mirrors. Pace is steady and physically plausible.", + "Beam color stays a thin, bright, slightly fluorescent red throughout (no shift to blue / green / white, no thickening into a sword / lightsaber, no flat painted strip on the table).", + "Mirror 1 (the mirror whose pivot pin is at the position shown in the input) must rotate **clockwise (顺时针)** by about **20°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (counter-clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 20°), and it must not greatly overshoot (rotate by far more than 20°)." + ] + }, + { + "id": "light_reflection_lv2_008", + "rubric": [ + "**HARD FAIL CRITERION (law of reflection)**: If the generated image shows the red laser beam passing straight through any mirror's body (entering one side and emerging on the other side as if the mirror were transparent), continuing past a mirror it has clearly hit without reflecting, splitting at a mirror into multiple beams, refracting through a mirror's body, or otherwise behaving in a way that violates the physical law of reflection at a mirror surface, then this instance MUST be marked success=false. This rule overrides all other criteria, even if the final beam endpoint appears to land on or near the red target rectangle, if it visibly passes THROUGH any mirror to get there, the instance fails. A correct reflection bounces OFF the front (reflective) face: the beam segment terminates at the mirror surface and a new segment emerges from the SAME side at an approximately equal reflection angle. There must be NO visible beam continuation on the far side of any mirror body.", + "The scene throughout the video contains: one laser pointer on the left emitting a horizontal red laser beam, one or two flat mirrors mounted on visible rotation pivots / mounts, and one wooden board across the top of the table with a red target rectangle on its front edge. No new objects, no humans, no hands, no robot arms, no tools appear at any time.", + "Only the mirror(s) rotate. Each mirror rotates smoothly about its central pivot pin / rotation mount,no translation of the mirror's pivot, no flipping, no teleporting, no popping. The mirror's physical body is preserved (same length, same thickness, same material look).", + "**Law of reflection**: wherever the beam meets a mirror's reflective face, the angle of incidence (between the incoming beam and the mirror's surface normal at the hit point) should be approximately equal to the angle of reflection (between the outgoing beam and the same surface normal), they need not be exactly equal, only approximately, and the incoming beam, outgoing beam, and surface normal lie roughly in the same plane. The beam must NEVER pass through a mirror, NEVER split into two beams at a mirror, NEVER bend without a mirror present, and NEVER continue in the unreflected direction past a mirror it has clearly hit. As a mirror rotates, the reflected beam segment swings smoothly in lock-step so the approximate equality of incidence / reflection angles is preserved.", + "Each mirror has only ONE reflective face. The back side of every mirror (the face opposite to the reflective side) reflects nothing and refracts nothing,if the laser beam ever hits a mirror on its back side, the beam must visibly stop / be absorbed at that face: no reflected beam coming back out, no transmitted beam passing through the mirror body, no refracted beam emerging from the back. Only the side that was shown as reflective in the input image is allowed to redirect the laser beam.", + "The red beam is continuously visible from start to finish: it leaves the laser tip horizontally, hits each mirror in order, reflects off each one, and finally terminates as a small red spot on the wooden board. No frame may show the beam vanishing, fading, or being interrupted.", + "Motion is one continuous physical rotation per mirror,no jump cuts, no fade-in / fade-out frames where the mirror disappears, no extra duplicated mirrors. Pace is steady and physically plausible.", + "Beam color stays a thin, bright, slightly fluorescent red throughout (no shift to blue / green / white, no thickening into a sword / lightsaber, no flat painted strip on the table).", + "Mirror 1 (the mirror whose pivot pin is at the position shown in the input) must rotate **clockwise (顺时针)** by about **5°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (counter-clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 5°), and it must not greatly overshoot (rotate by far more than 5°)." + ] + }, + { + "id": "light_reflection_lv2_009", + "rubric": [ + "**HARD FAIL CRITERION (law of reflection)**: If the generated image shows the red laser beam passing straight through any mirror's body (entering one side and emerging on the other side as if the mirror were transparent), continuing past a mirror it has clearly hit without reflecting, splitting at a mirror into multiple beams, refracting through a mirror's body, or otherwise behaving in a way that violates the physical law of reflection at a mirror surface, then this instance MUST be marked success=false. This rule overrides all other criteria, even if the final beam endpoint appears to land on or near the red target rectangle, if it visibly passes THROUGH any mirror to get there, the instance fails. A correct reflection bounces OFF the front (reflective) face: the beam segment terminates at the mirror surface and a new segment emerges from the SAME side at an approximately equal reflection angle. There must be NO visible beam continuation on the far side of any mirror body.", + "The scene throughout the video contains: one laser pointer on the left emitting a horizontal red laser beam, one or two flat mirrors mounted on visible rotation pivots / mounts, and one wooden board across the top of the table with a red target rectangle on its front edge. No new objects, no humans, no hands, no robot arms, no tools appear at any time.", + "Only the mirror(s) rotate. Each mirror rotates smoothly about its central pivot pin / rotation mount,no translation of the mirror's pivot, no flipping, no teleporting, no popping. The mirror's physical body is preserved (same length, same thickness, same material look).", + "**Law of reflection**: wherever the beam meets a mirror's reflective face, the angle of incidence (between the incoming beam and the mirror's surface normal at the hit point) should be approximately equal to the angle of reflection (between the outgoing beam and the same surface normal), they need not be exactly equal, only approximately, and the incoming beam, outgoing beam, and surface normal lie roughly in the same plane. The beam must NEVER pass through a mirror, NEVER split into two beams at a mirror, NEVER bend without a mirror present, and NEVER continue in the unreflected direction past a mirror it has clearly hit. As a mirror rotates, the reflected beam segment swings smoothly in lock-step so the approximate equality of incidence / reflection angles is preserved.", + "Each mirror has only ONE reflective face. The back side of every mirror (the face opposite to the reflective side) reflects nothing and refracts nothing,if the laser beam ever hits a mirror on its back side, the beam must visibly stop / be absorbed at that face: no reflected beam coming back out, no transmitted beam passing through the mirror body, no refracted beam emerging from the back. Only the side that was shown as reflective in the input image is allowed to redirect the laser beam.", + "The red beam is continuously visible from start to finish: it leaves the laser tip horizontally, hits each mirror in order, reflects off each one, and finally terminates as a small red spot on the wooden board. No frame may show the beam vanishing, fading, or being interrupted.", + "Motion is one continuous physical rotation per mirror,no jump cuts, no fade-in / fade-out frames where the mirror disappears, no extra duplicated mirrors. Pace is steady and physically plausible.", + "Beam color stays a thin, bright, slightly fluorescent red throughout (no shift to blue / green / white, no thickening into a sword / lightsaber, no flat painted strip on the table).", + "Mirror 1 (the mirror whose pivot pin is at the position shown in the input) must rotate **clockwise (顺时针)** by about **5°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (counter-clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 5°), and it must not greatly overshoot (rotate by far more than 5°)." + ] + }, + { + "id": "light_reflection_lv2_010", + "rubric": [ + "**HARD FAIL CRITERION (law of reflection)**: If the generated image shows the red laser beam passing straight through any mirror's body (entering one side and emerging on the other side as if the mirror were transparent), continuing past a mirror it has clearly hit without reflecting, splitting at a mirror into multiple beams, refracting through a mirror's body, or otherwise behaving in a way that violates the physical law of reflection at a mirror surface, then this instance MUST be marked success=false. This rule overrides all other criteria, even if the final beam endpoint appears to land on or near the red target rectangle, if it visibly passes THROUGH any mirror to get there, the instance fails. A correct reflection bounces OFF the front (reflective) face: the beam segment terminates at the mirror surface and a new segment emerges from the SAME side at an approximately equal reflection angle. There must be NO visible beam continuation on the far side of any mirror body.", + "The scene throughout the video contains: one laser pointer on the left emitting a horizontal red laser beam, one or two flat mirrors mounted on visible rotation pivots / mounts, and one wooden board across the top of the table with a red target rectangle on its front edge. No new objects, no humans, no hands, no robot arms, no tools appear at any time.", + "Only the mirror(s) rotate. Each mirror rotates smoothly about its central pivot pin / rotation mount,no translation of the mirror's pivot, no flipping, no teleporting, no popping. The mirror's physical body is preserved (same length, same thickness, same material look).", + "**Law of reflection**: wherever the beam meets a mirror's reflective face, the angle of incidence (between the incoming beam and the mirror's surface normal at the hit point) should be approximately equal to the angle of reflection (between the outgoing beam and the same surface normal), they need not be exactly equal, only approximately, and the incoming beam, outgoing beam, and surface normal lie roughly in the same plane. The beam must NEVER pass through a mirror, NEVER split into two beams at a mirror, NEVER bend without a mirror present, and NEVER continue in the unreflected direction past a mirror it has clearly hit. As a mirror rotates, the reflected beam segment swings smoothly in lock-step so the approximate equality of incidence / reflection angles is preserved.", + "Each mirror has only ONE reflective face. The back side of every mirror (the face opposite to the reflective side) reflects nothing and refracts nothing,if the laser beam ever hits a mirror on its back side, the beam must visibly stop / be absorbed at that face: no reflected beam coming back out, no transmitted beam passing through the mirror body, no refracted beam emerging from the back. Only the side that was shown as reflective in the input image is allowed to redirect the laser beam.", + "The red beam is continuously visible from start to finish: it leaves the laser tip horizontally, hits each mirror in order, reflects off each one, and finally terminates as a small red spot on the wooden board. No frame may show the beam vanishing, fading, or being interrupted.", + "Motion is one continuous physical rotation per mirror,no jump cuts, no fade-in / fade-out frames where the mirror disappears, no extra duplicated mirrors. Pace is steady and physically plausible.", + "Beam color stays a thin, bright, slightly fluorescent red throughout (no shift to blue / green / white, no thickening into a sword / lightsaber, no flat painted strip on the table).", + "Mirror 1 (the mirror whose pivot pin is at the position shown in the input) must rotate **clockwise (顺时针)** by about **5°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (counter-clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 5°), and it must not greatly overshoot (rotate by far more than 5°)." + ] + }, + { + "id": "light_reflection_lv3_001", + "rubric": [ + "**HARD FAIL CRITERION (law of reflection)**: If the generated image shows the red laser beam passing straight through any mirror's body (entering one side and emerging on the other side as if the mirror were transparent), continuing past a mirror it has clearly hit without reflecting, splitting at a mirror into multiple beams, refracting through a mirror's body, or otherwise behaving in a way that violates the physical law of reflection at a mirror surface, then this instance MUST be marked success=false. This rule overrides all other criteria, even if the final beam endpoint appears to land on or near the red target rectangle, if it visibly passes THROUGH any mirror to get there, the instance fails. A correct reflection bounces OFF the front (reflective) face: the beam segment terminates at the mirror surface and a new segment emerges from the SAME side at an approximately equal reflection angle. There must be NO visible beam continuation on the far side of any mirror body.", + "The scene throughout the video contains: one laser pointer on the left emitting a horizontal red laser beam, one or two flat mirrors mounted on visible rotation pivots / mounts, and one wooden board across the top of the table with a red target rectangle on its front edge. No new objects, no humans, no hands, no robot arms, no tools appear at any time.", + "Only the mirror(s) rotate. Each mirror rotates smoothly about its central pivot pin / rotation mount,no translation of the mirror's pivot, no flipping, no teleporting, no popping. The mirror's physical body is preserved (same length, same thickness, same material look).", + "**Law of reflection**: wherever the beam meets a mirror's reflective face, the angle of incidence (between the incoming beam and the mirror's surface normal at the hit point) should be approximately equal to the angle of reflection (between the outgoing beam and the same surface normal), they need not be exactly equal, only approximately, and the incoming beam, outgoing beam, and surface normal lie roughly in the same plane. The beam must NEVER pass through a mirror, NEVER split into two beams at a mirror, NEVER bend without a mirror present, and NEVER continue in the unreflected direction past a mirror it has clearly hit. As a mirror rotates, the reflected beam segment swings smoothly in lock-step so the approximate equality of incidence / reflection angles is preserved.", + "Each mirror has only ONE reflective face. The back side of every mirror (the face opposite to the reflective side) reflects nothing and refracts nothing,if the laser beam ever hits a mirror on its back side, the beam must visibly stop / be absorbed at that face: no reflected beam coming back out, no transmitted beam passing through the mirror body, no refracted beam emerging from the back. Only the side that was shown as reflective in the input image is allowed to redirect the laser beam.", + "The red beam is continuously visible from start to finish: it leaves the laser tip horizontally, hits each mirror in order, reflects off each one, and finally terminates as a small red spot on the wooden board. No frame may show the beam vanishing, fading, or being interrupted.", + "Motion is one continuous physical rotation per mirror,no jump cuts, no fade-in / fade-out frames where the mirror disappears, no extra duplicated mirrors. Pace is steady and physically plausible.", + "Beam color stays a thin, bright, slightly fluorescent red throughout (no shift to blue / green / white, no thickening into a sword / lightsaber, no flat painted strip on the table).", + "Mirror 1 (the mirror whose pivot pin is at the position shown in the input) must rotate **clockwise (顺时针)** by about **15°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (counter-clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 15°), and it must not greatly overshoot (rotate by far more than 15°).", + "Mirror 2 (the mirror whose pivot pin is at the position shown in the input) must rotate **counter-clockwise (逆时针)** by about **10°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 10°), and it must not greatly overshoot (rotate by far more than 10°).", + "Both mirrors rotate independently,neither is dragged around by the other, and neither stays still while the other moves to compensate. Each mirror's rotation goes only in its own required direction at the magnitude stated above." + ] + }, + { + "id": "light_reflection_lv3_002", + "rubric": [ + "**HARD FAIL CRITERION (law of reflection)**: If the generated image shows the red laser beam passing straight through any mirror's body (entering one side and emerging on the other side as if the mirror were transparent), continuing past a mirror it has clearly hit without reflecting, splitting at a mirror into multiple beams, refracting through a mirror's body, or otherwise behaving in a way that violates the physical law of reflection at a mirror surface, then this instance MUST be marked success=false. This rule overrides all other criteria, even if the final beam endpoint appears to land on or near the red target rectangle, if it visibly passes THROUGH any mirror to get there, the instance fails. A correct reflection bounces OFF the front (reflective) face: the beam segment terminates at the mirror surface and a new segment emerges from the SAME side at an approximately equal reflection angle. There must be NO visible beam continuation on the far side of any mirror body.", + "The scene throughout the video contains: one laser pointer on the left emitting a horizontal red laser beam, one or two flat mirrors mounted on visible rotation pivots / mounts, and one wooden board across the top of the table with a red target rectangle on its front edge. No new objects, no humans, no hands, no robot arms, no tools appear at any time.", + "Only the mirror(s) rotate. Each mirror rotates smoothly about its central pivot pin / rotation mount,no translation of the mirror's pivot, no flipping, no teleporting, no popping. The mirror's physical body is preserved (same length, same thickness, same material look).", + "**Law of reflection**: wherever the beam meets a mirror's reflective face, the angle of incidence (between the incoming beam and the mirror's surface normal at the hit point) should be approximately equal to the angle of reflection (between the outgoing beam and the same surface normal), they need not be exactly equal, only approximately, and the incoming beam, outgoing beam, and surface normal lie roughly in the same plane. The beam must NEVER pass through a mirror, NEVER split into two beams at a mirror, NEVER bend without a mirror present, and NEVER continue in the unreflected direction past a mirror it has clearly hit. As a mirror rotates, the reflected beam segment swings smoothly in lock-step so the approximate equality of incidence / reflection angles is preserved.", + "Each mirror has only ONE reflective face. The back side of every mirror (the face opposite to the reflective side) reflects nothing and refracts nothing,if the laser beam ever hits a mirror on its back side, the beam must visibly stop / be absorbed at that face: no reflected beam coming back out, no transmitted beam passing through the mirror body, no refracted beam emerging from the back. Only the side that was shown as reflective in the input image is allowed to redirect the laser beam.", + "The red beam is continuously visible from start to finish: it leaves the laser tip horizontally, hits each mirror in order, reflects off each one, and finally terminates as a small red spot on the wooden board. No frame may show the beam vanishing, fading, or being interrupted.", + "Motion is one continuous physical rotation per mirror,no jump cuts, no fade-in / fade-out frames where the mirror disappears, no extra duplicated mirrors. Pace is steady and physically plausible.", + "Beam color stays a thin, bright, slightly fluorescent red throughout (no shift to blue / green / white, no thickening into a sword / lightsaber, no flat painted strip on the table).", + "Mirror 1 (the mirror whose pivot pin is at the position shown in the input) must rotate **clockwise (顺时针)** by about **20°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (counter-clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 20°), and it must not greatly overshoot (rotate by far more than 20°).", + "Mirror 2 (the mirror whose pivot pin is at the position shown in the input) must rotate **counter-clockwise (逆时针)** by about **20°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 20°), and it must not greatly overshoot (rotate by far more than 20°).", + "Both mirrors rotate independently,neither is dragged around by the other, and neither stays still while the other moves to compensate. Each mirror's rotation goes only in its own required direction at the magnitude stated above." + ] + }, + { + "id": "light_reflection_lv3_003", + "rubric": [ + "**HARD FAIL CRITERION (law of reflection)**: If the generated image shows the red laser beam passing straight through any mirror's body (entering one side and emerging on the other side as if the mirror were transparent), continuing past a mirror it has clearly hit without reflecting, splitting at a mirror into multiple beams, refracting through a mirror's body, or otherwise behaving in a way that violates the physical law of reflection at a mirror surface, then this instance MUST be marked success=false. This rule overrides all other criteria, even if the final beam endpoint appears to land on or near the red target rectangle, if it visibly passes THROUGH any mirror to get there, the instance fails. A correct reflection bounces OFF the front (reflective) face: the beam segment terminates at the mirror surface and a new segment emerges from the SAME side at an approximately equal reflection angle. There must be NO visible beam continuation on the far side of any mirror body.", + "The scene throughout the video contains: one laser pointer on the left emitting a horizontal red laser beam, one or two flat mirrors mounted on visible rotation pivots / mounts, and one wooden board across the top of the table with a red target rectangle on its front edge. No new objects, no humans, no hands, no robot arms, no tools appear at any time.", + "Only the mirror(s) rotate. Each mirror rotates smoothly about its central pivot pin / rotation mount,no translation of the mirror's pivot, no flipping, no teleporting, no popping. The mirror's physical body is preserved (same length, same thickness, same material look).", + "**Law of reflection**: wherever the beam meets a mirror's reflective face, the angle of incidence (between the incoming beam and the mirror's surface normal at the hit point) should be approximately equal to the angle of reflection (between the outgoing beam and the same surface normal), they need not be exactly equal, only approximately, and the incoming beam, outgoing beam, and surface normal lie roughly in the same plane. The beam must NEVER pass through a mirror, NEVER split into two beams at a mirror, NEVER bend without a mirror present, and NEVER continue in the unreflected direction past a mirror it has clearly hit. As a mirror rotates, the reflected beam segment swings smoothly in lock-step so the approximate equality of incidence / reflection angles is preserved.", + "Each mirror has only ONE reflective face. The back side of every mirror (the face opposite to the reflective side) reflects nothing and refracts nothing,if the laser beam ever hits a mirror on its back side, the beam must visibly stop / be absorbed at that face: no reflected beam coming back out, no transmitted beam passing through the mirror body, no refracted beam emerging from the back. Only the side that was shown as reflective in the input image is allowed to redirect the laser beam.", + "The red beam is continuously visible from start to finish: it leaves the laser tip horizontally, hits each mirror in order, reflects off each one, and finally terminates as a small red spot on the wooden board. No frame may show the beam vanishing, fading, or being interrupted.", + "Motion is one continuous physical rotation per mirror,no jump cuts, no fade-in / fade-out frames where the mirror disappears, no extra duplicated mirrors. Pace is steady and physically plausible.", + "Beam color stays a thin, bright, slightly fluorescent red throughout (no shift to blue / green / white, no thickening into a sword / lightsaber, no flat painted strip on the table).", + "Mirror 1 (the mirror whose pivot pin is at the position shown in the input) must rotate **counter-clockwise (逆时针)** by about **10°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 10°), and it must not greatly overshoot (rotate by far more than 10°).", + "Mirror 2 (the mirror whose pivot pin is at the position shown in the input) must rotate **clockwise (顺时针)** by about **10°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (counter-clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 10°), and it must not greatly overshoot (rotate by far more than 10°).", + "Both mirrors rotate independently,neither is dragged around by the other, and neither stays still while the other moves to compensate. Each mirror's rotation goes only in its own required direction at the magnitude stated above." + ] + }, + { + "id": "light_reflection_lv3_004", + "rubric": [ + "**HARD FAIL CRITERION (law of reflection)**: If the generated image shows the red laser beam passing straight through any mirror's body (entering one side and emerging on the other side as if the mirror were transparent), continuing past a mirror it has clearly hit without reflecting, splitting at a mirror into multiple beams, refracting through a mirror's body, or otherwise behaving in a way that violates the physical law of reflection at a mirror surface, then this instance MUST be marked success=false. This rule overrides all other criteria, even if the final beam endpoint appears to land on or near the red target rectangle, if it visibly passes THROUGH any mirror to get there, the instance fails. A correct reflection bounces OFF the front (reflective) face: the beam segment terminates at the mirror surface and a new segment emerges from the SAME side at an approximately equal reflection angle. There must be NO visible beam continuation on the far side of any mirror body.", + "The scene throughout the video contains: one laser pointer on the left emitting a horizontal red laser beam, one or two flat mirrors mounted on visible rotation pivots / mounts, and one wooden board across the top of the table with a red target rectangle on its front edge. No new objects, no humans, no hands, no robot arms, no tools appear at any time.", + "Only the mirror(s) rotate. Each mirror rotates smoothly about its central pivot pin / rotation mount,no translation of the mirror's pivot, no flipping, no teleporting, no popping. The mirror's physical body is preserved (same length, same thickness, same material look).", + "**Law of reflection**: wherever the beam meets a mirror's reflective face, the angle of incidence (between the incoming beam and the mirror's surface normal at the hit point) should be approximately equal to the angle of reflection (between the outgoing beam and the same surface normal), they need not be exactly equal, only approximately, and the incoming beam, outgoing beam, and surface normal lie roughly in the same plane. The beam must NEVER pass through a mirror, NEVER split into two beams at a mirror, NEVER bend without a mirror present, and NEVER continue in the unreflected direction past a mirror it has clearly hit. As a mirror rotates, the reflected beam segment swings smoothly in lock-step so the approximate equality of incidence / reflection angles is preserved.", + "Each mirror has only ONE reflective face. The back side of every mirror (the face opposite to the reflective side) reflects nothing and refracts nothing,if the laser beam ever hits a mirror on its back side, the beam must visibly stop / be absorbed at that face: no reflected beam coming back out, no transmitted beam passing through the mirror body, no refracted beam emerging from the back. Only the side that was shown as reflective in the input image is allowed to redirect the laser beam.", + "The red beam is continuously visible from start to finish: it leaves the laser tip horizontally, hits each mirror in order, reflects off each one, and finally terminates as a small red spot on the wooden board. No frame may show the beam vanishing, fading, or being interrupted.", + "Motion is one continuous physical rotation per mirror,no jump cuts, no fade-in / fade-out frames where the mirror disappears, no extra duplicated mirrors. Pace is steady and physically plausible.", + "Beam color stays a thin, bright, slightly fluorescent red throughout (no shift to blue / green / white, no thickening into a sword / lightsaber, no flat painted strip on the table).", + "Mirror 1 (the mirror whose pivot pin is at the position shown in the input) must rotate **counter-clockwise (逆时针)** by about **15°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 15°), and it must not greatly overshoot (rotate by far more than 15°).", + "Mirror 2 (the mirror whose pivot pin is at the position shown in the input) must rotate **counter-clockwise (逆时针)** by about **15°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 15°), and it must not greatly overshoot (rotate by far more than 15°).", + "Both mirrors rotate independently,neither is dragged around by the other, and neither stays still while the other moves to compensate. Each mirror's rotation goes only in its own required direction at the magnitude stated above." + ] + }, + { + "id": "light_reflection_lv3_005", + "rubric": [ + "**HARD FAIL CRITERION (law of reflection)**: If the generated image shows the red laser beam passing straight through any mirror's body (entering one side and emerging on the other side as if the mirror were transparent), continuing past a mirror it has clearly hit without reflecting, splitting at a mirror into multiple beams, refracting through a mirror's body, or otherwise behaving in a way that violates the physical law of reflection at a mirror surface, then this instance MUST be marked success=false. This rule overrides all other criteria, even if the final beam endpoint appears to land on or near the red target rectangle, if it visibly passes THROUGH any mirror to get there, the instance fails. A correct reflection bounces OFF the front (reflective) face: the beam segment terminates at the mirror surface and a new segment emerges from the SAME side at an approximately equal reflection angle. There must be NO visible beam continuation on the far side of any mirror body.", + "The scene throughout the video contains: one laser pointer on the left emitting a horizontal red laser beam, one or two flat mirrors mounted on visible rotation pivots / mounts, and one wooden board across the top of the table with a red target rectangle on its front edge. No new objects, no humans, no hands, no robot arms, no tools appear at any time.", + "Only the mirror(s) rotate. Each mirror rotates smoothly about its central pivot pin / rotation mount,no translation of the mirror's pivot, no flipping, no teleporting, no popping. The mirror's physical body is preserved (same length, same thickness, same material look).", + "**Law of reflection**: wherever the beam meets a mirror's reflective face, the angle of incidence (between the incoming beam and the mirror's surface normal at the hit point) should be approximately equal to the angle of reflection (between the outgoing beam and the same surface normal), they need not be exactly equal, only approximately, and the incoming beam, outgoing beam, and surface normal lie roughly in the same plane. The beam must NEVER pass through a mirror, NEVER split into two beams at a mirror, NEVER bend without a mirror present, and NEVER continue in the unreflected direction past a mirror it has clearly hit. As a mirror rotates, the reflected beam segment swings smoothly in lock-step so the approximate equality of incidence / reflection angles is preserved.", + "Each mirror has only ONE reflective face. The back side of every mirror (the face opposite to the reflective side) reflects nothing and refracts nothing,if the laser beam ever hits a mirror on its back side, the beam must visibly stop / be absorbed at that face: no reflected beam coming back out, no transmitted beam passing through the mirror body, no refracted beam emerging from the back. Only the side that was shown as reflective in the input image is allowed to redirect the laser beam.", + "The red beam is continuously visible from start to finish: it leaves the laser tip horizontally, hits each mirror in order, reflects off each one, and finally terminates as a small red spot on the wooden board. No frame may show the beam vanishing, fading, or being interrupted.", + "Motion is one continuous physical rotation per mirror,no jump cuts, no fade-in / fade-out frames where the mirror disappears, no extra duplicated mirrors. Pace is steady and physically plausible.", + "Beam color stays a thin, bright, slightly fluorescent red throughout (no shift to blue / green / white, no thickening into a sword / lightsaber, no flat painted strip on the table).", + "Mirror 1 (the mirror whose pivot pin is at the position shown in the input) must rotate **counter-clockwise (逆时针)** by about **10°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 10°), and it must not greatly overshoot (rotate by far more than 10°).", + "Mirror 2 (the mirror whose pivot pin is at the position shown in the input) must rotate **clockwise (顺时针)** by about **5°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (counter-clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 5°), and it must not greatly overshoot (rotate by far more than 5°).", + "Both mirrors rotate independently,neither is dragged around by the other, and neither stays still while the other moves to compensate. Each mirror's rotation goes only in its own required direction at the magnitude stated above." + ] + }, + { + "id": "light_reflection_lv3_006", + "rubric": [ + "**HARD FAIL CRITERION (law of reflection)**: If the generated image shows the red laser beam passing straight through any mirror's body (entering one side and emerging on the other side as if the mirror were transparent), continuing past a mirror it has clearly hit without reflecting, splitting at a mirror into multiple beams, refracting through a mirror's body, or otherwise behaving in a way that violates the physical law of reflection at a mirror surface, then this instance MUST be marked success=false. This rule overrides all other criteria, even if the final beam endpoint appears to land on or near the red target rectangle, if it visibly passes THROUGH any mirror to get there, the instance fails. A correct reflection bounces OFF the front (reflective) face: the beam segment terminates at the mirror surface and a new segment emerges from the SAME side at an approximately equal reflection angle. There must be NO visible beam continuation on the far side of any mirror body.", + "The scene throughout the video contains: one laser pointer on the left emitting a horizontal red laser beam, one or two flat mirrors mounted on visible rotation pivots / mounts, and one wooden board across the top of the table with a red target rectangle on its front edge. No new objects, no humans, no hands, no robot arms, no tools appear at any time.", + "Only the mirror(s) rotate. Each mirror rotates smoothly about its central pivot pin / rotation mount,no translation of the mirror's pivot, no flipping, no teleporting, no popping. The mirror's physical body is preserved (same length, same thickness, same material look).", + "**Law of reflection**: wherever the beam meets a mirror's reflective face, the angle of incidence (between the incoming beam and the mirror's surface normal at the hit point) should be approximately equal to the angle of reflection (between the outgoing beam and the same surface normal), they need not be exactly equal, only approximately, and the incoming beam, outgoing beam, and surface normal lie roughly in the same plane. The beam must NEVER pass through a mirror, NEVER split into two beams at a mirror, NEVER bend without a mirror present, and NEVER continue in the unreflected direction past a mirror it has clearly hit. As a mirror rotates, the reflected beam segment swings smoothly in lock-step so the approximate equality of incidence / reflection angles is preserved.", + "Each mirror has only ONE reflective face. The back side of every mirror (the face opposite to the reflective side) reflects nothing and refracts nothing,if the laser beam ever hits a mirror on its back side, the beam must visibly stop / be absorbed at that face: no reflected beam coming back out, no transmitted beam passing through the mirror body, no refracted beam emerging from the back. Only the side that was shown as reflective in the input image is allowed to redirect the laser beam.", + "The red beam is continuously visible from start to finish: it leaves the laser tip horizontally, hits each mirror in order, reflects off each one, and finally terminates as a small red spot on the wooden board. No frame may show the beam vanishing, fading, or being interrupted.", + "Motion is one continuous physical rotation per mirror,no jump cuts, no fade-in / fade-out frames where the mirror disappears, no extra duplicated mirrors. Pace is steady and physically plausible.", + "Beam color stays a thin, bright, slightly fluorescent red throughout (no shift to blue / green / white, no thickening into a sword / lightsaber, no flat painted strip on the table).", + "Mirror 1 (the mirror whose pivot pin is at the position shown in the input) must rotate **counter-clockwise (逆时针)** by about **5°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 5°), and it must not greatly overshoot (rotate by far more than 5°)." + ] + }, + { + "id": "light_reflection_lv3_007", + "rubric": [ + "**HARD FAIL CRITERION (law of reflection)**: If the generated image shows the red laser beam passing straight through any mirror's body (entering one side and emerging on the other side as if the mirror were transparent), continuing past a mirror it has clearly hit without reflecting, splitting at a mirror into multiple beams, refracting through a mirror's body, or otherwise behaving in a way that violates the physical law of reflection at a mirror surface, then this instance MUST be marked success=false. This rule overrides all other criteria, even if the final beam endpoint appears to land on or near the red target rectangle, if it visibly passes THROUGH any mirror to get there, the instance fails. A correct reflection bounces OFF the front (reflective) face: the beam segment terminates at the mirror surface and a new segment emerges from the SAME side at an approximately equal reflection angle. There must be NO visible beam continuation on the far side of any mirror body.", + "The scene throughout the video contains: one laser pointer on the left emitting a horizontal red laser beam, one or two flat mirrors mounted on visible rotation pivots / mounts, and one wooden board across the top of the table with a red target rectangle on its front edge. No new objects, no humans, no hands, no robot arms, no tools appear at any time.", + "Only the mirror(s) rotate. Each mirror rotates smoothly about its central pivot pin / rotation mount,no translation of the mirror's pivot, no flipping, no teleporting, no popping. The mirror's physical body is preserved (same length, same thickness, same material look).", + "**Law of reflection**: wherever the beam meets a mirror's reflective face, the angle of incidence (between the incoming beam and the mirror's surface normal at the hit point) should be approximately equal to the angle of reflection (between the outgoing beam and the same surface normal), they need not be exactly equal, only approximately, and the incoming beam, outgoing beam, and surface normal lie roughly in the same plane. The beam must NEVER pass through a mirror, NEVER split into two beams at a mirror, NEVER bend without a mirror present, and NEVER continue in the unreflected direction past a mirror it has clearly hit. As a mirror rotates, the reflected beam segment swings smoothly in lock-step so the approximate equality of incidence / reflection angles is preserved.", + "Each mirror has only ONE reflective face. The back side of every mirror (the face opposite to the reflective side) reflects nothing and refracts nothing,if the laser beam ever hits a mirror on its back side, the beam must visibly stop / be absorbed at that face: no reflected beam coming back out, no transmitted beam passing through the mirror body, no refracted beam emerging from the back. Only the side that was shown as reflective in the input image is allowed to redirect the laser beam.", + "The red beam is continuously visible from start to finish: it leaves the laser tip horizontally, hits each mirror in order, reflects off each one, and finally terminates as a small red spot on the wooden board. No frame may show the beam vanishing, fading, or being interrupted.", + "Motion is one continuous physical rotation per mirror,no jump cuts, no fade-in / fade-out frames where the mirror disappears, no extra duplicated mirrors. Pace is steady and physically plausible.", + "Beam color stays a thin, bright, slightly fluorescent red throughout (no shift to blue / green / white, no thickening into a sword / lightsaber, no flat painted strip on the table).", + "Mirror 1 (the mirror whose pivot pin is at the position shown in the input) must rotate **counter-clockwise (逆时针)** by about **5°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 5°), and it must not greatly overshoot (rotate by far more than 5°)." + ] + }, + { + "id": "light_reflection_lv3_008", + "rubric": [ + "**HARD FAIL CRITERION (law of reflection)**: If the generated image shows the red laser beam passing straight through any mirror's body (entering one side and emerging on the other side as if the mirror were transparent), continuing past a mirror it has clearly hit without reflecting, splitting at a mirror into multiple beams, refracting through a mirror's body, or otherwise behaving in a way that violates the physical law of reflection at a mirror surface, then this instance MUST be marked success=false. This rule overrides all other criteria, even if the final beam endpoint appears to land on or near the red target rectangle, if it visibly passes THROUGH any mirror to get there, the instance fails. A correct reflection bounces OFF the front (reflective) face: the beam segment terminates at the mirror surface and a new segment emerges from the SAME side at an approximately equal reflection angle. There must be NO visible beam continuation on the far side of any mirror body.", + "The scene throughout the video contains: one laser pointer on the left emitting a horizontal red laser beam, one or two flat mirrors mounted on visible rotation pivots / mounts, and one wooden board across the top of the table with a red target rectangle on its front edge. No new objects, no humans, no hands, no robot arms, no tools appear at any time.", + "Only the mirror(s) rotate. Each mirror rotates smoothly about its central pivot pin / rotation mount,no translation of the mirror's pivot, no flipping, no teleporting, no popping. The mirror's physical body is preserved (same length, same thickness, same material look).", + "**Law of reflection**: wherever the beam meets a mirror's reflective face, the angle of incidence (between the incoming beam and the mirror's surface normal at the hit point) should be approximately equal to the angle of reflection (between the outgoing beam and the same surface normal), they need not be exactly equal, only approximately, and the incoming beam, outgoing beam, and surface normal lie roughly in the same plane. The beam must NEVER pass through a mirror, NEVER split into two beams at a mirror, NEVER bend without a mirror present, and NEVER continue in the unreflected direction past a mirror it has clearly hit. As a mirror rotates, the reflected beam segment swings smoothly in lock-step so the approximate equality of incidence / reflection angles is preserved.", + "Each mirror has only ONE reflective face. The back side of every mirror (the face opposite to the reflective side) reflects nothing and refracts nothing,if the laser beam ever hits a mirror on its back side, the beam must visibly stop / be absorbed at that face: no reflected beam coming back out, no transmitted beam passing through the mirror body, no refracted beam emerging from the back. Only the side that was shown as reflective in the input image is allowed to redirect the laser beam.", + "The red beam is continuously visible from start to finish: it leaves the laser tip horizontally, hits each mirror in order, reflects off each one, and finally terminates as a small red spot on the wooden board. No frame may show the beam vanishing, fading, or being interrupted.", + "Motion is one continuous physical rotation per mirror,no jump cuts, no fade-in / fade-out frames where the mirror disappears, no extra duplicated mirrors. Pace is steady and physically plausible.", + "Beam color stays a thin, bright, slightly fluorescent red throughout (no shift to blue / green / white, no thickening into a sword / lightsaber, no flat painted strip on the table).", + "Mirror 1 (the mirror whose pivot pin is at the position shown in the input) must rotate **counter-clockwise (逆时针)** by about **5°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 5°), and it must not greatly overshoot (rotate by far more than 5°)." + ] + }, + { + "id": "light_reflection_lv3_009", + "rubric": [ + "**HARD FAIL CRITERION (law of reflection)**: If the generated image shows the red laser beam passing straight through any mirror's body (entering one side and emerging on the other side as if the mirror were transparent), continuing past a mirror it has clearly hit without reflecting, splitting at a mirror into multiple beams, refracting through a mirror's body, or otherwise behaving in a way that violates the physical law of reflection at a mirror surface, then this instance MUST be marked success=false. This rule overrides all other criteria, even if the final beam endpoint appears to land on or near the red target rectangle, if it visibly passes THROUGH any mirror to get there, the instance fails. A correct reflection bounces OFF the front (reflective) face: the beam segment terminates at the mirror surface and a new segment emerges from the SAME side at an approximately equal reflection angle. There must be NO visible beam continuation on the far side of any mirror body.", + "The scene throughout the video contains: one laser pointer on the left emitting a horizontal red laser beam, one or two flat mirrors mounted on visible rotation pivots / mounts, and one wooden board across the top of the table with a red target rectangle on its front edge. No new objects, no humans, no hands, no robot arms, no tools appear at any time.", + "Only the mirror(s) rotate. Each mirror rotates smoothly about its central pivot pin / rotation mount,no translation of the mirror's pivot, no flipping, no teleporting, no popping. The mirror's physical body is preserved (same length, same thickness, same material look).", + "**Law of reflection**: wherever the beam meets a mirror's reflective face, the angle of incidence (between the incoming beam and the mirror's surface normal at the hit point) should be approximately equal to the angle of reflection (between the outgoing beam and the same surface normal), they need not be exactly equal, only approximately, and the incoming beam, outgoing beam, and surface normal lie roughly in the same plane. The beam must NEVER pass through a mirror, NEVER split into two beams at a mirror, NEVER bend without a mirror present, and NEVER continue in the unreflected direction past a mirror it has clearly hit. As a mirror rotates, the reflected beam segment swings smoothly in lock-step so the approximate equality of incidence / reflection angles is preserved.", + "Each mirror has only ONE reflective face. The back side of every mirror (the face opposite to the reflective side) reflects nothing and refracts nothing,if the laser beam ever hits a mirror on its back side, the beam must visibly stop / be absorbed at that face: no reflected beam coming back out, no transmitted beam passing through the mirror body, no refracted beam emerging from the back. Only the side that was shown as reflective in the input image is allowed to redirect the laser beam.", + "The red beam is continuously visible from start to finish: it leaves the laser tip horizontally, hits each mirror in order, reflects off each one, and finally terminates as a small red spot on the wooden board. No frame may show the beam vanishing, fading, or being interrupted.", + "Motion is one continuous physical rotation per mirror,no jump cuts, no fade-in / fade-out frames where the mirror disappears, no extra duplicated mirrors. Pace is steady and physically plausible.", + "Beam color stays a thin, bright, slightly fluorescent red throughout (no shift to blue / green / white, no thickening into a sword / lightsaber, no flat painted strip on the table).", + "Mirror 1 (the mirror whose pivot pin is at the position shown in the input) must rotate **counter-clockwise (逆时针)** by about **5°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 5°), and it must not greatly overshoot (rotate by far more than 5°)." + ] + }, + { + "id": "light_reflection_lv3_010", + "rubric": [ + "**HARD FAIL CRITERION (law of reflection)**: If the generated image shows the red laser beam passing straight through any mirror's body (entering one side and emerging on the other side as if the mirror were transparent), continuing past a mirror it has clearly hit without reflecting, splitting at a mirror into multiple beams, refracting through a mirror's body, or otherwise behaving in a way that violates the physical law of reflection at a mirror surface, then this instance MUST be marked success=false. This rule overrides all other criteria, even if the final beam endpoint appears to land on or near the red target rectangle, if it visibly passes THROUGH any mirror to get there, the instance fails. A correct reflection bounces OFF the front (reflective) face: the beam segment terminates at the mirror surface and a new segment emerges from the SAME side at an approximately equal reflection angle. There must be NO visible beam continuation on the far side of any mirror body.", + "The scene throughout the video contains: one laser pointer on the left emitting a horizontal red laser beam, one or two flat mirrors mounted on visible rotation pivots / mounts, and one wooden board across the top of the table with a red target rectangle on its front edge. No new objects, no humans, no hands, no robot arms, no tools appear at any time.", + "Only the mirror(s) rotate. Each mirror rotates smoothly about its central pivot pin / rotation mount,no translation of the mirror's pivot, no flipping, no teleporting, no popping. The mirror's physical body is preserved (same length, same thickness, same material look).", + "**Law of reflection**: wherever the beam meets a mirror's reflective face, the angle of incidence (between the incoming beam and the mirror's surface normal at the hit point) should be approximately equal to the angle of reflection (between the outgoing beam and the same surface normal), they need not be exactly equal, only approximately, and the incoming beam, outgoing beam, and surface normal lie roughly in the same plane. The beam must NEVER pass through a mirror, NEVER split into two beams at a mirror, NEVER bend without a mirror present, and NEVER continue in the unreflected direction past a mirror it has clearly hit. As a mirror rotates, the reflected beam segment swings smoothly in lock-step so the approximate equality of incidence / reflection angles is preserved.", + "Each mirror has only ONE reflective face. The back side of every mirror (the face opposite to the reflective side) reflects nothing and refracts nothing,if the laser beam ever hits a mirror on its back side, the beam must visibly stop / be absorbed at that face: no reflected beam coming back out, no transmitted beam passing through the mirror body, no refracted beam emerging from the back. Only the side that was shown as reflective in the input image is allowed to redirect the laser beam.", + "The red beam is continuously visible from start to finish: it leaves the laser tip horizontally, hits each mirror in order, reflects off each one, and finally terminates as a small red spot on the wooden board. No frame may show the beam vanishing, fading, or being interrupted.", + "Motion is one continuous physical rotation per mirror,no jump cuts, no fade-in / fade-out frames where the mirror disappears, no extra duplicated mirrors. Pace is steady and physically plausible.", + "Beam color stays a thin, bright, slightly fluorescent red throughout (no shift to blue / green / white, no thickening into a sword / lightsaber, no flat painted strip on the table).", + "Mirror 1 (the mirror whose pivot pin is at the position shown in the input) must rotate **clockwise (顺时针)** by about **5°** (give or take a couple of degrees) to reach its corrected angle. It must NOT rotate in the opposite direction (counter-clockwise), and it must NOT rotate by an obviously different magnitude,e.g. it must not barely move (rotate by a tiny fraction of 5°), and it must not greatly overshoot (rotate by far more than 5°)." + ] + } +] \ No newline at end of file diff --git a/bench_data/light_reflection/prompt/image_gen_prompt/light_reflection.txt b/bench_data/light_reflection/prompt/image_gen_prompt/light_reflection.txt new file mode 100644 index 0000000000000000000000000000000000000000..50243d3a71fdf99edb163d7347c63a30daa6516e --- /dev/null +++ b/bench_data/light_reflection/prompt/image_gen_prompt/light_reflection.txt @@ -0,0 +1,9 @@ +The input image shows a scene with: a laser pointer (on the left, emitting a horizontal red beam), one or two flat mirrors with rotation pivots, and a wooden board with a red target rectangle. Output a single image, identical to the input scene, with the mirror(s) rotated to the unique angle(s) that make the reflected red laser beam land squarely inside the red target rectangle, AND the visible reflected beam segments drawn from the laser tip through every mirror to the red spot inside the target. + +Notes: +1. Reason about reflection geometry yourself: figure out the mirror angle(s) such that, by the law of reflection (angle of incidence = angle of reflection) at every mirror it meets, the beam exiting the last mirror passes through the centre of the red target rectangle on the wooden board. +2. Each mirror keeps its EXACT pivot position, length, and thickness from the input, only its rotation about its central pivot changes. No translation, no flipping, no scaling. +3. The laser pointer, wooden board (including the red target rectangle), table, lighting, and camera all stay exactly as in the input, do not move, recolour, resize, or otherwise alter any of them. +4. Draw the full beam path as continuous bright red line segments: from the laser tip in a straight line to the first mirror, reflecting off each mirror in turn, and ending as a small bright red spot inside the red target rectangle on the wooden board's front edge. Every segment is a straight line; reflection angles at each mirror are exactly equal on both sides. +5. The beam is the ONLY thing added beyond rotating the mirror(s), no arrows, numbers, dashed lines, angle markers, labels, or any other annotation. Mirror outlines, pivot dots, and all other visual elements stay identical to the input. +6. Output the entire scene, same framing as the input. Background, surface, lighting, and viewing angle are identical to the input. No glitches or artifacts. diff --git a/bench_data/light_reflection/prompt/video_gen_prompt/light_reflection.txt b/bench_data/light_reflection/prompt/video_gen_prompt/light_reflection.txt new file mode 100644 index 0000000000000000000000000000000000000000..5cc90876f471f6784821030ae74855f000d12c9b --- /dev/null +++ b/bench_data/light_reflection/prompt/video_gen_prompt/light_reflection.txt @@ -0,0 +1,8 @@ +Starting from the input image, animate the mirror(s) rotating by themselves until the reflected red laser beam lands on the red target rectangle of the wooden board. + +Notes: +1. The scene contains: a laser pointer (on the left, emitting a horizontal red beam), one or two flat mirrors with rotation pivots, and a wooden board with a red target rectangle. The laser pointer, wooden board (including the red target), table, lighting, and camera all stay fixed. +2. The laser beam stays continuously visible. Each frame it travels in a straight line from the laser tip, reflects off every mirror it meets (angle of incidence = angle of reflection), and terminates as a small bright red spot wherever it strikes the wooden board's front edge. +3. Only the mirrors move, each rotates smoothly about its central pivot (no translation, no flipping). The visible reflected beam segments swing along with the mirrors in real time. Each mirror freezes the moment its beam lands on the red target and holds at that corrected angle; no overshoot, oscillation, or "searching" back and forth. +4. Final frame: beam landing inside the red target rectangle, mirrors held still. No further drift or jitter. +5. Motion is one continuous physical rotation (no jump cuts, no teleporting), paced unhurriedly so each rotation reads clearly within the runtime. diff --git a/bench_data/maze_round/input_image/lv1/maze_round_lv1_001.png b/bench_data/maze_round/input_image/lv1/maze_round_lv1_001.png new file mode 100644 index 0000000000000000000000000000000000000000..a43868ec4ffed164e1fdb693543216c618ba9a23 --- /dev/null +++ b/bench_data/maze_round/input_image/lv1/maze_round_lv1_001.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:9f8c05a6b98fbd1c3934f02bea536fcae55e5abf9842cdfbfbfd8cb5c6c10c77 +size 2158916 diff --git a/bench_data/maze_round/input_image/lv1/maze_round_lv1_002.png b/bench_data/maze_round/input_image/lv1/maze_round_lv1_002.png new file mode 100644 index 0000000000000000000000000000000000000000..09c52b7178b16129ac182a6f185eb482b585fafc --- /dev/null +++ b/bench_data/maze_round/input_image/lv1/maze_round_lv1_002.png @@ -0,0 +1,3 @@ +version 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sha256:16ffb0cf5954cf357625479c3cc8793d5a5e33e16f635e4da10facff20e5b40c +size 2374427 diff --git a/bench_data/maze_round/judge_spec/_completeness_judge.txt b/bench_data/maze_round/judge_spec/_completeness_judge.txt new file mode 100644 index 0000000000000000000000000000000000000000..5c07d3e49f2da6c1e959b7bc3ba7e17f07338b43 --- /dev/null +++ b/bench_data/maze_round/judge_spec/_completeness_judge.txt @@ -0,0 +1,8 @@ +Completeness scoring, three tiers (0 / 1 / 2), by how far the goal was carried out. +Tier 2 does NOT require flawless / perfect execution: near-complete (goal essentially reached, minor imperfections allowed) still counts as 2. +OVERRIDE (applies to every task): if the output changes drastically from the input image, unrelated new elements suddenly appear, or the scene differs wholesale from the input, score 0, regardless of any apparent task progress. +GUIDING PRINCIPLE: generated video is uncontrollable and may sprout odd elements. As a rule of thumb, if the procedure is carried out step by step but the final answer is simply wrong, give 1 (not 0). Reserve 0 for: the procedure is not attempted at all, or the output breaks / deviates drastically from the input (see OVERRIDE). + +0: The car doesn't move, or immediately clips through / climbs / flies over walls, or heads the wrong way. +1: The car drives correctly through part of the maze (staying in corridors) but does not reach the outer-ring exit gap. +2: The car reaches and exits through the gap in the outermost ring, staying on the corridor floor throughout (a tiny clip is tolerable if it clearly solves the maze). diff --git a/bench_data/maze_round/judge_spec/_judge_rubric_maze_round.json b/bench_data/maze_round/judge_spec/_judge_rubric_maze_round.json new file mode 100644 index 0000000000000000000000000000000000000000..c210c0edc2b697355e4f3715f83044da9f7f6cca --- /dev/null +++ b/bench_data/maze_round/judge_spec/_judge_rubric_maze_round.json @@ -0,0 +1,11 @@ +[ + { + "id": "maze_round_001", + "rubric": [ + "Overall task: starting from the round maze in the input, the toy car drives continuously from the central cell through the open corridors, turning at junctions as needed, until it exits through the gap in the outermost ring (the red cell) to the outside.", + "Maze layout preserved: every wall, every ring, the corridors, the central start cell, and the red exit cell are identical to the input; no walls added, removed, moved, recolored, or distorted.", + "Car stays on the corridor floor at all times: it never climbs over, jumps over, drives on top of, flies above, or clips through any wall. A violation requires the car to visibly pass THROUGH a wall to reach the other side (i.e.\\ a wall-crossing event); merely touching, grazing, or briefly overlapping a wall outline without crossing to the other side does NOT count as a violation.", + "Continuous valid motion: the car moves along a single connected corridor path; no teleportation, no sudden jumps, no extra duplicate cars." + ] + } +] diff --git a/bench_data/maze_round/prompt/image_gen_prompt/maze_round.txt b/bench_data/maze_round/prompt/image_gen_prompt/maze_round.txt new file mode 100644 index 0000000000000000000000000000000000000000..e50bfc66d754195460aa136889072393e325da7e --- /dev/null +++ b/bench_data/maze_round/prompt/image_gen_prompt/maze_round.txt @@ -0,0 +1,8 @@ +Generate a single image showing the round maze from the input with the correct escape path traced as a clearly visible coloured line drawn along the corridor centres; the line must NOT cross or touch any wall, must start STRICTLY from the toy car's current position, and must end at the red mat marking the exit gap in the outermost ring. + +Notes: +1. Maze layout, walls, corridors, the toy car's starting position, and the red-mat exit position are exactly as in the input, no changes. +2. The toy car stays where it is; do NOT move it. +3. The path is a single continuous line down the middle of each corridor it passes through, following the unique shortest route from the car to the red mat, with no dead-end detours. +4. Use one bright high-contrast colour (e.g. bright yellow or cyan), thick enough to read clearly but leaving corridor walls fully visible on both sides. +5. No other markings, no arrows, footprints, numbers, or extra trails. Background, lighting, and camera identical to the input. No glitches or artifacts. diff --git a/bench_data/maze_round/prompt/video_gen_prompt/maze_round.txt b/bench_data/maze_round/prompt/video_gen_prompt/maze_round.txt new file mode 100644 index 0000000000000000000000000000000000000000..f8c93274c4a55d4b626fb62f422836229a2ada00 --- /dev/null +++ b/bench_data/maze_round/prompt/video_gen_prompt/maze_round.txt @@ -0,0 +1,10 @@ +Create a smooth video of the toy car driving forward from the central cell of the round maze, navigating through the open corridors, turning at junctions, and finally exiting through the gap in the outermost ring to the outside. + +The car ABSOLUTELY MUST NOT climb over, jump over, drive on top of, or fly above any wall. It is physically confined to the corridor floor at all times. + +Notes: +1. Use exactly the maze layout from the input: no changes to walls, corridors, central start, or outer-ring gap. +2. The car must stay inside the corridors and never cross, clip through, jump over, climb on top of, or fly above any wall. It remains on the corridor floor at all times, with no airborne motion or wall-top traversal. +3. Show the process: continuous motion along a valid path from the centre to the outside through the red exit cell, not a sudden jump. + +Keep the walls, ground, lighting, and viewing angle fixed. Adjust velocity so the car reaches the outside smoothly within the runtime limit. 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a/bench_data/maze_square/judge_spec/_completeness_judge.txt b/bench_data/maze_square/judge_spec/_completeness_judge.txt new file mode 100644 index 0000000000000000000000000000000000000000..8483af3ff829338ae55c730fafd64230abc1da58 --- /dev/null +++ b/bench_data/maze_square/judge_spec/_completeness_judge.txt @@ -0,0 +1,8 @@ +Completeness scoring, three tiers (0 / 1 / 2), by how far the goal was carried out. +Tier 2 does NOT require flawless / perfect execution: near-complete (goal essentially reached, minor imperfections allowed) still counts as 2. +OVERRIDE (applies to every task): if the output changes drastically from the input image, unrelated new elements suddenly appear, or the scene differs wholesale from the input, score 0, regardless of any apparent task progress. +GUIDING PRINCIPLE: generated video is uncontrollable and may sprout odd elements. As a rule of thumb, if the procedure is carried out step by step but the final answer is simply wrong, give 1 (not 0). Reserve 0 for: the procedure is not attempted at all, or the output breaks / deviates drastically from the input (see OVERRIDE). + +0: The car doesn't move, or immediately clips through / climbs / flies over walls, or heads the wrong way. +1: The car drives correctly through part of the maze (staying in corridors) but does not reach the red goal square. +2: The car reaches and stops on the red goal square, staying on the corridor floor throughout (a tiny clip is tolerable if it clearly solves the maze). diff --git a/bench_data/maze_square/judge_spec/_judge_rubric_maze_square.json b/bench_data/maze_square/judge_spec/_judge_rubric_maze_square.json new file mode 100644 index 0000000000000000000000000000000000000000..c356604bafb34f5a0ce04532cad89fe8b0ab2352 --- /dev/null +++ b/bench_data/maze_square/judge_spec/_judge_rubric_maze_square.json @@ -0,0 +1,11 @@ +[ + { + "id": "default", + "rubric": [ + "Overall task: starting from the input square maze, the toy car drives continuously along the open corridors, turning at junctions as needed, until it comes to rest fully on the red goal square, having actually traveled there from its starting cell.", + "Maze layout preserved: every wall, corridor, the start cell, and the red goal square are identical to the input; no walls added, removed, moved, recolored, or distorted.", + "Car stays inside the corridors: it never clips through, drives over, climbs on top of, or flies above any wall. A violation requires the car to visibly pass THROUGH a wall to reach the other side (i.e.\\ a wall-crossing event); merely touching, grazing, or briefly overlapping a wall outline without crossing to the other side does NOT count as a violation.", + "Continuous valid motion: the car moves along a single connected corridor path; no teleportation, no sudden jumps, no extra duplicate cars." + ] + } +] diff --git a/bench_data/maze_square/prompt/image_gen_prompt/maze_square.txt b/bench_data/maze_square/prompt/image_gen_prompt/maze_square.txt new file mode 100644 index 0000000000000000000000000000000000000000..d54942467d61dfd3494e8a46ab3db25604636099 --- /dev/null +++ b/bench_data/maze_square/prompt/image_gen_prompt/maze_square.txt @@ -0,0 +1,8 @@ +Generate a single image showing the maze from the input with the correct path traced as a clearly visible coloured line drawn along the corridor centres; the line must NOT cross or touch any wall, must start STRICTLY from the toy car's current cell, and must end at the centre of the red goal square. + +Notes: +1. Maze layout, walls, corridors, the toy car's starting cell, and the goal position are exactly as in the input, no changes. +2. The toy car stays where it is; do NOT move it onto the goal. +3. The path is a single continuous line down the middle of each corridor cell it passes through, turning at right angles at junctions, following the unique shortest route from the car to the red goal, with no dead-end detours. +4. Use one bright high-contrast colour (e.g. bright yellow or cyan), thick enough to read clearly but leaving corridor walls fully visible on both sides. +5. No other markings, no arrows, footprints, numbers, or extra trails. Background, lighting, and camera identical to the input. No glitches or artifacts. diff --git a/bench_data/maze_square/prompt/video_gen_prompt/maze_square.txt b/bench_data/maze_square/prompt/video_gen_prompt/maze_square.txt new file mode 100644 index 0000000000000000000000000000000000000000..0d81891121e09d424bf02dca6e9f9a0c46e516d7 --- /dev/null +++ b/bench_data/maze_square/prompt/video_gen_prompt/maze_square.txt @@ -0,0 +1,12 @@ +CRITICAL HARD CONSTRAINT, NEVER CROSS A WALL. The toy car is strictly confined to the corridor floor between walls; it MUST NOT climb over, jump over, hop over, ride along the top of, drive on top of, fly above, cut through, clip into, pass through, or tunnel under any wall under any circumstance, not even briefly, not even partially, not even at a junction. If the only way to make progress is to cross a wall, the car must stop instead, never cross. + +Create a smooth video of the toy car driving forward through the open corridors of the maze, turning at junctions, and stopping on the red goal square. + +The car ABSOLUTELY MUST NOT climb over, jump over, drive on top of, or fly above any wall. It is physically confined to the corridor floor at all times. Wall-top traversal, airborne motion, and any wall-crossing motion are categorically forbidden; the car may only travel along the open corridor floor between walls. + +Notes: +1. Use exactly the maze layout from the input: no changes to walls, corridors, start, or goal. +2. The car must stay inside the corridors and never cross, clip through, jump over, climb on top of, or fly above any wall. It remains on the corridor floor at all times, with no airborne motion or wall-top traversal. Crossing a wall is forbidden even if it would shorten the path. +3. Show the process: continuous motion along a valid path from the car's starting position to the red square, not a sudden jump. + +Keep the walls, ground, lighting, and viewing angle fixed. Adjust velocity so the car reaches the goal smoothly within the runtime limit. 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essentially reached, minor imperfections allowed) still counts as 2. +OVERRIDE (applies to every task): if the output changes drastically from the input image, unrelated new elements suddenly appear, or the scene differs wholesale from the input, score 0, regardless of any apparent task progress. +GUIDING PRINCIPLE: generated video is uncontrollable and may sprout odd elements. As a rule of thumb, if the procedure is carried out step by step but the final answer is simply wrong, give 1 (not 0). Reserve 0 for: the procedure is not attempted at all, or the output breaks / deviates drastically from the input (see OVERRIDE). + +0: No item is put into the box at all (packing not attempted), or the scene deviates drastically from the input. +1: Items are actually placed into the box (procedure carried out) but the selection is wrong, appropriate items missed and/or inappropriate items packed. +2: Essentially all size- and semantically-appropriate items end up inside the box and the inappropriate ones stay on the table (at most one mistake tolerated). diff --git a/bench_data/object_packing/judge_spec/_judge_rubric_object_packing.json b/bench_data/object_packing/judge_spec/_judge_rubric_object_packing.json new file mode 100644 index 0000000000000000000000000000000000000000..4c53e77051873899402f01889ac894d4d3867b28 --- /dev/null +++ b/bench_data/object_packing/judge_spec/_judge_rubric_object_packing.json @@ -0,0 +1,1652 @@ +[ + { + "id": "object_packing_lv1_001", + "answer": { + "container_type": "small brown cardboard moving box (about 30cm cube, top flaps open, interior visible)", + "items_summary": [ + { + "name": "folded blue cotton T-shirt", + "can_pack": true, + "reason": "soft, small, fits flat" + }, + { + "name": "hardcover novel", + "can_pack": true, + "reason": "book fits the box footprint" + }, + { + "name": "wooden acoustic guitar (full size, ~100cm long)", + "can_pack": false, + "reason": "far too long to fit inside a 30cm cube box" + } + ], + "correct_packed_names": [ + "folded blue cotton T-shirt", + "hardcover novel" + ], + "wrong_items_with_reason": [ + { + "name": "wooden acoustic guitar (full size, ~100cm long)", + "reason": "far too long to fit inside a 30cm cube box" + } + ] + }, + "rubric": [ + "All starting elements from the input remain present and visually identifiable throughout the output: the small brown cardboard moving box (about 30cm cube, top flaps open, interior visible) and every candidate item (folded blue cotton T-shirt; hardcover novel; wooden acoustic guitar (full size, ~100cm long)).", + "By the final frame the container holds exactly the items that SHOULD be packed: folded blue cotton T-shirt, hardcover novel. For image outputs there is exactly one closed red circle around each of these items and no circle around any other item.", + "The items that should NOT be packed remain on the table in their original positions and orientations and are never circled, never moved, never tilted, never picked up: wooden acoustic guitar (full size, ~100cm long) (reason: far too long to fit inside a 30cm cube box).", + "Only the candidate items end up moved; the container itself stays in its starting position and orientation, with its top opening visibly oriented upward so packed items can be seen inside.", + "For video outputs: motion is one continuous physical take that ends with the correct items deposited inside the container interior. No jump cuts, teleporting, morphing, fades, or glitches.", + "Background, table surface, lighting, and camera viewpoint are unchanged from the input throughout the output. No labels, no text, no arrows, no debugging overlays, no captions.", + "Total count of items inside the container at the final frame equals the number of correct items (2); total count of items still on the table equals the number of wrong items (1)." + ] + }, + { + "id": "object_packing_lv1_002", + "answer": { + "container_type": "open-top woven wicker basket (about 35cm wide, oval, interior visible)", + "items_summary": [ + { + "name": "ripe red apple", + "can_pack": true, + "reason": "fruit fits easily" + }, + { + "name": "yellow banana", + "can_pack": true, + "reason": "fruit fits" + }, + { + "name": "long wooden broom with a 130cm handle", + "can_pack": false, + "reason": "way too long for a 35cm basket" + } + ], + "correct_packed_names": [ + "ripe red apple", + "yellow banana" + ], + "wrong_items_with_reason": [ + { + "name": "long wooden broom with a 130cm handle", + "reason": "way too long for a 35cm basket" + } + ] + }, + "rubric": [ + "All starting elements from the input remain present and visually identifiable throughout the output: the open-top woven wicker basket (about 35cm wide, oval, interior visible) and every candidate item (ripe red apple; yellow banana; long wooden broom with a 130cm handle).", + "By the final frame the container holds exactly the items that SHOULD be packed: ripe red apple, yellow banana. For image outputs there is exactly one closed red circle around each of these items and no circle around any other item.", + "The items that should NOT be packed remain on the table in their original positions and orientations and are never circled, never moved, never tilted, never picked up: long wooden broom with a 130cm handle (reason: way too long for a 35cm basket).", + "Only the candidate items end up moved; the container itself stays in its starting position and orientation, with its top opening visibly oriented upward so packed items can be seen inside.", + "For video outputs: motion is one continuous physical take that ends with the correct items deposited inside the container interior. No jump cuts, teleporting, morphing, fades, or glitches.", + "Background, table surface, lighting, and camera viewpoint are unchanged from the input throughout the output. No labels, no text, no arrows, no debugging overlays, no captions.", + "Total count of items inside the container at the final frame equals the number of correct items (2); total count of items still on the table equals the number of wrong items (1)." + ] + }, + { + "id": "object_packing_lv1_003", + "answer": { + "container_type": "shallow black plastic milk-crate (about 30x40x12cm deep, open top, interior visible)", + "items_summary": [ + { + "name": "stack of three paperback books", + "can_pack": true, + "reason": "flat stack fits depth" + }, + { + "name": "A4 manila document folder", + "can_pack": true, + "reason": "flat" + }, + { + "name": "stainless-steel desk lamp with a 45cm tall arm", + "can_pack": false, + "reason": "lamp arm is far taller than the crate is deep" + } + ], + "correct_packed_names": [ + "stack of three paperback books", + "A4 manila document folder" + ], + "wrong_items_with_reason": [ + { + "name": "stainless-steel desk lamp with a 45cm tall arm", + "reason": "lamp arm is far taller than the crate is deep" + } + ] + }, + "rubric": [ + "All starting elements from the input remain present and visually identifiable throughout the output: the shallow black plastic milk-crate (about 30x40x12cm deep, open top, interior visible) and every candidate item (stack of three paperback books; A4 manila document folder; stainless-steel desk lamp with a 45cm tall arm).", + "By the final frame the container holds exactly the items that SHOULD be packed: stack of three paperback books, A4 manila document folder. For image outputs there is exactly one closed red circle around each of these items and no circle around any other item.", + "The items that should NOT be packed remain on the table in their original positions and orientations and are never circled, never moved, never tilted, never picked up: stainless-steel desk lamp with a 45cm tall arm (reason: lamp arm is far taller than the crate is deep).", + "Only the candidate items end up moved; the container itself stays in its starting position and orientation, with its top opening visibly oriented upward so packed items can be seen inside.", + "For video outputs: motion is one continuous physical take that ends with the correct items deposited inside the container interior. No jump cuts, teleporting, morphing, fades, or glitches.", + "Background, table surface, lighting, and camera viewpoint are unchanged from the input throughout the output. No labels, no text, no arrows, no debugging overlays, no captions.", + "Total count of items inside the container at the final frame equals the number of correct items (2); total count of items still on the table equals the number of wrong items (1)." + ] + }, + { + "id": "object_packing_lv1_004", + "answer": { + "container_type": "open glass jar (about 12cm tall, ~5cm narrow mouth, smaller than a chicken egg, interior visible)", + "items_summary": [ + { + "name": "small handful of dried almonds", + "can_pack": true, + "reason": "tiny nuts pass mouth" + }, + { + "name": "thin cinnamon stick", + "can_pack": true, + "reason": "thin enough to enter the narrow mouth" + }, + { + "name": "ripe orange about 9cm diameter", + "can_pack": false, + "reason": "diameter clearly exceeds the ~5cm jar mouth" + } + ], + "correct_packed_names": [ + "small handful of dried almonds", + "thin cinnamon stick" + ], + "wrong_items_with_reason": [ + { + "name": "ripe orange about 9cm diameter", + "reason": "diameter clearly exceeds the ~5cm jar mouth" + } + ] + }, + "rubric": [ + "All starting elements from the input remain present and visually identifiable throughout the output: the open glass jar (about 12cm tall, ~5cm narrow mouth, smaller than a chicken egg, interior visible) and every candidate item (small handful of dried almonds; thin cinnamon stick; ripe orange about 9cm diameter).", + "By the final frame the container holds exactly the items that SHOULD be packed: small handful of dried almonds, thin cinnamon stick. For image outputs there is exactly one closed red circle around each of these items and no circle around any other item.", + "The items that should NOT be packed remain on the table in their original positions and orientations and are never circled, never moved, never tilted, never picked up: ripe orange about 9cm diameter (reason: diameter clearly exceeds the ~5cm jar mouth).", + "Only the candidate items end up moved; the container itself stays in its starting position and orientation, with its top opening visibly oriented upward so packed items can be seen inside.", + "For video outputs: motion is one continuous physical take that ends with the correct items deposited inside the container interior. No jump cuts, teleporting, morphing, fades, or glitches.", + "Background, table surface, lighting, and camera viewpoint are unchanged from the input throughout the output. No labels, no text, no arrows, no debugging overlays, no captions.", + "Total count of items inside the container at the final frame equals the number of correct items (2); total count of items still on the table equals the number of wrong items (1)." + ] + }, + { + "id": "object_packing_lv1_005", + "answer": { + "container_type": "large white ceramic salad bowl (about 25cm diameter, open top)", + "items_summary": [ + { + "name": "small head of butter lettuce (compact, ~12cm)", + "can_pack": true, + "reason": "compact salad ingredient fits the bowl" + }, + { + "name": "two ripe red tomatoes", + "can_pack": true, + "reason": "fits" + }, + { + "name": "long French baguette about 55cm", + "can_pack": false, + "reason": "baguette far longer than bowl diameter" + } + ], + "correct_packed_names": [ + "small head of butter lettuce (compact, ~12cm)", + "two ripe red tomatoes" + ], + "wrong_items_with_reason": [ + { + "name": "long French baguette about 55cm", + "reason": "baguette far longer than bowl diameter" + } + ] + }, + "rubric": [ + "All starting elements from the input remain present and visually identifiable throughout the output: the large white ceramic salad bowl (about 25cm diameter, open top) and every candidate item (small head of butter lettuce (compact, ~12cm); two ripe red tomatoes; long French baguette about 55cm).", + "By the final frame the container holds exactly the items that SHOULD be packed: small head of butter lettuce (compact, ~12cm), two ripe red tomatoes. For image outputs there is exactly one closed red circle around each of these items and no circle around any other item.", + "The items that should NOT be packed remain on the table in their original positions and orientations and are never circled, never moved, never tilted, never picked up: long French baguette about 55cm (reason: baguette far longer than bowl diameter).", + "Only the candidate items end up moved; the container itself stays in its starting position and orientation, with its top opening visibly oriented upward so packed items can be seen inside.", + "For video outputs: motion is one continuous physical take that ends with the correct items deposited inside the container interior. No jump cuts, teleporting, morphing, fades, or glitches.", + "Background, table surface, lighting, and camera viewpoint are unchanged from the input throughout the output. No labels, no text, no arrows, no debugging overlays, no captions.", + "Total count of items inside the container at the final frame equals the number of correct items (2); total count of items still on the table equals the number of wrong items (1)." + ] + }, + { + "id": "object_packing_lv1_006", + "answer": { + "container_type": "open red plastic toolbox tray (about 35x18x10cm, lid flipped back, interior visible)", + "items_summary": [ + { + "name": "small claw hammer", + "can_pack": true, + "reason": "tool fits" + }, + { + "name": "flat screwdriver", + "can_pack": true, + "reason": "tool fits" + }, + { + "name": "long aluminium step ladder about 150cm tall", + "can_pack": false, + "reason": "ladder far too long for the tool tray" + } + ], + "correct_packed_names": [ + "small claw hammer", + "flat screwdriver" + ], + "wrong_items_with_reason": [ + { + "name": "long aluminium step ladder about 150cm tall", + "reason": "ladder far too long for the tool tray" + } + ] + }, + "rubric": [ + "All starting elements from the input remain present and visually identifiable throughout the output: the open red plastic toolbox tray (about 35x18x10cm, lid flipped back, interior visible) and every candidate item (small claw hammer; flat screwdriver; long aluminium step ladder about 150cm tall).", + "By the final frame the container holds exactly the items that SHOULD be packed: small claw hammer, flat screwdriver. For image outputs there is exactly one closed red circle around each of these items and no circle around any other item.", + "The items that should NOT be packed remain on the table in their original positions and orientations and are never circled, never moved, never tilted, never picked up: long aluminium step ladder about 150cm tall (reason: ladder far too long for the tool tray).", + "Only the candidate items end up moved; the container itself stays in its starting position and orientation, with its top opening visibly oriented upward so packed items can be seen inside.", + "For video outputs: motion is one continuous physical take that ends with the correct items deposited inside the container interior. No jump cuts, teleporting, morphing, fades, or glitches.", + "Background, table surface, lighting, and camera viewpoint are unchanged from the input throughout the output. No labels, no text, no arrows, no debugging overlays, no captions.", + "Total count of items inside the container at the final frame equals the number of correct items (2); total count of items still on the table equals the number of wrong items (1)." + ] + }, + { + "id": "object_packing_lv1_007", + "answer": { + "container_type": "open ceramic fruit bowl (about 28cm diameter, open top, interior visible)", + "items_summary": [ + { + "name": "ripe pineapple", + "can_pack": true, + "reason": "fruit fits" + }, + { + "name": "ripe peach", + "can_pack": true, + "reason": "fruit fits" + }, + { + "name": "long stalk of sugarcane about 80cm long", + "can_pack": false, + "reason": "sugarcane stalk far longer than the bowl diameter" + } + ], + "correct_packed_names": [ + "ripe pineapple", + "ripe peach" + ], + "wrong_items_with_reason": [ + { + "name": "long stalk of sugarcane about 80cm long", + "reason": "sugarcane stalk far longer than the bowl diameter" + } + ] + }, + "rubric": [ + "All starting elements from the input remain present and visually identifiable throughout the output: the open ceramic fruit bowl (about 28cm diameter, open top, interior visible) and every candidate item (ripe pineapple; ripe peach; long stalk of sugarcane about 80cm long).", + "By the final frame the container holds exactly the items that SHOULD be packed: ripe pineapple, ripe peach. For image outputs there is exactly one closed red circle around each of these items and no circle around any other item.", + "The items that should NOT be packed remain on the table in their original positions and orientations and are never circled, never moved, never tilted, never picked up: long stalk of sugarcane about 80cm long (reason: sugarcane stalk far longer than the bowl diameter).", + "Only the candidate items end up moved; the container itself stays in its starting position and orientation, with its top opening visibly oriented upward so packed items can be seen inside.", + "For video outputs: motion is one continuous physical take that ends with the correct items deposited inside the container interior. No jump cuts, teleporting, morphing, fades, or glitches.", + "Background, table surface, lighting, and camera viewpoint are unchanged from the input throughout the output. No labels, no text, no arrows, no debugging overlays, no captions.", + "Total count of items inside the container at the final frame equals the number of correct items (2); total count of items still on the table equals the number of wrong items (1)." + ] + }, + { + "id": "object_packing_lv1_008", + "answer": { + "container_type": "open small drawstring gym bag (about 30cm tall, drawstring open, interior visible)", + "items_summary": [ + { + "name": "folded white sports t-shirt", + "can_pack": true, + "reason": "clothing fits" + }, + { + "name": "pair of rolled cotton ankle socks", + "can_pack": true, + "reason": "soft small" + }, + { + "name": "full-length wooden javelin about 200cm long", + "can_pack": false, + "reason": "javelin far too long for any small bag" + } + ], + "correct_packed_names": [ + "folded white sports t-shirt", + "pair of rolled cotton ankle socks" + ], + "wrong_items_with_reason": [ + { + "name": "full-length wooden javelin about 200cm long", + "reason": "javelin far too long for any small bag" + } + ] + }, + "rubric": [ + "All starting elements from the input remain present and visually identifiable throughout the output: the open small drawstring gym bag (about 30cm tall, drawstring open, interior visible) and every candidate item (folded white sports t-shirt; pair of rolled cotton ankle socks; full-length wooden javelin about 200cm long).", + "By the final frame the container holds exactly the items that SHOULD be packed: folded white sports t-shirt, pair of rolled cotton ankle socks. For image outputs there is exactly one closed red circle around each of these items and no circle around any other item.", + "The items that should NOT be packed remain on the table in their original positions and orientations and are never circled, never moved, never tilted, never picked up: full-length wooden javelin about 200cm long (reason: javelin far too long for any small bag).", + "Only the candidate items end up moved; the container itself stays in its starting position and orientation, with its top opening visibly oriented upward so packed items can be seen inside.", + "For video outputs: motion is one continuous physical take that ends with the correct items deposited inside the container interior. No jump cuts, teleporting, morphing, fades, or glitches.", + "Background, table surface, lighting, and camera viewpoint are unchanged from the input throughout the output. No labels, no text, no arrows, no debugging overlays, no captions.", + "Total count of items inside the container at the final frame equals the number of correct items (2); total count of items still on the table equals the number of wrong items (1)." + ] + }, + { + "id": "object_packing_lv1_009", + "answer": { + "container_type": "open small jewellery tray with felt lining (about 20x15x3cm, interior visible)", + "items_summary": [ + { + "name": "thin silver chain necklace", + "can_pack": true, + "reason": "thin jewellery" + }, + { + "name": "pair of small gold stud earrings", + "can_pack": true, + "reason": "tiny jewellery" + }, + { + "name": "tall full-size bowling pin about 38cm tall", + "can_pack": false, + "reason": "bowling pin far taller than the tray depth" + } + ], + "correct_packed_names": [ + "thin silver chain necklace", + "pair of small gold stud earrings" + ], + "wrong_items_with_reason": [ + { + "name": "tall full-size bowling pin about 38cm tall", + "reason": "bowling pin far taller than the tray depth" + } + ] + }, + "rubric": [ + "All starting elements from the input remain present and visually identifiable throughout the output: the open small jewellery tray with felt lining (about 20x15x3cm, interior visible) and every candidate item (thin silver chain necklace; pair of small gold stud earrings; tall full-size bowling pin about 38cm tall).", + "By the final frame the container holds exactly the items that SHOULD be packed: thin silver chain necklace, pair of small gold stud earrings. For image outputs there is exactly one closed red circle around each of these items and no circle around any other item.", + "The items that should NOT be packed remain on the table in their original positions and orientations and are never circled, never moved, never tilted, never picked up: tall full-size bowling pin about 38cm tall (reason: bowling pin far taller than the tray depth).", + "Only the candidate items end up moved; the container itself stays in its starting position and orientation, with its top opening visibly oriented upward so packed items can be seen inside.", + "For video outputs: motion is one continuous physical take that ends with the correct items deposited inside the container interior. No jump cuts, teleporting, morphing, fades, or glitches.", + "Background, table surface, lighting, and camera viewpoint are unchanged from the input throughout the output. No labels, no text, no arrows, no debugging overlays, no captions.", + "Total count of items inside the container at the final frame equals the number of correct items (2); total count of items still on the table equals the number of wrong items (1)." + ] + }, + { + "id": "object_packing_lv1_010", + "answer": { + "container_type": "open small metal mailbox bin (about 30x20x15cm, lid lifted back, interior visible)", + "items_summary": [ + { + "name": "small white envelope", + "can_pack": true, + "reason": "letter fits" + }, + { + "name": "padded brown bubble mailer", + "can_pack": false, + "reason": "this bubble mailer is an already-delivered parcel kept for re-use, dropping it into the outgoing mailbox bin would mistakenly send it back through the postal system" + }, + { + "name": "long rolled poster tube about 90cm long", + "can_pack": false, + "reason": "poster tube far longer than the mailbox interior" + } + ], + "correct_packed_names": [ + "small white envelope" + ], + "wrong_items_with_reason": [ + { + "name": "padded brown bubble mailer", + "reason": "this bubble mailer is an already-delivered parcel kept for re-use, dropping it into the outgoing mailbox bin would mistakenly send it back through the postal system" + }, + { + "name": "long rolled poster tube about 90cm long", + "reason": "poster tube far longer than the mailbox interior" + } + ] + }, + "rubric": [ + "All starting elements from the input remain present and visually identifiable throughout the output: the open small metal mailbox bin (about 30x20x15cm, lid lifted back, interior visible) and every candidate item (small white envelope; padded brown bubble mailer; long rolled poster tube about 90cm long).", + "By the final frame the container holds exactly the items that SHOULD be packed: small white envelope. For image outputs there is exactly one closed red circle around each of these items and no circle around any other item.", + "The items that should NOT be packed remain on the table in their original positions and orientations and are never circled, never moved, never tilted, never picked up: padded brown bubble mailer (reason: this bubble mailer is an already-delivered parcel kept for re-use, dropping it into the outgoing mailbox bin would mistakenly send it back through the postal system); long rolled poster tube about 90cm long (reason: poster tube far longer than the mailbox interior).", + "Only the candidate items end up moved; the container itself stays in its starting position and orientation, with its top opening visibly oriented upward so packed items can be seen inside.", + "For video outputs: motion is one continuous physical take that ends with the correct items deposited inside the container interior. No jump cuts, teleporting, morphing, fades, or glitches.", + "Background, table surface, lighting, and camera viewpoint are unchanged from the input throughout the output. No labels, no text, no arrows, no debugging overlays, no captions.", + "Total count of items inside the container at the final frame equals the number of correct items (1); total count of items still on the table equals the number of wrong items (2)." + ] + }, + { + "id": "object_packing_lv2_001", + "answer": { + "container_type": "beige canvas cloth tote bag (about 30cm tall, top open, interior visible)", + "items_summary": [ + { + "name": "plastic bag of potatoes", + "can_pack": true, + "reason": "sealed produce bag, fits and won't spill" + }, + { + "name": "plastic bag of carrots", + "can_pack": true, + "reason": "sealed produce bag, fits and won't spill" + }, + { + "name": "glass of red wine (full, open)", + "can_pack": false, + "reason": "open liquid would spill in a soft bag" + }, + { + "name": "closed black umbrella (~90cm)", + "can_pack": false, + "reason": "90cm umbrella is far longer than the ~30cm bag" + } + ], + "correct_packed_names": [ + "plastic bag of potatoes", + "plastic bag of carrots" + ], + "wrong_items_with_reason": [ + { + "name": "glass of red wine (full, open)", + "reason": "open liquid would spill in a soft bag" + }, + { + "name": "closed black umbrella (~90cm)", + "reason": "90cm umbrella is far longer than the ~30cm bag" + } + ] + }, + "rubric": [ + "All starting elements from the input remain present and visually identifiable throughout the output: the beige canvas cloth tote bag (about 30cm tall, top open, interior visible) and every candidate item (plastic bag of potatoes; plastic bag of carrots; glass of red wine (full, open); closed black umbrella (~90cm)).", + "By the final frame the container holds exactly the items that SHOULD be packed: plastic bag of potatoes, plastic bag of carrots. For image outputs there is exactly one closed red circle around each of these items and no circle around any other item.", + "The items that should NOT be packed remain on the table in their original positions and orientations and are never circled, never moved, never tilted, never picked up: glass of red wine (full, open) (reason: open liquid would spill in a soft bag); closed black umbrella (~90cm) (reason: 90cm umbrella is far longer than the ~30cm bag).", + "Only the candidate items end up moved; the container itself stays in its starting position and orientation, with its top opening visibly oriented upward so packed items can be seen inside.", + "For video outputs: motion is one continuous physical take that ends with the correct items deposited inside the container interior. No jump cuts, teleporting, morphing, fades, or glitches.", + "Background, table surface, lighting, and camera viewpoint are unchanged from the input throughout the output. No labels, no text, no arrows, no debugging overlays, no captions.", + "Total count of items inside the container at the final frame equals the number of correct items (2); total count of items still on the table equals the number of wrong items (2)." + ] + }, + { + "id": "object_packing_lv2_002", + "answer": { + "container_type": "beige canvas cloth tote bag (about 30cm tall, top open, interior visible)", + "items_summary": [ + { + "name": "sealed bag of dried pasta", + "can_pack": true, + "reason": "sealed grocery bag, fits" + }, + { + "name": "sealed orange juice carton", + "can_pack": true, + "reason": "sealed carton, won't spill, fits" + }, + { + "name": "steel claw hammer", + "can_pack": true, + "reason": "compact hard tool, fits and harms nothing" + }, + { + "name": "long-handled broom (~120cm)", + "can_pack": false, + "reason": "120cm broom is far longer than the bag" + } + ], + "correct_packed_names": [ + "sealed bag of dried pasta", + "sealed orange juice carton", + "steel claw hammer" + ], + "wrong_items_with_reason": [ + { + "name": "long-handled broom (~120cm)", + "reason": "120cm broom is far longer than the bag" + } + ] + }, + "rubric": [ + "All starting elements from the input remain present and visually identifiable throughout the output: the beige canvas cloth tote bag (about 30cm tall, top open, interior visible) and every candidate item (sealed bag of dried pasta; sealed orange juice carton; steel claw hammer; long-handled broom (~120cm)).", + "By the final frame the container holds exactly the items that SHOULD be packed: sealed bag of dried pasta, sealed orange juice carton, steel claw hammer. For image outputs there is exactly one closed red circle around each of these items and no circle around any other item.", + "The items that should NOT be packed remain on the table in their original positions and orientations and are never circled, never moved, never tilted, never picked up: long-handled broom (~120cm) (reason: 120cm broom is far longer than the bag).", + "Only the candidate items end up moved; the container itself stays in its starting position and orientation, with its top opening visibly oriented upward so packed items can be seen inside.", + "For video outputs: motion is one continuous physical take that ends with the correct items deposited inside the container interior. No jump cuts, teleporting, morphing, fades, or glitches.", + "Background, table surface, lighting, and camera viewpoint are unchanged from the input throughout the output. No labels, no text, no arrows, no debugging overlays, no captions.", + "Total count of items inside the container at the final frame equals the number of correct items (3); total count of items still on the table equals the number of wrong items (1)." + ] + }, + { + "id": "object_packing_lv2_003", + "answer": { + "container_type": "clear glass wide-mouth jar (about 18cm tall, open round mouth, interior visible)", + "items_summary": [ + { + "name": "gingerbread-man cookie", + "can_pack": true, + "reason": "cookie drops into the jar" + }, + { + "name": "slice of chocolate cake on a small plate", + "can_pack": false, + "reason": "plate is wider than the jar mouth and frosting would smear" + }, + { + "name": "flat brown cardboard pizza box (~33cm square)", + "can_pack": false, + "reason": "33cm box is far larger than the jar" + }, + { + "name": "chocolate-chip cookie", + "can_pack": true, + "reason": "cookie drops into the jar" + } + ], + "correct_packed_names": [ + "gingerbread-man cookie", + "chocolate-chip cookie" + ], + "wrong_items_with_reason": [ + { + "name": "slice of chocolate cake on a small plate", + "reason": "plate is wider than the jar mouth and frosting would smear" + }, + { + "name": "flat brown cardboard pizza box (~33cm square)", + "reason": "33cm box is far larger than the jar" + } + ] + }, + "rubric": [ + "All starting elements from the input remain present and visually identifiable throughout the output: the clear glass wide-mouth jar (about 18cm tall, open round mouth, interior visible) and every candidate item (gingerbread-man cookie; slice of chocolate cake on a small plate; flat brown cardboard pizza box (~33cm square); chocolate-chip cookie).", + "By the final frame the container holds exactly the items that SHOULD be packed: gingerbread-man cookie, chocolate-chip cookie. For image outputs there is exactly one closed red circle around each of these items and no circle around any other item.", + "The items that should NOT be packed remain on the table in their original positions and orientations and are never circled, never moved, never tilted, never picked up: slice of chocolate cake on a small plate (reason: plate is wider than the jar mouth and frosting would smear); flat brown cardboard pizza box (~33cm square) (reason: 33cm box is far larger than the jar).", + "Only the candidate items end up moved; the container itself stays in its starting position and orientation, with its top opening visibly oriented upward so packed items can be seen inside.", + "For video outputs: motion is one continuous physical take that ends with the correct items deposited inside the container interior. No jump cuts, teleporting, morphing, fades, or glitches.", + "Background, table surface, lighting, and camera viewpoint are unchanged from the input throughout the output. No labels, no text, no arrows, no debugging overlays, no captions.", + "Total count of items inside the container at the final frame equals the number of correct items (2); total count of items still on the table equals the number of wrong items (2)." + ] + }, + { + "id": "object_packing_lv2_004", + "answer": { + "container_type": "beige canvas cloth tote bag (about 30cm tall, top open, interior visible)", + "items_summary": [ + { + "name": "open white parasol / umbrella", + "can_pack": false, + "reason": "an opened parasol is far too large to fit in the bag" + }, + { + "name": "glass of lemonade (full, open)", + "can_pack": false, + "reason": "open liquid would spill in a soft bag" + }, + { + "name": "bottle of sunscreen", + "can_pack": true, + "reason": "small sealed bottle, fits" + }, + { + "name": "rolled-up striped beach towel", + "can_pack": true, + "reason": "soft towel rolls up and fits" + } + ], + "correct_packed_names": [ + "bottle of sunscreen", + "rolled-up striped beach towel" + ], + "wrong_items_with_reason": [ + { + "name": "open white parasol / umbrella", + "reason": "an opened parasol is far too large to fit in the bag" + }, + { + "name": "glass of lemonade (full, open)", + "reason": "open liquid would spill in a soft bag" + } + ] + }, + "rubric": [ + "All starting elements from the input remain present and visually identifiable throughout the output: the beige canvas cloth tote bag (about 30cm tall, top open, interior visible) and every candidate item (open white parasol / umbrella; glass of lemonade (full, open); bottle of sunscreen; rolled-up striped beach towel).", + "By the final frame the container holds exactly the items that SHOULD be packed: bottle of sunscreen, rolled-up striped beach towel. For image outputs there is exactly one closed red circle around each of these items and no circle around any other item.", + "The items that should NOT be packed remain on the table in their original positions and orientations and are never circled, never moved, never tilted, never picked up: open white parasol / umbrella (reason: an opened parasol is far too large to fit in the bag); glass of lemonade (full, open) (reason: open liquid would spill in a soft bag).", + "Only the candidate items end up moved; the container itself stays in its starting position and orientation, with its top opening visibly oriented upward so packed items can be seen inside.", + "For video outputs: motion is one continuous physical take that ends with the correct items deposited inside the container interior. No jump cuts, teleporting, morphing, fades, or glitches.", + "Background, table surface, lighting, and camera viewpoint are unchanged from the input throughout the output. No labels, no text, no arrows, no debugging overlays, no captions.", + "Total count of items inside the container at the final frame equals the number of correct items (2); total count of items still on the table equals the number of wrong items (2)." + ] + }, + { + "id": "object_packing_lv2_005", + "answer": { + "container_type": "beige canvas cloth tote bag (about 30cm tall, top open, interior visible)", + "items_summary": [ + { + "name": "bag of sliced bread", + "can_pack": true, + "reason": "sealed grocery bag, fits" + }, + { + "name": "long-handled mop (~120cm)", + "can_pack": false, + "reason": "120cm mop is far longer than the bag" + }, + { + "name": "mesh bag of apples", + "can_pack": true, + "reason": "produce bag, fits" + }, + { + "name": "paper cup of hot black coffee (full, open)", + "can_pack": false, + "reason": "open hot liquid would spill" + } + ], + "correct_packed_names": [ + "bag of sliced bread", + "mesh bag of apples" + ], + "wrong_items_with_reason": [ + { + "name": "long-handled mop (~120cm)", + "reason": "120cm mop is far longer than the bag" + }, + { + "name": "paper cup of hot black coffee (full, open)", + "reason": "open hot liquid would spill" + } + ] + }, + "rubric": [ + "All starting elements from the input remain present and visually identifiable throughout the output: the beige canvas cloth tote bag (about 30cm tall, top open, interior visible) and every candidate item (bag of sliced bread; long-handled mop (~120cm); mesh bag of apples; paper cup of hot black coffee (full, open)).", + "By the final frame the container holds exactly the items that SHOULD be packed: bag of sliced bread, mesh bag of apples. For image outputs there is exactly one closed red circle around each of these items and no circle around any other item.", + "The items that should NOT be packed remain on the table in their original positions and orientations and are never circled, never moved, never tilted, never picked up: long-handled mop (~120cm) (reason: 120cm mop is far longer than the bag); paper cup of hot black coffee (full, open) (reason: open hot liquid would spill).", + "Only the candidate items end up moved; the container itself stays in its starting position and orientation, with its top opening visibly oriented upward so packed items can be seen inside.", + "For video outputs: motion is one continuous physical take that ends with the correct items deposited inside the container interior. No jump cuts, teleporting, morphing, fades, or glitches.", + "Background, table surface, lighting, and camera viewpoint are unchanged from the input throughout the output. No labels, no text, no arrows, no debugging overlays, no captions.", + "Total count of items inside the container at the final frame equals the number of correct items (2); total count of items still on the table equals the number of wrong items (2)." + ] + }, + { + "id": "object_packing_lv2_006", + "answer": { + "container_type": "cream-glazed ceramic crock / utensil holder (cylindrical, about 15cm tall, open top, interior visible)", + "items_summary": [ + { + "name": "wooden cooking spoon", + "can_pack": true, + "reason": "utensil stands upright in the crock" + }, + { + "name": "black silicone spatula", + "can_pack": true, + "reason": "utensil stands upright in the crock" + }, + { + "name": "wet soapy scrub sponge", + "can_pack": false, + "reason": "soapy water would soil the crock and leave residue" + }, + { + "name": "long wooden dowel / rod (~90cm)", + "can_pack": false, + "reason": "90cm rod is far too long to stand in a 15cm crock" + } + ], + "correct_packed_names": [ + "wooden cooking spoon", + "black silicone spatula" + ], + "wrong_items_with_reason": [ + { + "name": "wet soapy scrub sponge", + "reason": "soapy water would soil the crock and leave residue" + }, + { + "name": "long wooden dowel / rod (~90cm)", + "reason": "90cm rod is far too long to stand in a 15cm crock" + } + ] + }, + "rubric": [ + "All starting elements from the input remain present and visually identifiable throughout the output: the cream-glazed ceramic crock / utensil holder (cylindrical, about 15cm tall, open top, interior visible) and every candidate item (wooden cooking spoon; black silicone spatula; wet soapy scrub sponge; long wooden dowel / rod (~90cm)).", + "By the final frame the container holds exactly the items that SHOULD be packed: wooden cooking spoon, black silicone spatula. For image outputs there is exactly one closed red circle around each of these items and no circle around any other item.", + "The items that should NOT be packed remain on the table in their original positions and orientations and are never circled, never moved, never tilted, never picked up: wet soapy scrub sponge (reason: soapy water would soil the crock and leave residue); long wooden dowel / rod (~90cm) (reason: 90cm rod is far too long to stand in a 15cm crock).", + "Only the candidate items end up moved; the container itself stays in its starting position and orientation, with its top opening visibly oriented upward so packed items can be seen inside.", + "For video outputs: motion is one continuous physical take that ends with the correct items deposited inside the container interior. No jump cuts, teleporting, morphing, fades, or glitches.", + "Background, table surface, lighting, and camera viewpoint are unchanged from the input throughout the output. No labels, no text, no arrows, no debugging overlays, no captions.", + "Total count of items inside the container at the final frame equals the number of correct items (2); total count of items still on the table equals the number of wrong items (2)." + ] + }, + { + "id": "object_packing_lv2_007", + "answer": { + "container_type": "kraft-paper shoe box (about 33x20x12cm, lid lifted off, interior visible)", + "items_summary": [ + { + "name": "pair of black leather loafers", + "can_pack": true, + "reason": "shoes fit a shoe box" + }, + { + "name": "open jar of honey (no lid)", + "can_pack": false, + "reason": "open honey would spill and soil the cardboard" + }, + { + "name": "desk globe on a stand (~25cm tall)", + "can_pack": false, + "reason": "25cm globe is taller than the 12cm box" + }, + { + "name": "folded dark microfibre cloth", + "can_pack": true, + "reason": "soft small cloth fits flat" + } + ], + "correct_packed_names": [ + "pair of black leather loafers", + "folded dark microfibre cloth" + ], + "wrong_items_with_reason": [ + { + "name": "open jar of honey (no lid)", + "reason": "open honey would spill and soil the cardboard" + }, + { + "name": "desk globe on a stand (~25cm tall)", + "reason": "25cm globe is taller than the 12cm box" + } + ] + }, + "rubric": [ + "All starting elements from the input remain present and visually identifiable throughout the output: the kraft-paper shoe box (about 33x20x12cm, lid lifted off, interior visible) and every candidate item (pair of black leather loafers; open jar of honey (no lid); desk globe on a stand (~25cm tall); folded dark microfibre cloth).", + "By the final frame the container holds exactly the items that SHOULD be packed: pair of black leather loafers, folded dark microfibre cloth. For image outputs there is exactly one closed red circle around each of these items and no circle around any other item.", + "The items that should NOT be packed remain on the table in their original positions and orientations and are never circled, never moved, never tilted, never picked up: open jar of honey (no lid) (reason: open honey would spill and soil the cardboard); desk globe on a stand (~25cm tall) (reason: 25cm globe is taller than the 12cm box).", + "Only the candidate items end up moved; the container itself stays in its starting position and orientation, with its top opening visibly oriented upward so packed items can be seen inside.", + "For video outputs: motion is one continuous physical take that ends with the correct items deposited inside the container interior. No jump cuts, teleporting, morphing, fades, or glitches.", + "Background, table surface, lighting, and camera viewpoint are unchanged from the input throughout the output. No labels, no text, no arrows, no debugging overlays, no captions.", + "Total count of items inside the container at the final frame equals the number of correct items (2); total count of items still on the table equals the number of wrong items (2)." + ] + }, + { + "id": "object_packing_lv2_008", + "answer": { + "container_type": "open white ceramic fruit bowl (about 28cm diameter, open top, interior visible)", + "items_summary": [ + { + "name": "ripe yellow mango", + "can_pack": true, + "reason": "fruit, fits easily in the bowl" + }, + { + "name": "small bunch of green grapes", + "can_pack": true, + "reason": "fruit, fits easily in the bowl" + }, + { + "name": "full-size badminton racket (~67cm)", + "can_pack": false, + "reason": "67cm racket is far longer than the ~28cm bowl" + }, + { + "name": "open mug of hot black coffee", + "can_pack": false, + "reason": "open hot liquid would spill and does not belong in a fruit bowl" + } + ], + "correct_packed_names": [ + "ripe yellow mango", + "small bunch of green grapes" + ], + "wrong_items_with_reason": [ + { + "name": "full-size badminton racket (~67cm)", + "reason": "67cm racket is far longer than the ~28cm bowl" + }, + { + "name": "open mug of hot black coffee", + "reason": "open hot liquid would spill and does not belong in a fruit bowl" + } + ] + }, + "rubric": [ + "All starting elements from the input remain present and visually identifiable throughout the output: the open white ceramic fruit bowl (about 28cm diameter, open top, interior visible) and every candidate item (ripe yellow mango; small bunch of green grapes; full-size badminton racket (~67cm); open mug of hot black coffee).", + "By the final frame the container holds exactly the items that SHOULD be packed: ripe yellow mango, small bunch of green grapes. For image outputs there is exactly one closed red circle around each of these items and no circle around any other item.", + "The items that should NOT be packed remain on the table in their original positions and orientations and are never circled, never moved, never tilted, never picked up: full-size badminton racket (~67cm) (reason: 67cm racket is far longer than the ~28cm bowl); open mug of hot black coffee (reason: open hot liquid would spill and does not belong in a fruit bowl).", + "Only the candidate items end up moved; the container itself stays in its starting position and orientation, with its top opening visibly oriented upward so packed items can be seen inside.", + "For video outputs: motion is one continuous physical take that ends with the correct items deposited inside the container interior. No jump cuts, teleporting, morphing, fades, or glitches.", + "Background, table surface, lighting, and camera viewpoint are unchanged from the input throughout the output. No labels, no text, no arrows, no debugging overlays, no captions.", + "Total count of items inside the container at the final frame equals the number of correct items (2); total count of items still on the table equals the number of wrong items (2)." + ] + }, + { + "id": "object_packing_lv2_009", + "answer": { + "container_type": "open woven wicker laundry basket (about 45cm tall, open top, interior visible)", + "items_summary": [ + { + "name": "folded bath towel", + "can_pack": true, + "reason": "soft laundry item, fits in the basket" + }, + { + "name": "balled-up pair of socks", + "can_pack": true, + "reason": "soft laundry item, fits in the basket" + }, + { + "name": "open carton of milk (no cap)", + "can_pack": false, + "reason": "open liquid would spill among the laundry" + }, + { + "name": "full-size floor lamp (~120cm)", + "can_pack": false, + "reason": "120cm floor lamp is far taller than the ~45cm basket" + } + ], + "correct_packed_names": [ + "folded bath towel", + "balled-up pair of socks" + ], + "wrong_items_with_reason": [ + { + "name": "open carton of milk (no cap)", + "reason": "open liquid would spill among the laundry" + }, + { + "name": "full-size floor lamp (~120cm)", + "reason": "120cm floor lamp is far taller than the ~45cm basket" + } + ] + }, + "rubric": [ + "All starting elements from the input remain present and visually identifiable throughout the output: the open woven wicker laundry basket (about 45cm tall, open top, interior visible) and every candidate item (folded bath towel; balled-up pair of socks; open carton of milk (no cap); full-size floor lamp (~120cm)).", + "By the final frame the container holds exactly the items that SHOULD be packed: folded bath towel, balled-up pair of socks. For image outputs there is exactly one closed red circle around each of these items and no circle around any other item.", + "The items that should NOT be packed remain on the table in their original positions and orientations and are never circled, never moved, never tilted, never picked up: open carton of milk (no cap) (reason: open liquid would spill among the laundry); full-size floor lamp (~120cm) (reason: 120cm floor lamp is far taller than the ~45cm basket).", + "Only the candidate items end up moved; the container itself stays in its starting position and orientation, with its top opening visibly oriented upward so packed items can be seen inside.", + "For video outputs: motion is one continuous physical take that ends with the correct items deposited inside the container interior. No jump cuts, teleporting, morphing, fades, or glitches.", + "Background, table surface, lighting, and camera viewpoint are unchanged from the input throughout the output. No labels, no text, no arrows, no debugging overlays, no captions.", + "Total count of items inside the container at the final frame equals the number of correct items (2); total count of items still on the table equals the number of wrong items (2)." + ] + }, + { + "id": "object_packing_lv2_010", + "answer": { + "container_type": "open wide-mouth glass cookie jar (about 25cm tall, open top, interior visible)", + "items_summary": [ + { + "name": "a few wrapped hard candies", + "can_pack": true, + "reason": "small dry food, fits in the jar" + }, + { + "name": "a stack of round biscuits", + "can_pack": true, + "reason": "dry food, fits in the jar" + }, + { + "name": "wet dripping paint brush", + "can_pack": false, + "reason": "wet paint would contaminate a food jar" + }, + { + "name": "rolled-up yoga mat (~60cm)", + "can_pack": false, + "reason": "60cm rolled mat is far larger than the ~25cm jar" + } + ], + "correct_packed_names": [ + "a few wrapped hard candies", + "a stack of round biscuits" + ], + "wrong_items_with_reason": [ + { + "name": "wet dripping paint brush", + "reason": "wet paint would contaminate a food jar" + }, + { + "name": "rolled-up yoga mat (~60cm)", + "reason": "60cm rolled mat is far larger than the ~25cm jar" + } + ] + }, + "rubric": [ + "All starting elements from the input remain present and visually identifiable throughout the output: the open wide-mouth glass cookie jar (about 25cm tall, open top, interior visible) and every candidate item (a few wrapped hard candies; a stack of round biscuits; wet dripping paint brush; rolled-up yoga mat (~60cm)).", + "By the final frame the container holds exactly the items that SHOULD be packed: a few wrapped hard candies, a stack of round biscuits. For image outputs there is exactly one closed red circle around each of these items and no circle around any other item.", + "The items that should NOT be packed remain on the table in their original positions and orientations and are never circled, never moved, never tilted, never picked up: wet dripping paint brush (reason: wet paint would contaminate a food jar); rolled-up yoga mat (~60cm) (reason: 60cm rolled mat is far larger than the ~25cm jar).", + "Only the candidate items end up moved; the container itself stays in its starting position and orientation, with its top opening visibly oriented upward so packed items can be seen inside.", + "For video outputs: motion is one continuous physical take that ends with the correct items deposited inside the container interior. No jump cuts, teleporting, morphing, fades, or glitches.", + "Background, table surface, lighting, and camera viewpoint are unchanged from the input throughout the output. No labels, no text, no arrows, no debugging overlays, no captions.", + "Total count of items inside the container at the final frame equals the number of correct items (2); total count of items still on the table equals the number of wrong items (2)." + ] + }, + { + "id": "object_packing_lv3_001", + "answer": { + "container_type": "large brown cardboard moving box (about 50x40x40cm, top flaps open, interior visible)", + "items_summary": [ + { + "name": "glass of red wine (full, open)", + "can_pack": false, + "reason": "open liquid would spill onto the contents" + }, + { + "name": "fishing rod (~150cm)", + "can_pack": false, + "reason": "150cm rod is far longer than the 50cm box" + }, + { + "name": "folded grey wool sweater", + "can_pack": true, + "reason": "clothing folds flat and fits" + }, + { + "name": "folded pair of jeans", + "can_pack": true, + "reason": "clothing folds flat and fits" + }, + { + "name": "wet soapy sponge", + "can_pack": false, + "reason": "soapy water would soil the packed clothes" + }, + { + "name": "bowl of cooked spaghetti in sauce", + "can_pack": false, + "reason": "open saucy food would spill and contaminate" + }, + { + "name": "folded blue dress shirt", + "can_pack": true, + "reason": "clothing folds flat and fits" + } + ], + "correct_packed_names": [ + "folded grey wool sweater", + "folded pair of jeans", + "folded blue dress shirt" + ], + "wrong_items_with_reason": [ + { + "name": "glass of red wine (full, open)", + "reason": "open liquid would spill onto the contents" + }, + { + "name": "fishing rod (~150cm)", + "reason": "150cm rod is far longer than the 50cm box" + }, + { + "name": "wet soapy sponge", + "reason": "soapy water would soil the packed clothes" + }, + { + "name": "bowl of cooked spaghetti in sauce", + "reason": "open saucy food would spill and contaminate" + } + ] + }, + "rubric": [ + "All starting elements from the input remain present and visually identifiable throughout the output: the large brown cardboard moving box (about 50x40x40cm, top flaps open, interior visible) and every candidate item (glass of red wine (full, open); fishing rod (~150cm); folded grey wool sweater; folded pair of jeans; wet soapy sponge; bowl of cooked spaghetti in sauce; folded blue dress shirt).", + "By the final frame the container holds exactly the items that SHOULD be packed: folded grey wool sweater, folded pair of jeans, folded blue dress shirt. For image outputs there is exactly one closed red circle around each of these items and no circle around any other item.", + "The items that should NOT be packed remain on the table in their original positions and orientations and are never circled, never moved, never tilted, never picked up: glass of red wine (full, open) (reason: open liquid would spill onto the contents); fishing rod (~150cm) (reason: 150cm rod is far longer than the 50cm box); wet soapy sponge (reason: soapy water would soil the packed clothes); bowl of cooked spaghetti in sauce (reason: open saucy food would spill and contaminate).", + "Only the candidate items end up moved; the container itself stays in its starting position and orientation, with its top opening visibly oriented upward so packed items can be seen inside.", + "For video outputs: motion is one continuous physical take that ends with the correct items deposited inside the container interior. No jump cuts, teleporting, morphing, fades, or glitches.", + "Background, table surface, lighting, and camera viewpoint are unchanged from the input throughout the output. No labels, no text, no arrows, no debugging overlays, no captions.", + "Total count of items inside the container at the final frame equals the number of correct items (3); total count of items still on the table equals the number of wrong items (4)." + ] + }, + { + "id": "object_packing_lv3_002", + "answer": { + "container_type": "open hard-shell rolling suitcase (about 70x45x25cm, lid flipped open, interior visible)", + "items_summary": [ + { + "name": "folded black puffer jacket", + "can_pack": true, + "reason": "clothing packs flat" + }, + { + "name": "folded pair of jeans", + "can_pack": true, + "reason": "clothing packs flat" + }, + { + "name": "small zippered cosmetic pouch", + "can_pack": true, + "reason": "closed pouch packs neatly" + }, + { + "name": "closed black umbrella", + "can_pack": true, + "reason": "closed umbrella fits the case" + }, + { + "name": "microwave oven (~45cm wide)", + "can_pack": false, + "reason": "bulky 45cm appliance is too large / heavy to pack" + }, + { + "name": "ceramic mug of hot coffee (full, open)", + "can_pack": false, + "reason": "open hot liquid would spill" + }, + { + "name": "bouquet of fresh flowers", + "can_pack": false, + "reason": "fresh bouquet would be crushed and shed petals/pollen, soiling the clothes" + } + ], + "correct_packed_names": [ + "folded black puffer jacket", + "folded pair of jeans", + "small zippered cosmetic pouch", + "closed black umbrella" + ], + "wrong_items_with_reason": [ + { + "name": "microwave oven (~45cm wide)", + "reason": "bulky 45cm appliance is too large / heavy to pack" + }, + { + "name": "ceramic mug of hot coffee (full, open)", + "reason": "open hot liquid would spill" + }, + { + "name": "bouquet of fresh flowers", + "reason": "fresh bouquet would be crushed and shed petals/pollen, soiling the clothes" + } + ] + }, + "rubric": [ + "All starting elements from the input remain present and visually identifiable throughout the output: the open hard-shell rolling suitcase (about 70x45x25cm, lid flipped open, interior visible) and every candidate item (folded black puffer jacket; folded pair of jeans; small zippered cosmetic pouch; closed black umbrella; microwave oven (~45cm wide); ceramic mug of hot coffee (full, open); bouquet of fresh flowers).", + "By the final frame the container holds exactly the items that SHOULD be packed: folded black puffer jacket, folded pair of jeans, small zippered cosmetic pouch, closed black umbrella. For image outputs there is exactly one closed red circle around each of these items and no circle around any other item.", + "The items that should NOT be packed remain on the table in their original positions and orientations and are never circled, never moved, never tilted, never picked up: microwave oven (~45cm wide) (reason: bulky 45cm appliance is too large / heavy to pack); ceramic mug of hot coffee (full, open) (reason: open hot liquid would spill); bouquet of fresh flowers (reason: fresh bouquet would be crushed and shed petals/pollen, soiling the clothes).", + "Only the candidate items end up moved; the container itself stays in its starting position and orientation, with its top opening visibly oriented upward so packed items can be seen inside.", + "For video outputs: motion is one continuous physical take that ends with the correct items deposited inside the container interior. No jump cuts, teleporting, morphing, fades, or glitches.", + "Background, table surface, lighting, and camera viewpoint are unchanged from the input throughout the output. No labels, no text, no arrows, no debugging overlays, no captions.", + "Total count of items inside the container at the final frame equals the number of correct items (4); total count of items still on the table equals the number of wrong items (3)." + ] + }, + { + "id": "object_packing_lv3_003", + "answer": { + "container_type": "woven wicker picnic basket (about 40x30cm, open top, interior visible)", + "items_summary": [ + { + "name": "white bowling pin", + "can_pack": false, + "reason": "a ~38cm bowling pin is taller than the basket" + }, + { + "name": "open jar of honey (no lid)", + "can_pack": false, + "reason": "open honey would spill through/soil the basket" + }, + { + "name": "wet soapy sponge", + "can_pack": false, + "reason": "soapy water would soil the basket and contents" + }, + { + "name": "folding pocket knife", + "can_pack": true, + "reason": "small closed tool fits" + }, + { + "name": "round compact mirror", + "can_pack": true, + "reason": "small hard item, fits and harms nothing" + }, + { + "name": "tube of lipstick", + "can_pack": true, + "reason": "small item, fits and harms nothing" + }, + { + "name": "marker pen", + "can_pack": true, + "reason": "small capped pen, fits and harms nothing" + } + ], + "correct_packed_names": [ + "folding pocket knife", + "round compact mirror", + "tube of lipstick", + "marker pen" + ], + "wrong_items_with_reason": [ + { + "name": "white bowling pin", + "reason": "a ~38cm bowling pin is taller than the basket" + }, + { + "name": "open jar of honey (no lid)", + "reason": "open honey would spill through/soil the basket" + }, + { + "name": "wet soapy sponge", + "reason": "soapy water would soil the basket and contents" + } + ] + }, + "rubric": [ + "All starting elements from the input remain present and visually identifiable throughout the output: the woven wicker picnic basket (about 40x30cm, open top, interior visible) and every candidate item (white bowling pin; open jar of honey (no lid); wet soapy sponge; folding pocket knife; round compact mirror; tube of lipstick; marker pen).", + "By the final frame the container holds exactly the items that SHOULD be packed: folding pocket knife, round compact mirror, tube of lipstick, marker pen. For image outputs there is exactly one closed red circle around each of these items and no circle around any other item.", + "The items that should NOT be packed remain on the table in their original positions and orientations and are never circled, never moved, never tilted, never picked up: white bowling pin (reason: a ~38cm bowling pin is taller than the basket); open jar of honey (no lid) (reason: open honey would spill through/soil the basket); wet soapy sponge (reason: soapy water would soil the basket and contents).", + "Only the candidate items end up moved; the container itself stays in its starting position and orientation, with its top opening visibly oriented upward so packed items can be seen inside.", + "For video outputs: motion is one continuous physical take that ends with the correct items deposited inside the container interior. No jump cuts, teleporting, morphing, fades, or glitches.", + "Background, table surface, lighting, and camera viewpoint are unchanged from the input throughout the output. No labels, no text, no arrows, no debugging overlays, no captions.", + "Total count of items inside the container at the final frame equals the number of correct items (4); total count of items still on the table equals the number of wrong items (3)." + ] + }, + { + "id": "object_packing_lv3_004", + "answer": { + "container_type": "open hiking backpack (grey fabric, main compartment unzipped, interior visible)", + "items_summary": [ + { + "name": "raw salmon fillet on a plate", + "can_pack": false, + "reason": "raw fish would contaminate the pack (and the plate is loose)" + }, + { + "name": "bowl of hot stew", + "can_pack": false, + "reason": "open liquid food would spill inside the pack" + }, + { + "name": "folded paper map", + "can_pack": true, + "reason": "flat map slides in" + }, + { + "name": "wooden hiking pole (~120cm)", + "can_pack": false, + "reason": "120cm pole is far longer than the pack" + }, + { + "name": "glass of red wine (full, open)", + "can_pack": false, + "reason": "open liquid would spill inside the pack" + }, + { + "name": "sealed metal water bottle", + "can_pack": true, + "reason": "sealed bottle, fits and won't spill" + }, + { + "name": "wrapped energy bar", + "can_pack": true, + "reason": "sealed snack, fits" + } + ], + "correct_packed_names": [ + "folded paper map", + "sealed metal water bottle", + "wrapped energy bar" + ], + "wrong_items_with_reason": [ + { + "name": "raw salmon fillet on a plate", + "reason": "raw fish would contaminate the pack (and the plate is loose)" + }, + { + "name": "bowl of hot stew", + "reason": "open liquid food would spill inside the pack" + }, + { + "name": "wooden hiking pole (~120cm)", + "reason": "120cm pole is far longer than the pack" + }, + { + "name": "glass of red wine (full, open)", + "reason": "open liquid would spill inside the pack" + } + ] + }, + "rubric": [ + "All starting elements from the input remain present and visually identifiable throughout the output: the open hiking backpack (grey fabric, main compartment unzipped, interior visible) and every candidate item (raw salmon fillet on a plate; bowl of hot stew; folded paper map; wooden hiking pole (~120cm); glass of red wine (full, open); sealed metal water bottle; wrapped energy bar).", + "By the final frame the container holds exactly the items that SHOULD be packed: folded paper map, sealed metal water bottle, wrapped energy bar. For image outputs there is exactly one closed red circle around each of these items and no circle around any other item.", + "The items that should NOT be packed remain on the table in their original positions and orientations and are never circled, never moved, never tilted, never picked up: raw salmon fillet on a plate (reason: raw fish would contaminate the pack (and the plate is loose)); bowl of hot stew (reason: open liquid food would spill inside the pack); wooden hiking pole (~120cm) (reason: 120cm pole is far longer than the pack); glass of red wine (full, open) (reason: open liquid would spill inside the pack).", + "Only the candidate items end up moved; the container itself stays in its starting position and orientation, with its top opening visibly oriented upward so packed items can be seen inside.", + "For video outputs: motion is one continuous physical take that ends with the correct items deposited inside the container interior. No jump cuts, teleporting, morphing, fades, or glitches.", + "Background, table surface, lighting, and camera viewpoint are unchanged from the input throughout the output. No labels, no text, no arrows, no debugging overlays, no captions.", + "Total count of items inside the container at the final frame equals the number of correct items (3); total count of items still on the table equals the number of wrong items (4)." + ] + }, + { + "id": "object_packing_lv3_005", + "answer": { + "container_type": "green canvas garden tote / tool bag (about 30cm tall, top open, interior visible)", + "items_summary": [ + { + "name": "glazed ceramic vase", + "can_pack": true, + "reason": "empty vase fits and harms nothing" + }, + { + "name": "ceramic plate", + "can_pack": true, + "reason": "flat plate fits" + }, + { + "name": "pair of garden gloves", + "can_pack": true, + "reason": "soft gloves fit" + }, + { + "name": "paper seed packet", + "can_pack": true, + "reason": "small packet fits" + }, + { + "name": "metal garden trowel", + "can_pack": true, + "reason": "hand tool fits the tote" + }, + { + "name": "long-handled rake / hoe (~120cm)", + "can_pack": false, + "reason": "120cm long-handled tool is far too long for the tote" + }, + { + "name": "small potted green seedling", + "can_pack": true, + "reason": "potted seedling is self-contained and fits" + } + ], + "correct_packed_names": [ + "glazed ceramic vase", + "ceramic plate", + "pair of garden gloves", + "paper seed packet", + "metal garden trowel", + "small potted green seedling" + ], + "wrong_items_with_reason": [ + { + "name": "long-handled rake / hoe (~120cm)", + "reason": "120cm long-handled tool is far too long for the tote" + } + ] + }, + "rubric": [ + "All starting elements from the input remain present and visually identifiable throughout the output: the green canvas garden tote / tool bag (about 30cm tall, top open, interior visible) and every candidate item (glazed ceramic vase; ceramic plate; pair of garden gloves; paper seed packet; metal garden trowel; long-handled rake / hoe (~120cm); small potted green seedling).", + "By the final frame the container holds exactly the items that SHOULD be packed: glazed ceramic vase, ceramic plate, pair of garden gloves, paper seed packet, metal garden trowel, small potted green seedling. For image outputs there is exactly one closed red circle around each of these items and no circle around any other item.", + "The items that should NOT be packed remain on the table in their original positions and orientations and are never circled, never moved, never tilted, never picked up: long-handled rake / hoe (~120cm) (reason: 120cm long-handled tool is far too long for the tote).", + "Only the candidate items end up moved; the container itself stays in its starting position and orientation, with its top opening visibly oriented upward so packed items can be seen inside.", + "For video outputs: motion is one continuous physical take that ends with the correct items deposited inside the container interior. No jump cuts, teleporting, morphing, fades, or glitches.", + "Background, table surface, lighting, and camera viewpoint are unchanged from the input throughout the output. No labels, no text, no arrows, no debugging overlays, no captions.", + "Total count of items inside the container at the final frame equals the number of correct items (6); total count of items still on the table equals the number of wrong items (1)." + ] + }, + { + "id": "object_packing_lv3_006", + "answer": { + "container_type": "large open plastic storage tote (about 60x40x35cm, lid open, interior empty and visible)", + "items_summary": [ + { + "name": "folded fleece blanket", + "can_pack": true, + "reason": "soft item, fits with room to spare" + }, + { + "name": "stack of paperback books", + "can_pack": true, + "reason": "fits easily" + }, + { + "name": "boxed board game", + "can_pack": true, + "reason": "fits easily" + }, + { + "name": "pair of clean sneakers", + "can_pack": true, + "reason": "fits easily" + }, + { + "name": "open can of wet paint (lid off)", + "can_pack": false, + "reason": "open wet paint would spill over the contents" + }, + { + "name": "floor-standing coat rack (~170cm)", + "can_pack": false, + "reason": "170cm rack is far taller than the tote" + }, + { + "name": "bowl of hot soup", + "can_pack": false, + "reason": "open hot liquid would spill" + } + ], + "correct_packed_names": [ + "folded fleece blanket", + "stack of paperback books", + "boxed board game", + "pair of clean sneakers" + ], + "wrong_items_with_reason": [ + { + "name": "open can of wet paint (lid off)", + "reason": "open wet paint would spill over the contents" + }, + { + "name": "floor-standing coat rack (~170cm)", + "reason": "170cm rack is far taller than the tote" + }, + { + "name": "bowl of hot soup", + "reason": "open hot liquid would spill" + } + ] + }, + "rubric": [ + "All starting elements from the input remain present and visually identifiable throughout the output: the large open plastic storage tote (about 60x40x35cm, lid open, interior empty and visible) and every candidate item (folded fleece blanket; stack of paperback books; boxed board game; pair of clean sneakers; open can of wet paint (lid off); floor-standing coat rack (~170cm); bowl of hot soup).", + "By the final frame the container holds exactly the items that SHOULD be packed: folded fleece blanket, stack of paperback books, boxed board game, pair of clean sneakers. For image outputs there is exactly one closed red circle around each of these items and no circle around any other item.", + "The items that should NOT be packed remain on the table in their original positions and orientations and are never circled, never moved, never tilted, never picked up: open can of wet paint (lid off) (reason: open wet paint would spill over the contents); floor-standing coat rack (~170cm) (reason: 170cm rack is far taller than the tote); bowl of hot soup (reason: open hot liquid would spill).", + "Only the candidate items end up moved; the container itself stays in its starting position and orientation, with its top opening visibly oriented upward so packed items can be seen inside.", + "For video outputs: motion is one continuous physical take that ends with the correct items deposited inside the container interior. No jump cuts, teleporting, morphing, fades, or glitches.", + "Background, table surface, lighting, and camera viewpoint are unchanged from the input throughout the output. No labels, no text, no arrows, no debugging overlays, no captions.", + "Total count of items inside the container at the final frame equals the number of correct items (4); total count of items still on the table equals the number of wrong items (3)." + ] + }, + { + "id": "object_packing_lv3_007", + "answer": { + "container_type": "open wicker picnic basket (about 45cm long, open top, interior visible)", + "items_summary": [ + { + "name": "wrapped block of cheese", + "can_pack": true, + "reason": "sealed food, fits" + }, + { + "name": "sealed bottle of wine", + "can_pack": true, + "reason": "sealed, fits lying down" + }, + { + "name": "bag of apples", + "can_pack": true, + "reason": "fits" + }, + { + "name": "boxed crackers", + "can_pack": true, + "reason": "fits" + }, + { + "name": "open glass of water", + "can_pack": false, + "reason": "open liquid would spill" + }, + { + "name": "lit citronella candle (burning)", + "can_pack": false, + "reason": "an open flame is a fire hazard inside a wicker basket" + }, + { + "name": "full-size patio umbrella (~140cm)", + "can_pack": false, + "reason": "140cm umbrella is far longer than the ~45cm basket" + } + ], + "correct_packed_names": [ + "wrapped block of cheese", + "sealed bottle of wine", + "bag of apples", + "boxed crackers" + ], + "wrong_items_with_reason": [ + { + "name": "open glass of water", + "reason": "open liquid would spill" + }, + { + "name": "lit citronella candle (burning)", + "reason": "an open flame is a fire hazard inside a wicker basket" + }, + { + "name": "full-size patio umbrella (~140cm)", + "reason": "140cm umbrella is far longer than the ~45cm basket" + } + ] + }, + "rubric": [ + "All starting elements from the input remain present and visually identifiable throughout the output: the open wicker picnic basket (about 45cm long, open top, interior visible) and every candidate item (wrapped block of cheese; sealed bottle of wine; bag of apples; boxed crackers; open glass of water; lit citronella candle (burning); full-size patio umbrella (~140cm)).", + "By the final frame the container holds exactly the items that SHOULD be packed: wrapped block of cheese, sealed bottle of wine, bag of apples, boxed crackers. For image outputs there is exactly one closed red circle around each of these items and no circle around any other item.", + "The items that should NOT be packed remain on the table in their original positions and orientations and are never circled, never moved, never tilted, never picked up: open glass of water (reason: open liquid would spill); lit citronella candle (burning) (reason: an open flame is a fire hazard inside a wicker basket); full-size patio umbrella (~140cm) (reason: 140cm umbrella is far longer than the ~45cm basket).", + "Only the candidate items end up moved; the container itself stays in its starting position and orientation, with its top opening visibly oriented upward so packed items can be seen inside.", + "For video outputs: motion is one continuous physical take that ends with the correct items deposited inside the container interior. No jump cuts, teleporting, morphing, fades, or glitches.", + "Background, table surface, lighting, and camera viewpoint are unchanged from the input throughout the output. No labels, no text, no arrows, no debugging overlays, no captions.", + "Total count of items inside the container at the final frame equals the number of correct items (4); total count of items still on the table equals the number of wrong items (3)." + ] + }, + { + "id": "object_packing_lv3_008", + "answer": { + "container_type": "open laundry hamper (about 50cm tall, open top, interior visible)", + "items_summary": [ + { + "name": "dirty t-shirt", + "can_pack": true, + "reason": "dirty laundry, appropriate for a hamper" + }, + { + "name": "dirty jeans", + "can_pack": true, + "reason": "dirty laundry, appropriate for a hamper" + }, + { + "name": "used bath towel", + "can_pack": true, + "reason": "laundry, appropriate" + }, + { + "name": "pair of dirty socks", + "can_pack": true, + "reason": "laundry, appropriate" + }, + { + "name": "open bottle of bleach (no cap)", + "can_pack": false, + "reason": "open bleach would spill and damage the clothes" + }, + { + "name": "laptop computer", + "can_pack": false, + "reason": "an electronic device does not belong in a laundry hamper" + }, + { + "name": "floor mop (~150cm)", + "can_pack": false, + "reason": "150cm mop is far longer than the hamper" + } + ], + "correct_packed_names": [ + "dirty t-shirt", + "dirty jeans", + "used bath towel", + "pair of dirty socks" + ], + "wrong_items_with_reason": [ + { + "name": "open bottle of bleach (no cap)", + "reason": "open bleach would spill and damage the clothes" + }, + { + "name": "laptop computer", + "reason": "an electronic device does not belong in a laundry hamper" + }, + { + "name": "floor mop (~150cm)", + "reason": "150cm mop is far longer than the hamper" + } + ] + }, + "rubric": [ + "All starting elements from the input remain present and visually identifiable throughout the output: the open laundry hamper (about 50cm tall, open top, interior visible) and every candidate item (dirty t-shirt; dirty jeans; used bath towel; pair of dirty socks; open bottle of bleach (no cap); laptop computer; floor mop (~150cm)).", + "By the final frame the container holds exactly the items that SHOULD be packed: dirty t-shirt, dirty jeans, used bath towel, pair of dirty socks. For image outputs there is exactly one closed red circle around each of these items and no circle around any other item.", + "The items that should NOT be packed remain on the table in their original positions and orientations and are never circled, never moved, never tilted, never picked up: open bottle of bleach (no cap) (reason: open bleach would spill and damage the clothes); laptop computer (reason: an electronic device does not belong in a laundry hamper); floor mop (~150cm) (reason: 150cm mop is far longer than the hamper).", + "Only the candidate items end up moved; the container itself stays in its starting position and orientation, with its top opening visibly oriented upward so packed items can be seen inside.", + "For video outputs: motion is one continuous physical take that ends with the correct items deposited inside the container interior. No jump cuts, teleporting, morphing, fades, or glitches.", + "Background, table surface, lighting, and camera viewpoint are unchanged from the input throughout the output. No labels, no text, no arrows, no debugging overlays, no captions.", + "Total count of items inside the container at the final frame equals the number of correct items (4); total count of items still on the table equals the number of wrong items (3)." + ] + }, + { + "id": "object_packing_lv3_009", + "answer": { + "container_type": "open decorative gift bag (about 40cm tall, open top, interior visible)", + "items_summary": [ + { + "name": "boxed perfume", + "can_pack": true, + "reason": "fits, appropriate for a gift bag" + }, + { + "name": "folded silk scarf", + "can_pack": true, + "reason": "fits, appropriate" + }, + { + "name": "boxed chocolates", + "can_pack": true, + "reason": "fits, appropriate" + }, + { + "name": "greeting card", + "can_pack": true, + "reason": "fits, appropriate" + }, + { + "name": "open glass of champagne", + "can_pack": false, + "reason": "open liquid would spill in the bag" + }, + { + "name": "muddy garden trowel", + "can_pack": false, + "reason": "the muddy trowel would soil the clean gift items" + }, + { + "name": "full-size tennis racket (~68cm)", + "can_pack": false, + "reason": "68cm racket is far longer than the ~40cm bag" + } + ], + "correct_packed_names": [ + "boxed perfume", + "folded silk scarf", + "boxed chocolates", + "greeting card" + ], + "wrong_items_with_reason": [ + { + "name": "open glass of champagne", + "reason": "open liquid would spill in the bag" + }, + { + "name": "muddy garden trowel", + "reason": "the muddy trowel would soil the clean gift items" + }, + { + "name": "full-size tennis racket (~68cm)", + "reason": "68cm racket is far longer than the ~40cm bag" + } + ] + }, + "rubric": [ + "All starting elements from the input remain present and visually identifiable throughout the output: the open decorative gift bag (about 40cm tall, open top, interior visible) and every candidate item (boxed perfume; folded silk scarf; boxed chocolates; greeting card; open glass of champagne; muddy garden trowel; full-size tennis racket (~68cm)).", + "By the final frame the container holds exactly the items that SHOULD be packed: boxed perfume, folded silk scarf, boxed chocolates, greeting card. For image outputs there is exactly one closed red circle around each of these items and no circle around any other item.", + "The items that should NOT be packed remain on the table in their original positions and orientations and are never circled, never moved, never tilted, never picked up: open glass of champagne (reason: open liquid would spill in the bag); muddy garden trowel (reason: the muddy trowel would soil the clean gift items); full-size tennis racket (~68cm) (reason: 68cm racket is far longer than the ~40cm bag).", + "Only the candidate items end up moved; the container itself stays in its starting position and orientation, with its top opening visibly oriented upward so packed items can be seen inside.", + "For video outputs: motion is one continuous physical take that ends with the correct items deposited inside the container interior. No jump cuts, teleporting, morphing, fades, or glitches.", + "Background, table surface, lighting, and camera viewpoint are unchanged from the input throughout the output. No labels, no text, no arrows, no debugging overlays, no captions.", + "Total count of items inside the container at the final frame equals the number of correct items (4); total count of items still on the table equals the number of wrong items (3)." + ] + }, + { + "id": "object_packing_lv3_010", + "answer": { + "container_type": "open ceramic mixing bowl (about 30cm diameter, open top, interior visible)", + "items_summary": [ + { + "name": "apples", + "can_pack": true, + "reason": "fruit, fits in the bowl" + }, + { + "name": "bananas", + "can_pack": true, + "reason": "fruit, fits in the bowl" + }, + { + "name": "oranges", + "can_pack": true, + "reason": "fruit, fits in the bowl" + }, + { + "name": "lemons", + "can_pack": true, + "reason": "fruit, fits in the bowl" + }, + { + "name": "open bottle of cooking oil (no cap)", + "can_pack": false, + "reason": "open oil would spill over the fruit" + }, + { + "name": "frying pan with long handle (~50cm)", + "can_pack": false, + "reason": "the 50cm pan with handle is larger than the ~30cm bowl" + }, + { + "name": "lit tea-light candle (burning)", + "can_pack": false, + "reason": "an open flame must not be placed in a fruit bowl" + } + ], + "correct_packed_names": [ + "apples", + "bananas", + "oranges", + "lemons" + ], + "wrong_items_with_reason": [ + { + "name": "open bottle of cooking oil (no cap)", + "reason": "open oil would spill over the fruit" + }, + { + "name": "frying pan with long handle (~50cm)", + "reason": "the 50cm pan with handle is larger than the ~30cm bowl" + }, + { + "name": "lit tea-light candle (burning)", + "reason": "an open flame must not be placed in a fruit bowl" + } + ] + }, + "rubric": [ + "All starting elements from the input remain present and visually identifiable throughout the output: the open ceramic mixing bowl (about 30cm diameter, open top, interior visible) and every candidate item (apples; bananas; oranges; lemons; open bottle of cooking oil (no cap); frying pan with long handle (~50cm); lit tea-light candle (burning)).", + "By the final frame the container holds exactly the items that SHOULD be packed: apples, bananas, oranges, lemons. For image outputs there is exactly one closed red circle around each of these items and no circle around any other item.", + "The items that should NOT be packed remain on the table in their original positions and orientations and are never circled, never moved, never tilted, never picked up: open bottle of cooking oil (no cap) (reason: open oil would spill over the fruit); frying pan with long handle (~50cm) (reason: the 50cm pan with handle is larger than the ~30cm bowl); lit tea-light candle (burning) (reason: an open flame must not be placed in a fruit bowl).", + "Only the candidate items end up moved; the container itself stays in its starting position and orientation, with its top opening visibly oriented upward so packed items can be seen inside.", + "For video outputs: motion is one continuous physical take that ends with the correct items deposited inside the container interior. No jump cuts, teleporting, morphing, fades, or glitches.", + "Background, table surface, lighting, and camera viewpoint are unchanged from the input throughout the output. No labels, no text, no arrows, no debugging overlays, no captions.", + "Total count of items inside the container at the final frame equals the number of correct items (4); total count of items still on the table equals the number of wrong items (3)." + ] + } +] \ No newline at end of file diff --git a/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv1_001.txt b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv1_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..bc4894daac78ba553ea28647f070b3bb66a73a58 --- /dev/null +++ b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv1_001.txt @@ -0,0 +1,3 @@ +The input image shows a small brown cardboard moving box (about 30cm cube, top flaps open, interior visible) on a wooden table, surrounded by 3 candidate items: (1) folded blue cotton T-shirt; (2) hardcover novel; (3) wooden acoustic guitar (full size, ~100cm long). This is the ONLY container; any box, carton, bag, packaging, plate, or other container-like object among the candidate items is itself a candidate item to be judged, NOT the container, do not treat it as the container. +The task is to identify which subset of these candidate items can be packed INTO the container and which cannot. The container has GENEROUS capacity: every item that is size-appropriate AND semantically appropriate will fit inside together with room to spare, so total capacity is NOT a constraint. An item cannot be packed ONLY if (a) the item itself is too large to fit (single-item size-fit failure, regardless of what else is being packed) OR (b) the item is semantically inappropriate for the container (e.g. would spill, contaminate, damage, soil, or burn the intended contents / purpose). Use both size and semantic reasoning. +Output the same input image with exactly one closed red circle drawn around EACH item that CAN be packed. Draw NO circle around any item that cannot be packed, and draw NO circle around the container itself or anything else. Each correct item gets its own separate red circle. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv1_002.txt b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv1_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..0e3bc6a942cdbcef8f3356234ee0147cf4474072 --- /dev/null +++ b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv1_002.txt @@ -0,0 +1,3 @@ +The input image shows a open-top woven wicker basket (about 35cm wide, oval, interior visible) on a wooden table, surrounded by 3 candidate items: (1) ripe red apple; (2) yellow banana; (3) long wooden broom with a 130cm handle. This is the ONLY container; any box, carton, bag, packaging, plate, or other container-like object among the candidate items is itself a candidate item to be judged, NOT the container, do not treat it as the container. +The task is to identify which subset of these candidate items can be packed INTO the container and which cannot. The container has GENEROUS capacity: every item that is size-appropriate AND semantically appropriate will fit inside together with room to spare, so total capacity is NOT a constraint. An item cannot be packed ONLY if (a) the item itself is too large to fit (single-item size-fit failure, regardless of what else is being packed) OR (b) the item is semantically inappropriate for the container (e.g. would spill, contaminate, damage, soil, or burn the intended contents / purpose). Use both size and semantic reasoning. +Output the same input image with exactly one closed red circle drawn around EACH item that CAN be packed. Draw NO circle around any item that cannot be packed, and draw NO circle around the container itself or anything else. Each correct item gets its own separate red circle. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv1_003.txt b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv1_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..e5a448687060c9e7af1dc8227f915d83c6536bec --- /dev/null +++ b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv1_003.txt @@ -0,0 +1,3 @@ +The input image shows a shallow black plastic milk-crate (about 30x40x12cm deep, open top, interior visible) on a wooden table, surrounded by 3 candidate items: (1) stack of three paperback books; (2) A4 manila document folder; (3) stainless-steel desk lamp with a 45cm tall arm. This is the ONLY container; any box, carton, bag, packaging, plate, or other container-like object among the candidate items is itself a candidate item to be judged, NOT the container, do not treat it as the container. +The task is to identify which subset of these candidate items can be packed INTO the container and which cannot. The container has GENEROUS capacity: every item that is size-appropriate AND semantically appropriate will fit inside together with room to spare, so total capacity is NOT a constraint. An item cannot be packed ONLY if (a) the item itself is too large to fit (single-item size-fit failure, regardless of what else is being packed) OR (b) the item is semantically inappropriate for the container (e.g. would spill, contaminate, damage, soil, or burn the intended contents / purpose). Use both size and semantic reasoning. +Output the same input image with exactly one closed red circle drawn around EACH item that CAN be packed. Draw NO circle around any item that cannot be packed, and draw NO circle around the container itself or anything else. Each correct item gets its own separate red circle. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv1_004.txt b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv1_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..2dac53ec2f926fe1dc82308810ebbbe24b6f7440 --- /dev/null +++ b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv1_004.txt @@ -0,0 +1,3 @@ +The input image shows a open glass jar (about 12cm tall, ~5cm narrow mouth, smaller than a chicken egg, interior visible) on a wooden table, surrounded by 3 candidate items: (1) small handful of dried almonds; (2) thin cinnamon stick; (3) ripe orange about 9cm diameter. This is the ONLY container; any box, carton, bag, packaging, plate, or other container-like object among the candidate items is itself a candidate item to be judged, NOT the container, do not treat it as the container. +The task is to identify which subset of these candidate items can be packed INTO the container and which cannot. The container has GENEROUS capacity: every item that is size-appropriate AND semantically appropriate will fit inside together with room to spare, so total capacity is NOT a constraint. An item cannot be packed ONLY if (a) the item itself is too large to fit (single-item size-fit failure, regardless of what else is being packed) OR (b) the item is semantically inappropriate for the container (e.g. would spill, contaminate, damage, soil, or burn the intended contents / purpose). Use both size and semantic reasoning. +Output the same input image with exactly one closed red circle drawn around EACH item that CAN be packed. Draw NO circle around any item that cannot be packed, and draw NO circle around the container itself or anything else. Each correct item gets its own separate red circle. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv1_005.txt b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv1_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..ed1a0469e20527c34aca24b171636cb73d9179f5 --- /dev/null +++ b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv1_005.txt @@ -0,0 +1,3 @@ +The input image shows a large white ceramic salad bowl (about 25cm diameter, open top) on a wooden table, surrounded by 3 candidate items: (1) small head of butter lettuce (compact, ~12cm); (2) two ripe red tomatoes; (3) long French baguette about 55cm. This is the ONLY container; any box, carton, bag, packaging, plate, or other container-like object among the candidate items is itself a candidate item to be judged, NOT the container, do not treat it as the container. +The task is to identify which subset of these candidate items can be packed INTO the container and which cannot. The container has GENEROUS capacity: every item that is size-appropriate AND semantically appropriate will fit inside together with room to spare, so total capacity is NOT a constraint. An item cannot be packed ONLY if (a) the item itself is too large to fit (single-item size-fit failure, regardless of what else is being packed) OR (b) the item is semantically inappropriate for the container (e.g. would spill, contaminate, damage, soil, or burn the intended contents / purpose). Use both size and semantic reasoning. +Output the same input image with exactly one closed red circle drawn around EACH item that CAN be packed. Draw NO circle around any item that cannot be packed, and draw NO circle around the container itself or anything else. Each correct item gets its own separate red circle. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv1_006.txt b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv1_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..059e55217b5028b83a3d3788cd2866cf671e179b --- /dev/null +++ b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv1_006.txt @@ -0,0 +1,3 @@ +The input image shows a open red plastic toolbox tray (about 35x18x10cm, lid flipped back, interior visible) on a wooden table, surrounded by 3 candidate items: (1) small claw hammer; (2) flat screwdriver; (3) long aluminium step ladder about 150cm tall. This is the ONLY container; any box, carton, bag, packaging, plate, or other container-like object among the candidate items is itself a candidate item to be judged, NOT the container, do not treat it as the container. +The task is to identify which subset of these candidate items can be packed INTO the container and which cannot. The container has GENEROUS capacity: every item that is size-appropriate AND semantically appropriate will fit inside together with room to spare, so total capacity is NOT a constraint. An item cannot be packed ONLY if (a) the item itself is too large to fit (single-item size-fit failure, regardless of what else is being packed) OR (b) the item is semantically inappropriate for the container (e.g. would spill, contaminate, damage, soil, or burn the intended contents / purpose). Use both size and semantic reasoning. +Output the same input image with exactly one closed red circle drawn around EACH item that CAN be packed. Draw NO circle around any item that cannot be packed, and draw NO circle around the container itself or anything else. Each correct item gets its own separate red circle. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv1_007.txt b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv1_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..d1a958d3869762ce90a57cf8268457fef69da09e --- /dev/null +++ b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv1_007.txt @@ -0,0 +1,3 @@ +The input image shows a open ceramic fruit bowl (about 28cm diameter, open top, interior visible) on a wooden table, surrounded by 3 candidate items: (1) ripe yellow pear; (2) ripe peach; (3) long stalk of sugarcane about 80cm long. This is the ONLY container; any box, carton, bag, packaging, plate, or other container-like object among the candidate items is itself a candidate item to be judged, NOT the container, do not treat it as the container. +The task is to identify which subset of these candidate items can be packed INTO the container and which cannot. The container has GENEROUS capacity: every item that is size-appropriate AND semantically appropriate will fit inside together with room to spare, so total capacity is NOT a constraint. An item cannot be packed ONLY if (a) the item itself is too large to fit (single-item size-fit failure, regardless of what else is being packed) OR (b) the item is semantically inappropriate for the container (e.g. would spill, contaminate, damage, soil, or burn the intended contents / purpose). Use both size and semantic reasoning. +Output the same input image with exactly one closed red circle drawn around EACH item that CAN be packed. Draw NO circle around any item that cannot be packed, and draw NO circle around the container itself or anything else. Each correct item gets its own separate red circle. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv1_008.txt b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv1_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..60a3db3621169dce32afd8c25660c345ddfc5bb0 --- /dev/null +++ b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv1_008.txt @@ -0,0 +1,3 @@ +The input image shows a open small drawstring gym bag (about 30cm tall, drawstring open, interior visible) on a wooden table, surrounded by 3 candidate items: (1) folded white sports t-shirt; (2) pair of rolled cotton ankle socks; (3) full-length wooden javelin about 200cm long. This is the ONLY container; any box, carton, bag, packaging, plate, or other container-like object among the candidate items is itself a candidate item to be judged, NOT the container, do not treat it as the container. +The task is to identify which subset of these candidate items can be packed INTO the container and which cannot. The container has GENEROUS capacity: every item that is size-appropriate AND semantically appropriate will fit inside together with room to spare, so total capacity is NOT a constraint. An item cannot be packed ONLY if (a) the item itself is too large to fit (single-item size-fit failure, regardless of what else is being packed) OR (b) the item is semantically inappropriate for the container (e.g. would spill, contaminate, damage, soil, or burn the intended contents / purpose). Use both size and semantic reasoning. +Output the same input image with exactly one closed red circle drawn around EACH item that CAN be packed. Draw NO circle around any item that cannot be packed, and draw NO circle around the container itself or anything else. Each correct item gets its own separate red circle. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv1_009.txt b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv1_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..b7d8433b781fa47ff6aafa46878242523962f5aa --- /dev/null +++ b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv1_009.txt @@ -0,0 +1,3 @@ +The input image shows a open small jewellery tray with felt lining (about 20x15x3cm, interior visible) on a wooden table, surrounded by 3 candidate items: (1) thin silver chain necklace; (2) pair of small gold stud earrings; (3) tall full-size bowling pin about 38cm tall. This is the ONLY container; any box, carton, bag, packaging, plate, or other container-like object among the candidate items is itself a candidate item to be judged, NOT the container, do not treat it as the container. +The task is to identify which subset of these candidate items can be packed INTO the container and which cannot. The container has GENEROUS capacity: every item that is size-appropriate AND semantically appropriate will fit inside together with room to spare, so total capacity is NOT a constraint. An item cannot be packed ONLY if (a) the item itself is too large to fit (single-item size-fit failure, regardless of what else is being packed) OR (b) the item is semantically inappropriate for the container (e.g. would spill, contaminate, damage, soil, or burn the intended contents / purpose). Use both size and semantic reasoning. +Output the same input image with exactly one closed red circle drawn around EACH item that CAN be packed. Draw NO circle around any item that cannot be packed, and draw NO circle around the container itself or anything else. Each correct item gets its own separate red circle. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv1_010.txt b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv1_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..233e9b87d04dc908eae1ccf90087e881b4606f31 --- /dev/null +++ b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv1_010.txt @@ -0,0 +1,3 @@ +The input image shows a open small metal mailbox bin (about 30x20x15cm, lid lifted back, interior visible) on a wooden table, surrounded by 3 candidate items: (1) small white envelope; (2) padded brown bubble mailer; (3) long rolled poster tube about 90cm long. This is the ONLY container; any box, carton, bag, packaging, plate, or other container-like object among the candidate items is itself a candidate item to be judged, NOT the container, do not treat it as the container. +The task is to identify which subset of these candidate items can be packed INTO the container and which cannot. The container has GENEROUS capacity: every item that is size-appropriate AND semantically appropriate will fit inside together with room to spare, so total capacity is NOT a constraint. An item cannot be packed ONLY if (a) the item itself is too large to fit (single-item size-fit failure, regardless of what else is being packed) OR (b) the item is semantically inappropriate for the container (e.g. would spill, contaminate, damage, soil, or burn the intended contents / purpose). Use both size and semantic reasoning. +Output the same input image with exactly one closed red circle drawn around EACH item that CAN be packed. Draw NO circle around any item that cannot be packed, and draw NO circle around the container itself or anything else. Each correct item gets its own separate red circle. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv2_001.txt b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv2_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..07c17bab274b8609b59dd32adf622acdbf289df6 --- /dev/null +++ b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv2_001.txt @@ -0,0 +1,3 @@ +The input image shows a beige canvas cloth tote bag (soft fabric, about 30cm tall, top held open, interior empty and visible), sitting open in the centre of the frame, surrounded by 4 candidate items: (1) a plastic bag of loose potatoes; (2) a plastic bag of carrots; (3) a glass of red wine (full, open); (4) a closed black long umbrella (~90cm). This is the ONLY container; any box, carton, bag, packaging, plate, or other container-like object among the candidate items is itself a candidate item to be judged, NOT the container, do not treat it as the container. +The task is to identify which subset of these candidate items can be packed INTO the container and which cannot. The container has GENEROUS capacity: every item that is size-appropriate AND semantically appropriate will fit inside together with room to spare, so total capacity is NOT a constraint. An item cannot be packed ONLY if (a) the item itself is too large to fit (single-item size-fit failure, regardless of what else is being packed) OR (b) the item is semantically inappropriate for the container (e.g. would spill, contaminate, damage, soil, or burn the intended contents / purpose). Use both size and semantic reasoning. +Output the same input image with exactly one closed red circle drawn around EACH item that CAN be packed. Draw NO circle around any item that cannot be packed, and draw NO circle around the container itself or anything else. Each correct item gets its own separate red circle. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv2_002.txt b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv2_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..1c45818f27b4246e88b5a4721b04ffe435748d59 --- /dev/null +++ b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv2_002.txt @@ -0,0 +1,3 @@ +The input image shows a beige canvas cloth tote bag (soft fabric, about 30cm tall, top held open, interior empty and visible), sitting open in the centre of the frame, surrounded by 4 candidate items: (1) a sealed bag of dried pasta; (2) a sealed 1-litre orange juice carton; (3) a steel claw hammer; (4) a long-handled broom (~120cm). This is the ONLY container; any box, carton, bag, packaging, plate, or other container-like object among the candidate items is itself a candidate item to be judged, NOT the container, do not treat it as the container. +The task is to identify which subset of these candidate items can be packed INTO the container and which cannot. The container has GENEROUS capacity: every item that is size-appropriate AND semantically appropriate will fit inside together with room to spare, so total capacity is NOT a constraint. An item cannot be packed ONLY if (a) the item itself is too large to fit (single-item size-fit failure, regardless of what else is being packed) OR (b) the item is semantically inappropriate for the container (e.g. would spill, contaminate, damage, soil, or burn the intended contents / purpose). Use both size and semantic reasoning. +Output the same input image with exactly one closed red circle drawn around EACH item that CAN be packed. Draw NO circle around any item that cannot be packed, and draw NO circle around the container itself or anything else. Each correct item gets its own separate red circle. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv2_003.txt b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv2_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..2c478c6039f97415723c866c20900d5a20d8a318 --- /dev/null +++ b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv2_003.txt @@ -0,0 +1,3 @@ +The input image shows a clear glass wide-mouth jar (about 18cm tall, fully open round mouth, interior empty and visible), sitting open in the centre of the frame, surrounded by 4 candidate items: (1) a gingerbread-man cookie; (2) a slice of chocolate layer cake on a small plate; (3) a flat brown cardboard pizza box (~33cm square); (4) a chocolate-chip cookie. This is the ONLY container; any box, carton, bag, packaging, plate, or other container-like object among the candidate items is itself a candidate item to be judged, NOT the container, do not treat it as the container. +The task is to identify which subset of these candidate items can be packed INTO the container and which cannot. The container has GENEROUS capacity: every item that is size-appropriate AND semantically appropriate will fit inside together with room to spare, so total capacity is NOT a constraint. An item cannot be packed ONLY if (a) the item itself is too large to fit (single-item size-fit failure, regardless of what else is being packed) OR (b) the item is semantically inappropriate for the container (e.g. would spill, contaminate, damage, soil, or burn the intended contents / purpose). Use both size and semantic reasoning. +Output the same input image with exactly one closed red circle drawn around EACH item that CAN be packed. Draw NO circle around any item that cannot be packed, and draw NO circle around the container itself or anything else. Each correct item gets its own separate red circle. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv2_004.txt b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv2_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..3dbe7094ad5349105c4a99e442243c1d9db91240 --- /dev/null +++ b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv2_004.txt @@ -0,0 +1,3 @@ +The input image shows a beige canvas cloth tote bag (soft fabric, about 30cm tall, top held open, interior empty and visible), sitting open in the centre of the frame, surrounded by 4 candidate items: (1) an open white parasol / umbrella; (2) a glass of lemonade (full, open); (3) a plastic bottle of sunscreen; (4) a rolled-up striped beach towel. This is the ONLY container; any box, carton, bag, packaging, plate, or other container-like object among the candidate items is itself a candidate item to be judged, NOT the container, do not treat it as the container. +The task is to identify which subset of these candidate items can be packed INTO the container and which cannot. The container has GENEROUS capacity: every item that is size-appropriate AND semantically appropriate will fit inside together with room to spare, so total capacity is NOT a constraint. An item cannot be packed ONLY if (a) the item itself is too large to fit (single-item size-fit failure, regardless of what else is being packed) OR (b) the item is semantically inappropriate for the container (e.g. would spill, contaminate, damage, soil, or burn the intended contents / purpose). Use both size and semantic reasoning. +Output the same input image with exactly one closed red circle drawn around EACH item that CAN be packed. Draw NO circle around any item that cannot be packed, and draw NO circle around the container itself or anything else. Each correct item gets its own separate red circle. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv2_005.txt b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv2_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..583470b0a4ce8ef8cc1c8955ca42adba9fcc6c04 --- /dev/null +++ b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv2_005.txt @@ -0,0 +1,3 @@ +The input image shows a beige canvas cloth tote bag (soft fabric, about 30cm tall, top held open, interior empty and visible), sitting open in the centre of the frame, surrounded by 4 candidate items: (1) a bag of sliced bread; (2) a long-handled mop (~120cm); (3) a mesh bag of apples; (4) a paper cup of hot black coffee (full, open). This is the ONLY container; any box, carton, bag, packaging, plate, or other container-like object among the candidate items is itself a candidate item to be judged, NOT the container, do not treat it as the container. +The task is to identify which subset of these candidate items can be packed INTO the container and which cannot. The container has GENEROUS capacity: every item that is size-appropriate AND semantically appropriate will fit inside together with room to spare, so total capacity is NOT a constraint. An item cannot be packed ONLY if (a) the item itself is too large to fit (single-item size-fit failure, regardless of what else is being packed) OR (b) the item is semantically inappropriate for the container (e.g. would spill, contaminate, damage, soil, or burn the intended contents / purpose). Use both size and semantic reasoning. +Output the same input image with exactly one closed red circle drawn around EACH item that CAN be packed. Draw NO circle around any item that cannot be packed, and draw NO circle around the container itself or anything else. Each correct item gets its own separate red circle. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv2_006.txt b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv2_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..c23e3ba400a773a2142ac27bdf9066a809b19d47 --- /dev/null +++ b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv2_006.txt @@ -0,0 +1,3 @@ +The input image shows a cream-glazed ceramic crock / utensil holder (cylindrical, about 15cm tall, open top, interior empty and visible), sitting open in the centre of the frame, surrounded by 4 candidate items: (1) a wooden cooking spoon; (2) a black silicone spatula; (3) a wet soapy scrub sponge; (4) a long wooden dowel / rod (~90cm). This is the ONLY container; any box, carton, bag, packaging, plate, or other container-like object among the candidate items is itself a candidate item to be judged, NOT the container, do not treat it as the container. +The task is to identify which subset of these candidate items can be packed INTO the container and which cannot. The container has GENEROUS capacity: every item that is size-appropriate AND semantically appropriate will fit inside together with room to spare, so total capacity is NOT a constraint. An item cannot be packed ONLY if (a) the item itself is too large to fit (single-item size-fit failure, regardless of what else is being packed) OR (b) the item is semantically inappropriate for the container (e.g. would spill, contaminate, damage, soil, or burn the intended contents / purpose). Use both size and semantic reasoning. +Output the same input image with exactly one closed red circle drawn around EACH item that CAN be packed. Draw NO circle around any item that cannot be packed, and draw NO circle around the container itself or anything else. Each correct item gets its own separate red circle. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv2_007.txt b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv2_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..9cd40d503fb84feef555b9ff3f21c95be55b7fa6 --- /dev/null +++ b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv2_007.txt @@ -0,0 +1,3 @@ +The input image shows an open kraft-paper shoe box (cardboard, about 33x20x12cm, lid lifted off, interior empty and visible), sitting open in the centre of the frame, surrounded by 4 candidate items: (1) a pair of black leather loafers; (2) an open jar of honey (no lid); (3) a desk globe on a stand (~25cm tall); (4) a folded dark microfibre cloth. This is the ONLY container; any box, carton, bag, packaging, plate, or other container-like object among the candidate items is itself a candidate item to be judged, NOT the container, do not treat it as the container. +The task is to identify which subset of these candidate items can be packed INTO the container and which cannot. The container has GENEROUS capacity: every item that is size-appropriate AND semantically appropriate will fit inside together with room to spare, so total capacity is NOT a constraint. An item cannot be packed ONLY if (a) the item itself is too large to fit (single-item size-fit failure, regardless of what else is being packed) OR (b) the item is semantically inappropriate for the container (e.g. would spill, contaminate, damage, soil, or burn the intended contents / purpose). Use both size and semantic reasoning. +Output the same input image with exactly one closed red circle drawn around EACH item that CAN be packed. Draw NO circle around any item that cannot be packed, and draw NO circle around the container itself or anything else. Each correct item gets its own separate red circle. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv2_008.txt b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv2_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..f8ae5222078d017d50976e95ff976c43ea9ee8c9 --- /dev/null +++ b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv2_008.txt @@ -0,0 +1,3 @@ +The input image shows a open white ceramic fruit bowl (about 28cm diameter, open top, interior visible) on a wooden table, surrounded by 4 candidate items: (1) ripe yellow mango; (2) small bunch of green grapes; (3) full-size badminton racket (~67cm); (4) open mug of hot black coffee. This is the ONLY container; any box, carton, bag, packaging, plate, or other container-like object among the candidate items is itself a candidate item to be judged, NOT the container, do not treat it as the container. +The task is to identify which subset of these candidate items can be packed INTO the container and which cannot. The container has GENEROUS capacity: every item that is size-appropriate AND semantically appropriate will fit inside together with room to spare, so total capacity is NOT a constraint. An item cannot be packed ONLY if (a) the item itself is too large to fit (single-item size-fit failure, regardless of what else is being packed) OR (b) the item is semantically inappropriate for the container (e.g. would spill, contaminate, damage, soil, or burn the intended contents / purpose). Use both size and semantic reasoning. +Output the same input image with exactly one closed red circle drawn around EACH item that CAN be packed. Draw NO circle around any item that cannot be packed, and draw NO circle around the container itself or anything else. Each correct item gets its own separate red circle. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv2_009.txt b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv2_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..4181f0b1928dbd6f44991ca29505db38b66c392c --- /dev/null +++ b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv2_009.txt @@ -0,0 +1,3 @@ +The input image shows a open woven wicker laundry basket (about 45cm tall, open top, interior visible) on a wooden table, surrounded by 4 candidate items: (1) folded bath towel; (2) balled-up pair of socks; (3) open carton of milk (no cap); (4) full-size floor lamp (~120cm). This is the ONLY container; any box, carton, bag, packaging, plate, or other container-like object among the candidate items is itself a candidate item to be judged, NOT the container, do not treat it as the container. +The task is to identify which subset of these candidate items can be packed INTO the container and which cannot. The container has GENEROUS capacity: every item that is size-appropriate AND semantically appropriate will fit inside together with room to spare, so total capacity is NOT a constraint. An item cannot be packed ONLY if (a) the item itself is too large to fit (single-item size-fit failure, regardless of what else is being packed) OR (b) the item is semantically inappropriate for the container (e.g. would spill, contaminate, damage, soil, or burn the intended contents / purpose). Use both size and semantic reasoning. +Output the same input image with exactly one closed red circle drawn around EACH item that CAN be packed. Draw NO circle around any item that cannot be packed, and draw NO circle around the container itself or anything else. Each correct item gets its own separate red circle. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv2_010.txt b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv2_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..89ed33ffe44c5ad66f149143b2c96ff1b054c6c3 --- /dev/null +++ b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv2_010.txt @@ -0,0 +1,3 @@ +The input image shows a open wide-mouth glass cookie jar (about 25cm tall, open top, interior visible) on a wooden table, surrounded by 4 candidate items: (1) a few wrapped hard candies; (2) a stack of round biscuits; (3) wet dripping paint brush; (4) rolled-up yoga mat (~60cm). This is the ONLY container; any box, carton, bag, packaging, plate, or other container-like object among the candidate items is itself a candidate item to be judged, NOT the container, do not treat it as the container. +The task is to identify which subset of these candidate items can be packed INTO the container and which cannot. The container has GENEROUS capacity: every item that is size-appropriate AND semantically appropriate will fit inside together with room to spare, so total capacity is NOT a constraint. An item cannot be packed ONLY if (a) the item itself is too large to fit (single-item size-fit failure, regardless of what else is being packed) OR (b) the item is semantically inappropriate for the container (e.g. would spill, contaminate, damage, soil, or burn the intended contents / purpose). Use both size and semantic reasoning. +Output the same input image with exactly one closed red circle drawn around EACH item that CAN be packed. Draw NO circle around any item that cannot be packed, and draw NO circle around the container itself or anything else. Each correct item gets its own separate red circle. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv3_001.txt b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv3_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..afa6236fda27c7220c561e01ac75d21f3aec857e --- /dev/null +++ b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv3_001.txt @@ -0,0 +1,3 @@ +The input image shows a large brown corrugated-cardboard moving box (about 50x40x40cm, top flaps folded open, interior empty and visible), sitting open in the centre of the frame, surrounded by 7 candidate items: (1) a glass of red wine (full, open); (2) a fishing rod (~150cm); (3) a folded grey wool sweater; (4) a folded pair of jeans; (5) a wet soapy sponge; (6) a bowl of cooked spaghetti in sauce; (7) a folded blue dress shirt. This is the ONLY container; any box, carton, bag, packaging, plate, or other container-like object among the candidate items is itself a candidate item to be judged, NOT the container, do not treat it as the container. +The task is to identify which subset of these candidate items can be packed INTO the container and which cannot. The container has GENEROUS capacity: every item that is size-appropriate AND semantically appropriate will fit inside together with room to spare, so total capacity is NOT a constraint. An item cannot be packed ONLY if (a) the item itself is too large to fit (single-item size-fit failure, regardless of what else is being packed) OR (b) the item is semantically inappropriate for the container (e.g. would spill, contaminate, damage, soil, or burn the intended contents / purpose). Use both size and semantic reasoning. +Output the same input image with exactly one closed red circle drawn around EACH item that CAN be packed. Draw NO circle around any item that cannot be packed, and draw NO circle around the container itself or anything else. Each correct item gets its own separate red circle. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv3_002.txt b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv3_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..5045ab8ffca1dad084363abcda4710cbbdda810b --- /dev/null +++ b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv3_002.txt @@ -0,0 +1,3 @@ +The input image shows an open hard-shell rolling suitcase (rigid plastic, about 70x45x25cm, lid flipped fully open, interior empty and visible), sitting open in the centre of the frame, surrounded by 7 candidate items: (1) a folded black puffer jacket; (2) a folded pair of jeans; (3) a small zippered cosmetic pouch; (4) a closed black long umbrella; (5) a microwave oven (~45cm wide); (6) a ceramic mug of hot coffee (full, open); (7) a bouquet of fresh flowers. This is the ONLY container; any box, carton, bag, packaging, plate, or other container-like object among the candidate items is itself a candidate item to be judged, NOT the container, do not treat it as the container. +The task is to identify which subset of these candidate items can be packed INTO the container and which cannot. The container has GENEROUS capacity: every item that is size-appropriate AND semantically appropriate will fit inside together with room to spare, so total capacity is NOT a constraint. An item cannot be packed ONLY if (a) the item itself is too large to fit (single-item size-fit failure, regardless of what else is being packed) OR (b) the item is semantically inappropriate for the container (e.g. would spill, contaminate, damage, soil, or burn the intended contents / purpose). Use both size and semantic reasoning. +Output the same input image with exactly one closed red circle drawn around EACH item that CAN be packed. Draw NO circle around any item that cannot be packed, and draw NO circle around the container itself or anything else. Each correct item gets its own separate red circle. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv3_003.txt b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv3_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..b585173331bb2a02f655b6430049cce4bfd42d0e --- /dev/null +++ b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv3_003.txt @@ -0,0 +1,3 @@ +The input image shows an open-top woven wicker picnic basket (rattan, rectangular, about 40x30cm, interior empty and visible), sitting open in the centre of the frame, surrounded by 7 candidate items: (1) a white bowling pin; (2) an open jar of honey (no lid); (3) a wet soapy sponge; (4) a folding pocket knife; (5) a round compact mirror; (6) a tube of lipstick; (7) a marker pen. This is the ONLY container; any box, carton, bag, packaging, plate, or other container-like object among the candidate items is itself a candidate item to be judged, NOT the container, do not treat it as the container. +The task is to identify which subset of these candidate items can be packed INTO the container and which cannot. The container has GENEROUS capacity: every item that is size-appropriate AND semantically appropriate will fit inside together with room to spare, so total capacity is NOT a constraint. An item cannot be packed ONLY if (a) the item itself is too large to fit (single-item size-fit failure, regardless of what else is being packed) OR (b) the item is semantically inappropriate for the container (e.g. would spill, contaminate, damage, soil, or burn the intended contents / purpose). Use both size and semantic reasoning. +Output the same input image with exactly one closed red circle drawn around EACH item that CAN be packed. Draw NO circle around any item that cannot be packed, and draw NO circle around the container itself or anything else. Each correct item gets its own separate red circle. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv3_004.txt b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv3_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..2468aa4fb141b2c866fe9f288b2bcd6248143add --- /dev/null +++ b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv3_004.txt @@ -0,0 +1,3 @@ +The input image shows an open hiking backpack (grey fabric, main compartment unzipped and held open, interior empty and visible), sitting open in the centre of the frame, surrounded by 7 candidate items: (1) a raw salmon fillet on a plate; (2) a bowl of hot stew; (3) a folded paper map; (4) a wooden hiking pole (~120cm); (5) a glass of red wine (full, open); (6) a sealed metal water bottle; (7) a wrapped energy bar. This is the ONLY container; any box, carton, bag, packaging, plate, or other container-like object among the candidate items is itself a candidate item to be judged, NOT the container, do not treat it as the container. +The task is to identify which subset of these candidate items can be packed INTO the container and which cannot. The container has GENEROUS capacity: every item that is size-appropriate AND semantically appropriate will fit inside together with room to spare, so total capacity is NOT a constraint. An item cannot be packed ONLY if (a) the item itself is too large to fit (single-item size-fit failure, regardless of what else is being packed) OR (b) the item is semantically inappropriate for the container (e.g. would spill, contaminate, damage, soil, or burn the intended contents / purpose). Use both size and semantic reasoning. +Output the same input image with exactly one closed red circle drawn around EACH item that CAN be packed. Draw NO circle around any item that cannot be packed, and draw NO circle around the container itself or anything else. Each correct item gets its own separate red circle. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv3_005.txt b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv3_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..e41ea98cba904b8c2094ac1af5503e5cf8705348 --- /dev/null +++ b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv3_005.txt @@ -0,0 +1,3 @@ +The input image shows a green canvas garden tote / tool bag (soft fabric, about 30cm tall, top open, interior empty and visible), sitting open in the centre of the frame, surrounded by 7 candidate items: (1) a glazed ceramic vase; (2) a ceramic plate; (3) a pair of garden gloves; (4) a paper seed packet; (5) a metal garden trowel; (6) a long-handled rake / hoe (~120cm); (7) a small potted green seedling. This is the ONLY container; any box, carton, bag, packaging, plate, or other container-like object among the candidate items is itself a candidate item to be judged, NOT the container, do not treat it as the container. +The task is to identify which subset of these candidate items can be packed INTO the container and which cannot. The container has GENEROUS capacity: every item that is size-appropriate AND semantically appropriate will fit inside together with room to spare, so total capacity is NOT a constraint. An item cannot be packed ONLY if (a) the item itself is too large to fit (single-item size-fit failure, regardless of what else is being packed) OR (b) the item is semantically inappropriate for the container (e.g. would spill, contaminate, damage, soil, or burn the intended contents / purpose). Use both size and semantic reasoning. +Output the same input image with exactly one closed red circle drawn around EACH item that CAN be packed. Draw NO circle around any item that cannot be packed, and draw NO circle around the container itself or anything else. Each correct item gets its own separate red circle. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv3_006.txt b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv3_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..09dc0e99f695774c491423950d61d98e32da5c37 --- /dev/null +++ b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv3_006.txt @@ -0,0 +1,3 @@ +The input image shows a large open plastic storage tote (about 60x40x35cm, lid open, interior empty and visible) on a wooden table, surrounded by 7 candidate items: (1) folded fleece blanket; (2) stack of paperback books; (3) boxed board game; (4) pair of clean sneakers; (5) open can of wet paint (lid off); (6) floor-standing coat rack (~170cm); (7) bowl of hot soup. This is the ONLY container; any box, carton, bag, packaging, plate, or other container-like object among the candidate items is itself a candidate item to be judged, NOT the container, do not treat it as the container. +The task is to identify which subset of these candidate items can be packed INTO the container and which cannot. The container has GENEROUS capacity: every item that is size-appropriate AND semantically appropriate will fit inside together with room to spare, so total capacity is NOT a constraint. An item cannot be packed ONLY if (a) the item itself is too large to fit (single-item size-fit failure, regardless of what else is being packed) OR (b) the item is semantically inappropriate for the container (e.g. would spill, contaminate, damage, soil, or burn the intended contents / purpose). Use both size and semantic reasoning. +Output the same input image with exactly one closed red circle drawn around EACH item that CAN be packed. Draw NO circle around any item that cannot be packed, and draw NO circle around the container itself or anything else. Each correct item gets its own separate red circle. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv3_007.txt b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv3_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..2b1e1a7a28cff425390d7a031e9f088a6cb71c00 --- /dev/null +++ b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv3_007.txt @@ -0,0 +1,3 @@ +The input image shows a open wicker picnic basket (about 45cm long, open top, interior visible) on a wooden table, surrounded by 7 candidate items: (1) wrapped block of cheese; (2) sealed bottle of wine; (3) bag of apples; (4) boxed crackers; (5) open glass of water; (6) lit citronella candle (burning); (7) full-size patio umbrella (~140cm). This is the ONLY container; any box, carton, bag, packaging, plate, or other container-like object among the candidate items is itself a candidate item to be judged, NOT the container, do not treat it as the container. +The task is to identify which subset of these candidate items can be packed INTO the container and which cannot. The container has GENEROUS capacity: every item that is size-appropriate AND semantically appropriate will fit inside together with room to spare, so total capacity is NOT a constraint. An item cannot be packed ONLY if (a) the item itself is too large to fit (single-item size-fit failure, regardless of what else is being packed) OR (b) the item is semantically inappropriate for the container (e.g. would spill, contaminate, damage, soil, or burn the intended contents / purpose). Use both size and semantic reasoning. +Output the same input image with exactly one closed red circle drawn around EACH item that CAN be packed. Draw NO circle around any item that cannot be packed, and draw NO circle around the container itself or anything else. Each correct item gets its own separate red circle. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv3_008.txt b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv3_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..d0ed85f1ba84c6b11c749931a45eda4fa4c8223f --- /dev/null +++ b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv3_008.txt @@ -0,0 +1,3 @@ +The input image shows a open laundry hamper (about 50cm tall, open top, interior visible) on a wooden table, surrounded by 7 candidate items: (1) dirty t-shirt; (2) dirty jeans; (3) used bath towel; (4) pair of dirty socks; (5) open bottle of bleach (no cap); (6) laptop computer; (7) floor mop (~150cm). This is the ONLY container; any box, carton, bag, packaging, plate, or other container-like object among the candidate items is itself a candidate item to be judged, NOT the container, do not treat it as the container. +The task is to identify which subset of these candidate items can be packed INTO the container and which cannot. The container has GENEROUS capacity: every item that is size-appropriate AND semantically appropriate will fit inside together with room to spare, so total capacity is NOT a constraint. An item cannot be packed ONLY if (a) the item itself is too large to fit (single-item size-fit failure, regardless of what else is being packed) OR (b) the item is semantically inappropriate for the container (e.g. would spill, contaminate, damage, soil, or burn the intended contents / purpose). Use both size and semantic reasoning. +Output the same input image with exactly one closed red circle drawn around EACH item that CAN be packed. Draw NO circle around any item that cannot be packed, and draw NO circle around the container itself or anything else. Each correct item gets its own separate red circle. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv3_009.txt b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv3_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..d48da77e077c7c353de942e9383f60a59a88e5ba --- /dev/null +++ b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv3_009.txt @@ -0,0 +1,3 @@ +The input image shows a open decorative gift bag (about 40cm tall, open top, interior visible) on a wooden table, surrounded by 7 candidate items: (1) boxed perfume; (2) folded silk scarf; (3) boxed chocolates; (4) greeting card; (5) open glass of champagne; (6) muddy garden trowel; (7) full-size tennis racket (~68cm). This is the ONLY container; any box, carton, bag, packaging, plate, or other container-like object among the candidate items is itself a candidate item to be judged, NOT the container, do not treat it as the container. +The task is to identify which subset of these candidate items can be packed INTO the container and which cannot. The container has GENEROUS capacity: every item that is size-appropriate AND semantically appropriate will fit inside together with room to spare, so total capacity is NOT a constraint. An item cannot be packed ONLY if (a) the item itself is too large to fit (single-item size-fit failure, regardless of what else is being packed) OR (b) the item is semantically inappropriate for the container (e.g. would spill, contaminate, damage, soil, or burn the intended contents / purpose). Use both size and semantic reasoning. +Output the same input image with exactly one closed red circle drawn around EACH item that CAN be packed. Draw NO circle around any item that cannot be packed, and draw NO circle around the container itself or anything else. Each correct item gets its own separate red circle. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv3_010.txt b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv3_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..a134ad48a14bd291f34621fbae515ff0d9135ae7 --- /dev/null +++ b/bench_data/object_packing/prompt/image_gen_prompt/object_packing_lv3_010.txt @@ -0,0 +1,3 @@ +The input image shows a open ceramic mixing bowl (about 30cm diameter, open top, interior visible) on a wooden table, surrounded by 7 candidate items: (1) apples; (2) bananas; (3) oranges; (4) lemons; (5) open bottle of cooking oil (no cap); (6) frying pan with long handle (~50cm); (7) lit tea-light candle (burning). This is the ONLY container; any box, carton, bag, packaging, plate, or other container-like object among the candidate items is itself a candidate item to be judged, NOT the container, do not treat it as the container. +The task is to identify which subset of these candidate items can be packed INTO the container and which cannot. The container has GENEROUS capacity: every item that is size-appropriate AND semantically appropriate will fit inside together with room to spare, so total capacity is NOT a constraint. An item cannot be packed ONLY if (a) the item itself is too large to fit (single-item size-fit failure, regardless of what else is being packed) OR (b) the item is semantically inappropriate for the container (e.g. would spill, contaminate, damage, soil, or burn the intended contents / purpose). Use both size and semantic reasoning. +Output the same input image with exactly one closed red circle drawn around EACH item that CAN be packed. Draw NO circle around any item that cannot be packed, and draw NO circle around the container itself or anything else. Each correct item gets its own separate red circle. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv1_001.txt b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv1_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..f4b8424a0c46e42586132e1a211bf2d8af5c33d2 --- /dev/null +++ b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv1_001.txt @@ -0,0 +1 @@ +The input shows a brown corrugated-cardboard moving box (about 30cm cube, top flaps folded open, interior empty and visible); it sits open in the centre of the frame and is the ONLY container, pack the appropriate items into it and nothing else. Several candidate items are scattered on the surface around it. Any box, carton, bag, packaging, plate, or other container-like object among those scattered candidate items is itself a candidate item to be judged, NOT the container, never treat it as the container or pack things into it. Goal: pack each item that is BOTH size-appropriate AND semantically appropriate for the container into the container; items that don't fit (single-item size limit) or are inappropriate (would spill, contaminate, damage, etc.) must stay still on the table. The container is generously sized; capacity is not a constraint. By the end of the video every appropriate item is inside the container and every inappropriate item is still in its original position on the table. Container stays in place; only its top is open. Background, table, lighting, camera viewpoint stay fixed. No labels, no text. diff --git a/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv1_002.txt b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv1_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..61aa244d64cc94c43d0cbbeb8df18f692f5d63e5 --- /dev/null +++ b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv1_002.txt @@ -0,0 +1 @@ +The input shows an open-top woven wicker basket (light rattan, oval, about 35cm wide, interior empty and visible); it sits open in the centre of the frame and is the ONLY container, pack the appropriate items into it and nothing else. Several candidate items are scattered on the surface around it. Any box, carton, bag, packaging, plate, or other container-like object among those scattered candidate items is itself a candidate item to be judged, NOT the container, never treat it as the container or pack things into it. Goal: pack each item that is BOTH size-appropriate AND semantically appropriate for the container into the container; items that don't fit (single-item size limit) or are inappropriate (would spill, contaminate, damage, etc.) must stay still on the table. The container is generously sized; capacity is not a constraint. By the end of the video every appropriate item is inside the container and every inappropriate item is still in its original position on the table. Container stays in place; only its top is open. Background, table, lighting, camera viewpoint stay fixed. No labels, no text. diff --git a/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv1_003.txt b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv1_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..5fb9a2153738525eab19b3fd576c92426da6df15 --- /dev/null +++ b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv1_003.txt @@ -0,0 +1 @@ +The input shows a shallow black plastic crate / tray (about 30x40x12cm deep, open top, interior empty and visible); it sits open in the centre of the frame and is the ONLY container, pack the appropriate items into it and nothing else. Several candidate items are scattered on the surface around it. Any box, carton, bag, packaging, plate, or other container-like object among those scattered candidate items is itself a candidate item to be judged, NOT the container, never treat it as the container or pack things into it. Goal: pack each item that is BOTH size-appropriate AND semantically appropriate for the container into the container; items that don't fit (single-item size limit) or are inappropriate (would spill, contaminate, damage, etc.) must stay still on the table. The container is generously sized; capacity is not a constraint. By the end of the video every appropriate item is inside the container and every inappropriate item is still in its original position on the table. Container stays in place; only its top is open. Background, table, lighting, camera viewpoint stay fixed. No labels, no text. diff --git a/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv1_004.txt b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv1_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..3b7f8e13d59a2af4271be3df4b375a22c6d13fcc --- /dev/null +++ b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv1_004.txt @@ -0,0 +1 @@ +The input shows a small clear glass jar (about 12cm tall, narrow ~5cm mouth, interior empty and visible); it sits open in the centre of the frame and is the ONLY container, pack the appropriate items into it and nothing else. Several candidate items are scattered on the surface around it. Any box, carton, bag, packaging, plate, or other container-like object among those scattered candidate items is itself a candidate item to be judged, NOT the container, never treat it as the container or pack things into it. Goal: pack each item that is BOTH size-appropriate AND semantically appropriate for the container into the container; items that don't fit (single-item size limit) or are inappropriate (would spill, contaminate, damage, etc.) must stay still on the table. The container is generously sized; capacity is not a constraint. By the end of the video every appropriate item is inside the container and every inappropriate item is still in its original position on the table. Container stays in place; only its top is open. Background, table, lighting, camera viewpoint stay fixed. No labels, no text. diff --git a/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv1_005.txt b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv1_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..f820a7a38336e5616f2d08c3c401d6660030ea97 --- /dev/null +++ b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv1_005.txt @@ -0,0 +1 @@ +The input shows a large white ceramic bowl (about 25cm diameter, open top, interior empty and visible); it sits open in the centre of the frame and is the ONLY container, pack the appropriate items into it and nothing else. Several candidate items are scattered on the surface around it. Any box, carton, bag, packaging, plate, or other container-like object among those scattered candidate items is itself a candidate item to be judged, NOT the container, never treat it as the container or pack things into it. Goal: pack each item that is BOTH size-appropriate AND semantically appropriate for the container into the container; items that don't fit (single-item size limit) or are inappropriate (would spill, contaminate, damage, etc.) must stay still on the table. The container is generously sized; capacity is not a constraint. By the end of the video every appropriate item is inside the container and every inappropriate item is still in its original position on the table. Container stays in place; only its top is open. Background, table, lighting, camera viewpoint stay fixed. No labels, no text. diff --git a/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv1_006.txt b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv1_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..c38b896726f11939da5edd6260f0928f02647d6b --- /dev/null +++ b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv1_006.txt @@ -0,0 +1 @@ +The input shows an open red plastic toolbox tray (about 35x18x10cm, interior empty and visible); it sits open in the centre of the frame and is the ONLY container, pack the appropriate items into it and nothing else. Several candidate items are scattered on the surface around it. Any box, carton, bag, packaging, plate, or other container-like object among those scattered candidate items is itself a candidate item to be judged, NOT the container, never treat it as the container or pack things into it. Goal: pack each item that is BOTH size-appropriate AND semantically appropriate for the container into the container; items that don't fit (single-item size limit) or are inappropriate (would spill, contaminate, damage, etc.) must stay still on the table. The container is generously sized; capacity is not a constraint. By the end of the video every appropriate item is inside the container and every inappropriate item is still in its original position on the table. Container stays in place; only its top is open. Background, table, lighting, camera viewpoint stay fixed. No labels, no text. diff --git a/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv1_007.txt b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv1_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..c39c9259b27fa3563e0b6e4b3efc6578e7446903 --- /dev/null +++ b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv1_007.txt @@ -0,0 +1 @@ +The input shows an open white ceramic bowl (about 24cm diameter, open top, interior empty and visible); it sits open in the centre of the frame and is the ONLY container, pack the appropriate items into it and nothing else. Several candidate items are scattered on the surface around it. Any box, carton, bag, packaging, plate, or other container-like object among those scattered candidate items is itself a candidate item to be judged, NOT the container, never treat it as the container or pack things into it. Goal: pack each item that is BOTH size-appropriate AND semantically appropriate for the container into the container; items that don't fit (single-item size limit) or are inappropriate (would spill, contaminate, damage, etc.) must stay still on the table. The container is generously sized; capacity is not a constraint. By the end of the video every appropriate item is inside the container and every inappropriate item is still in its original position on the table. Container stays in place; only its top is open. Background, table, lighting, camera viewpoint stay fixed. No labels, no text. diff --git a/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv1_008.txt b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv1_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..8bdca084e432b11de4758b37aee19bebb7c39c1e --- /dev/null +++ b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv1_008.txt @@ -0,0 +1 @@ +The input shows an open navy cloth drawstring gym bag (about 30cm tall, drawstring mouth open, interior empty and visible); it sits open in the centre of the frame and is the ONLY container, pack the appropriate items into it and nothing else. Several candidate items are scattered on the surface around it. Any box, carton, bag, packaging, plate, or other container-like object among those scattered candidate items is itself a candidate item to be judged, NOT the container, never treat it as the container or pack things into it. Goal: pack each item that is BOTH size-appropriate AND semantically appropriate for the container into the container; items that don't fit (single-item size limit) or are inappropriate (would spill, contaminate, damage, etc.) must stay still on the table. The container is generously sized; capacity is not a constraint. By the end of the video every appropriate item is inside the container and every inappropriate item is still in its original position on the table. Container stays in place; only its top is open. Background, table, lighting, camera viewpoint stay fixed. No labels, no text. diff --git a/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv1_009.txt b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv1_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..8bd3c2021da42c049c1c3146e298efdb7b87abe7 --- /dev/null +++ b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv1_009.txt @@ -0,0 +1 @@ +The input shows a shallow felt-lined jewellery tray (about 20x15x3cm, fabric-lined, interior empty and visible); it sits open in the centre of the frame and is the ONLY container, pack the appropriate items into it and nothing else. Several candidate items are scattered on the surface around it. Any box, carton, bag, packaging, plate, or other container-like object among those scattered candidate items is itself a candidate item to be judged, NOT the container, never treat it as the container or pack things into it. Goal: pack each item that is BOTH size-appropriate AND semantically appropriate for the container into the container; items that don't fit (single-item size limit) or are inappropriate (would spill, contaminate, damage, etc.) must stay still on the table. The container is generously sized; capacity is not a constraint. By the end of the video every appropriate item is inside the container and every inappropriate item is still in its original position on the table. Container stays in place; only its top is open. Background, table, lighting, camera viewpoint stay fixed. No labels, no text. diff --git a/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv1_010.txt b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv1_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..e1246baf7566e0082f326e5c41562ad0a45a28d9 --- /dev/null +++ b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv1_010.txt @@ -0,0 +1 @@ +The input shows an open metal storage tin / box (about 30x20x15cm, hinged steel lid lifted back, interior empty and visible); it sits open in the centre of the frame and is the ONLY container, pack the appropriate items into it and nothing else. Several candidate items are scattered on the surface around it. Any box, carton, bag, packaging, plate, or other container-like object among those scattered candidate items is itself a candidate item to be judged, NOT the container, never treat it as the container or pack things into it. Goal: pack each item that is BOTH size-appropriate AND semantically appropriate for the container into the container; items that don't fit (single-item size limit) or are inappropriate (would spill, contaminate, damage, etc.) must stay still on the table. The container is generously sized; capacity is not a constraint. By the end of the video every appropriate item is inside the container and every inappropriate item is still in its original position on the table. Container stays in place; only its top is open. Background, table, lighting, camera viewpoint stay fixed. No labels, no text. diff --git a/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv2_001.txt b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv2_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..551776f5cf89f4ed4dc58a89fbebaa58039677b5 --- /dev/null +++ b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv2_001.txt @@ -0,0 +1 @@ +The input shows a beige canvas cloth tote bag (soft fabric, about 30cm tall, top held open, interior empty and visible); it sits open in the centre of the frame and is the ONLY container, pack the appropriate items into it and nothing else. Several candidate items are scattered on the surface around it. Any box, carton, bag, packaging, plate, or other container-like object among those scattered candidate items is itself a candidate item to be judged, NOT the container, never treat it as the container or pack things into it. Goal: pack each item that is BOTH size-appropriate AND semantically appropriate for the container into the container; items that don't fit (single-item size limit) or are inappropriate (would spill, contaminate, damage, etc.) must stay still on the table. The container is generously sized; capacity is not a constraint. By the end of the video every appropriate item is inside the container and every inappropriate item is still in its original position on the table. Container stays in place; only its top is open. Background, table, lighting, camera viewpoint stay fixed. No labels, no text. diff --git a/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv2_002.txt b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv2_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..551776f5cf89f4ed4dc58a89fbebaa58039677b5 --- /dev/null +++ b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv2_002.txt @@ -0,0 +1 @@ +The input shows a beige canvas cloth tote bag (soft fabric, about 30cm tall, top held open, interior empty and visible); it sits open in the centre of the frame and is the ONLY container, pack the appropriate items into it and nothing else. Several candidate items are scattered on the surface around it. Any box, carton, bag, packaging, plate, or other container-like object among those scattered candidate items is itself a candidate item to be judged, NOT the container, never treat it as the container or pack things into it. Goal: pack each item that is BOTH size-appropriate AND semantically appropriate for the container into the container; items that don't fit (single-item size limit) or are inappropriate (would spill, contaminate, damage, etc.) must stay still on the table. The container is generously sized; capacity is not a constraint. By the end of the video every appropriate item is inside the container and every inappropriate item is still in its original position on the table. Container stays in place; only its top is open. Background, table, lighting, camera viewpoint stay fixed. No labels, no text. diff --git a/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv2_003.txt b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv2_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..b8ea4a81ecb960a8bcf26349fe9010a5d94a6f38 --- /dev/null +++ b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv2_003.txt @@ -0,0 +1 @@ +The input shows a clear glass wide-mouth jar (about 18cm tall, fully open round mouth, interior empty and visible); it sits open in the centre of the frame and is the ONLY container, pack the appropriate items into it and nothing else. Several candidate items are scattered on the surface around it. Any box, carton, bag, packaging, plate, or other container-like object among those scattered candidate items is itself a candidate item to be judged, NOT the container, never treat it as the container or pack things into it. Goal: pack each item that is BOTH size-appropriate AND semantically appropriate for the container into the container; items that don't fit (single-item size limit) or are inappropriate (would spill, contaminate, damage, etc.) must stay still on the table. The container is generously sized; capacity is not a constraint. By the end of the video every appropriate item is inside the container and every inappropriate item is still in its original position on the table. Container stays in place; only its top is open. Background, table, lighting, camera viewpoint stay fixed. No labels, no text. diff --git a/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv2_004.txt b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv2_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..551776f5cf89f4ed4dc58a89fbebaa58039677b5 --- /dev/null +++ b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv2_004.txt @@ -0,0 +1 @@ +The input shows a beige canvas cloth tote bag (soft fabric, about 30cm tall, top held open, interior empty and visible); it sits open in the centre of the frame and is the ONLY container, pack the appropriate items into it and nothing else. Several candidate items are scattered on the surface around it. Any box, carton, bag, packaging, plate, or other container-like object among those scattered candidate items is itself a candidate item to be judged, NOT the container, never treat it as the container or pack things into it. Goal: pack each item that is BOTH size-appropriate AND semantically appropriate for the container into the container; items that don't fit (single-item size limit) or are inappropriate (would spill, contaminate, damage, etc.) must stay still on the table. The container is generously sized; capacity is not a constraint. By the end of the video every appropriate item is inside the container and every inappropriate item is still in its original position on the table. Container stays in place; only its top is open. Background, table, lighting, camera viewpoint stay fixed. No labels, no text. diff --git a/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv2_005.txt b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv2_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..551776f5cf89f4ed4dc58a89fbebaa58039677b5 --- /dev/null +++ b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv2_005.txt @@ -0,0 +1 @@ +The input shows a beige canvas cloth tote bag (soft fabric, about 30cm tall, top held open, interior empty and visible); it sits open in the centre of the frame and is the ONLY container, pack the appropriate items into it and nothing else. Several candidate items are scattered on the surface around it. Any box, carton, bag, packaging, plate, or other container-like object among those scattered candidate items is itself a candidate item to be judged, NOT the container, never treat it as the container or pack things into it. Goal: pack each item that is BOTH size-appropriate AND semantically appropriate for the container into the container; items that don't fit (single-item size limit) or are inappropriate (would spill, contaminate, damage, etc.) must stay still on the table. The container is generously sized; capacity is not a constraint. By the end of the video every appropriate item is inside the container and every inappropriate item is still in its original position on the table. Container stays in place; only its top is open. Background, table, lighting, camera viewpoint stay fixed. No labels, no text. diff --git a/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv2_006.txt b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv2_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..5fc4bba97712109a40ce1ee3a4dd2f0f4ae0385b --- /dev/null +++ b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv2_006.txt @@ -0,0 +1 @@ +The input shows a cream-glazed ceramic crock / utensil holder (cylindrical, about 15cm tall, open top, interior empty and visible); it sits open in the centre of the frame and is the ONLY container, pack the appropriate items into it and nothing else. Several candidate items are scattered on the surface around it. Any box, carton, bag, packaging, plate, or other container-like object among those scattered candidate items is itself a candidate item to be judged, NOT the container, never treat it as the container or pack things into it. Goal: pack each item that is BOTH size-appropriate AND semantically appropriate for the container into the container; items that don't fit (single-item size limit) or are inappropriate (would spill, contaminate, damage, etc.) must stay still on the table. The container is generously sized; capacity is not a constraint. By the end of the video every appropriate item is inside the container and every inappropriate item is still in its original position on the table. Container stays in place; only its top is open. Background, table, lighting, camera viewpoint stay fixed. No labels, no text. diff --git a/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv2_007.txt b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv2_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..efbacff30e5f6bdd56581f500a407388c1b50b40 --- /dev/null +++ b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv2_007.txt @@ -0,0 +1 @@ +The input shows an open kraft-paper shoe box (cardboard, about 33x20x12cm, lid lifted off, interior empty and visible); it sits open in the centre of the frame and is the ONLY container, pack the appropriate items into it and nothing else. Several candidate items are scattered on the surface around it. Any box, carton, bag, packaging, plate, or other container-like object among those scattered candidate items is itself a candidate item to be judged, NOT the container, never treat it as the container or pack things into it. Goal: pack each item that is BOTH size-appropriate AND semantically appropriate for the container into the container; items that don't fit (single-item size limit) or are inappropriate (would spill, contaminate, damage, etc.) must stay still on the table. The container is generously sized; capacity is not a constraint. By the end of the video every appropriate item is inside the container and every inappropriate item is still in its original position on the table. Container stays in place; only its top is open. Background, table, lighting, camera viewpoint stay fixed. No labels, no text. diff --git a/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv2_008.txt b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv2_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..6056616350da8eaf6ba68e92116b254a8ac7cacd --- /dev/null +++ b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv2_008.txt @@ -0,0 +1 @@ +The input shows a open white ceramic fruit bowl (about 28cm diameter, open top, interior visible) in the centre of the frame; it is the ONLY container, pack the appropriate items into it and nothing else. Around it on the table are 4 candidate items: ripe yellow mango; small bunch of green grapes; full-size badminton racket (~67cm); open mug of hot black coffee. Any box, carton, bag, packaging, plate, or other container-like object among those candidate items is itself a candidate item to be judged, NOT the container, never treat it as the container or pack things into it. Goal: pack each item that is BOTH size-appropriate AND semantically appropriate for the container into the container; items that don't fit (single-item size limit) or are inappropriate (would spill, contaminate, damage, soil, burn, etc.) must stay still on the table. The container is generously sized; capacity is not a constraint. By the end of the video every appropriate item is inside the container and every inappropriate item is still in its original position on the table. Container stays in place; only its top is open. Background, table, lighting, camera viewpoint stay fixed. No labels, no text. diff --git a/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv2_009.txt b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv2_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..04c4a304bcb3eb10acd44a5c6e664d3bef9d3371 --- /dev/null +++ b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv2_009.txt @@ -0,0 +1 @@ +The input shows a open woven wicker laundry basket (about 45cm tall, open top, interior visible) in the centre of the frame; it is the ONLY container, pack the appropriate items into it and nothing else. Around it on the table are 4 candidate items: folded bath towel; balled-up pair of socks; open carton of milk (no cap); full-size floor lamp (~120cm). Any box, carton, bag, packaging, plate, or other container-like object among those candidate items is itself a candidate item to be judged, NOT the container, never treat it as the container or pack things into it. Goal: pack each item that is BOTH size-appropriate AND semantically appropriate for the container into the container; items that don't fit (single-item size limit) or are inappropriate (would spill, contaminate, damage, soil, burn, etc.) must stay still on the table. The container is generously sized; capacity is not a constraint. By the end of the video every appropriate item is inside the container and every inappropriate item is still in its original position on the table. Container stays in place; only its top is open. Background, table, lighting, camera viewpoint stay fixed. No labels, no text. diff --git a/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv2_010.txt b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv2_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..732e7d6684c9698cda8defda919079cd867a1cae --- /dev/null +++ b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv2_010.txt @@ -0,0 +1 @@ +The input shows a open wide-mouth glass cookie jar (about 25cm tall, open top, interior visible) in the centre of the frame; it is the ONLY container, pack the appropriate items into it and nothing else. Around it on the table are 4 candidate items: a few wrapped hard candies; a stack of round biscuits; wet dripping paint brush; rolled-up yoga mat (~60cm). Any box, carton, bag, packaging, plate, or other container-like object among those candidate items is itself a candidate item to be judged, NOT the container, never treat it as the container or pack things into it. Goal: pack each item that is BOTH size-appropriate AND semantically appropriate for the container into the container; items that don't fit (single-item size limit) or are inappropriate (would spill, contaminate, damage, soil, burn, etc.) must stay still on the table. The container is generously sized; capacity is not a constraint. By the end of the video every appropriate item is inside the container and every inappropriate item is still in its original position on the table. Container stays in place; only its top is open. Background, table, lighting, camera viewpoint stay fixed. No labels, no text. diff --git a/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv3_001.txt b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv3_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..9d6c88efdba21759cec9931d1a7461681981d523 --- /dev/null +++ b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv3_001.txt @@ -0,0 +1 @@ +The input shows a large brown corrugated-cardboard moving box (about 50x40x40cm, top flaps folded open, interior empty and visible); it sits open in the centre of the frame and is the ONLY container, pack the appropriate items into it and nothing else. Several candidate items are scattered on the surface around it. Any box, carton, bag, packaging, plate, or other container-like object among those scattered candidate items is itself a candidate item to be judged, NOT the container, never treat it as the container or pack things into it. Goal: pack each item that is BOTH size-appropriate AND semantically appropriate for the container into the container; items that don't fit (single-item size limit) or are inappropriate (would spill, contaminate, damage, etc.) must stay still on the table. The container is generously sized; capacity is not a constraint. By the end of the video every appropriate item is inside the container and every inappropriate item is still in its original position on the table. Container stays in place; only its top is open. Background, table, lighting, camera viewpoint stay fixed. No labels, no text. diff --git a/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv3_002.txt b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv3_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..e7d559de4221d700574cd07bff32a272236ca2d3 --- /dev/null +++ b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv3_002.txt @@ -0,0 +1 @@ +The input shows an open hard-shell rolling suitcase (rigid plastic, about 70x45x25cm, lid flipped fully open, interior empty and visible); it sits open in the centre of the frame and is the ONLY container, pack the appropriate items into it and nothing else. Several candidate items are scattered on the surface around it. Any box, carton, bag, packaging, plate, or other container-like object among those scattered candidate items is itself a candidate item to be judged, NOT the container, never treat it as the container or pack things into it. Goal: pack each item that is BOTH size-appropriate AND semantically appropriate for the container into the container; items that don't fit (single-item size limit) or are inappropriate (would spill, contaminate, damage, etc.) must stay still on the table. The container is generously sized; capacity is not a constraint. By the end of the video every appropriate item is inside the container and every inappropriate item is still in its original position on the table. Container stays in place; only its top is open. Background, table, lighting, camera viewpoint stay fixed. No labels, no text. diff --git a/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv3_003.txt b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv3_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..57892d5e1fd8242b407c879fb5c7cc221a891144 --- /dev/null +++ b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv3_003.txt @@ -0,0 +1 @@ +The input shows an open-top woven wicker picnic basket (rattan, rectangular, about 40x30cm, interior empty and visible); it sits open in the centre of the frame and is the ONLY container, pack the appropriate items into it and nothing else. Several candidate items are scattered on the surface around it. Any box, carton, bag, packaging, plate, or other container-like object among those scattered candidate items is itself a candidate item to be judged, NOT the container, never treat it as the container or pack things into it. Goal: pack each item that is BOTH size-appropriate AND semantically appropriate for the container into the container; items that don't fit (single-item size limit) or are inappropriate (would spill, contaminate, damage, etc.) must stay still on the table. The container is generously sized; capacity is not a constraint. By the end of the video every appropriate item is inside the container and every inappropriate item is still in its original position on the table. Container stays in place; only its top is open. Background, table, lighting, camera viewpoint stay fixed. No labels, no text. diff --git a/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv3_004.txt b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv3_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..1d2e06d13cfce3ccc1f586838a2150d19b34e699 --- /dev/null +++ b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv3_004.txt @@ -0,0 +1 @@ +The input shows an open hiking backpack (grey fabric, main compartment unzipped and held open, interior empty and visible); it sits open in the centre of the frame and is the ONLY container, pack the appropriate items into it and nothing else. Several candidate items are scattered on the surface around it. Any box, carton, bag, packaging, plate, or other container-like object among those scattered candidate items is itself a candidate item to be judged, NOT the container, never treat it as the container or pack things into it. Goal: pack each item that is BOTH size-appropriate AND semantically appropriate for the container into the container; items that don't fit (single-item size limit) or are inappropriate (would spill, contaminate, damage, etc.) must stay still on the table. The container is generously sized; capacity is not a constraint. By the end of the video every appropriate item is inside the container and every inappropriate item is still in its original position on the table. Container stays in place; only its top is open. Background, table, lighting, camera viewpoint stay fixed. No labels, no text. diff --git a/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv3_005.txt b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv3_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..59b82b66844d86f9d1f05869c013e06254896128 --- /dev/null +++ b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv3_005.txt @@ -0,0 +1 @@ +The input shows a green canvas garden tote / tool bag (soft fabric, about 30cm tall, top open, interior empty and visible); it sits open in the centre of the frame and is the ONLY container, pack the appropriate items into it and nothing else. Several candidate items are scattered on the surface around it. Any box, carton, bag, packaging, plate, or other container-like object among those scattered candidate items is itself a candidate item to be judged, NOT the container, never treat it as the container or pack things into it. Goal: pack each item that is BOTH size-appropriate AND semantically appropriate for the container into the container; items that don't fit (single-item size limit) or are inappropriate (would spill, contaminate, damage, etc.) must stay still on the table. The container is generously sized; capacity is not a constraint. By the end of the video every appropriate item is inside the container and every inappropriate item is still in its original position on the table. Container stays in place; only its top is open. Background, table, lighting, camera viewpoint stay fixed. No labels, no text. diff --git a/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv3_006.txt b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv3_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..4ede6885b76fd0610278477b1ae47981d881cc7d --- /dev/null +++ b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv3_006.txt @@ -0,0 +1 @@ +The input shows a large open plastic storage tote (about 60x40x35cm, lid open, interior empty and visible) in the centre of the frame; it is the ONLY container, pack the appropriate items into it and nothing else. Around it on the table are 7 candidate items: folded fleece blanket; stack of paperback books; boxed board game; pair of clean sneakers; open can of wet paint (lid off); floor-standing coat rack (~170cm); bowl of hot soup. Any box, carton, bag, packaging, plate, or other container-like object among those candidate items is itself a candidate item to be judged, NOT the container, never treat it as the container or pack things into it. Goal: pack each item that is BOTH size-appropriate AND semantically appropriate for the container into the container; items that don't fit (single-item size limit) or are inappropriate (would spill, contaminate, damage, soil, burn, etc.) must stay still on the table. The container is generously sized; capacity is not a constraint. By the end of the video every appropriate item is inside the container and every inappropriate item is still in its original position on the table. Container stays in place; only its top is open. Background, table, lighting, camera viewpoint stay fixed. No labels, no text. diff --git a/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv3_007.txt b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv3_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..a2a197d495aebe430ab5770545b7b15154317bde --- /dev/null +++ b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv3_007.txt @@ -0,0 +1 @@ +The input shows a open wicker picnic basket (about 45cm long, open top, interior visible) in the centre of the frame; it is the ONLY container, pack the appropriate items into it and nothing else. Around it on the table are 7 candidate items: wrapped block of cheese; sealed bottle of wine; bag of apples; boxed crackers; open glass of water; lit citronella candle (burning); full-size patio umbrella (~140cm). Any box, carton, bag, packaging, plate, or other container-like object among those candidate items is itself a candidate item to be judged, NOT the container, never treat it as the container or pack things into it. Goal: pack each item that is BOTH size-appropriate AND semantically appropriate for the container into the container; items that don't fit (single-item size limit) or are inappropriate (would spill, contaminate, damage, soil, burn, etc.) must stay still on the table. The container is generously sized; capacity is not a constraint. By the end of the video every appropriate item is inside the container and every inappropriate item is still in its original position on the table. Container stays in place; only its top is open. Background, table, lighting, camera viewpoint stay fixed. No labels, no text. diff --git a/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv3_008.txt b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv3_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..80be6ff169aa672a24290047e24787f70014004b --- /dev/null +++ b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv3_008.txt @@ -0,0 +1 @@ +The input shows a open laundry hamper (about 50cm tall, open top, interior visible) in the centre of the frame; it is the ONLY container, pack the appropriate items into it and nothing else. Around it on the table are 7 candidate items: dirty t-shirt; dirty jeans; used bath towel; pair of dirty socks; open bottle of bleach (no cap); laptop computer; floor mop (~150cm). Any box, carton, bag, packaging, plate, or other container-like object among those candidate items is itself a candidate item to be judged, NOT the container, never treat it as the container or pack things into it. Goal: pack each item that is BOTH size-appropriate AND semantically appropriate for the container into the container; items that don't fit (single-item size limit) or are inappropriate (would spill, contaminate, damage, soil, burn, etc.) must stay still on the table. The container is generously sized; capacity is not a constraint. By the end of the video every appropriate item is inside the container and every inappropriate item is still in its original position on the table. Container stays in place; only its top is open. Background, table, lighting, camera viewpoint stay fixed. No labels, no text. diff --git a/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv3_009.txt b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv3_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..cd983520211f2b9f38354281c7146bacac9ca099 --- /dev/null +++ b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv3_009.txt @@ -0,0 +1 @@ +The input shows a open decorative gift bag (about 40cm tall, open top, interior visible) in the centre of the frame; it is the ONLY container, pack the appropriate items into it and nothing else. Around it on the table are 7 candidate items: boxed perfume; folded silk scarf; boxed chocolates; greeting card; open glass of champagne; muddy garden trowel; full-size tennis racket (~68cm). Any box, carton, bag, packaging, plate, or other container-like object among those candidate items is itself a candidate item to be judged, NOT the container, never treat it as the container or pack things into it. Goal: pack each item that is BOTH size-appropriate AND semantically appropriate for the container into the container; items that don't fit (single-item size limit) or are inappropriate (would spill, contaminate, damage, soil, burn, etc.) must stay still on the table. The container is generously sized; capacity is not a constraint. By the end of the video every appropriate item is inside the container and every inappropriate item is still in its original position on the table. Container stays in place; only its top is open. Background, table, lighting, camera viewpoint stay fixed. No labels, no text. diff --git a/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv3_010.txt b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv3_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..d2b106ae0f34be13b9c0bc8ff7fcea43e67e529f --- /dev/null +++ b/bench_data/object_packing/prompt/video_gen_prompt/object_packing_lv3_010.txt @@ -0,0 +1 @@ +The input shows a open ceramic mixing bowl (about 30cm diameter, open top, interior visible) in the centre of the frame; it is the ONLY container, pack the appropriate items into it and nothing else. Around it on the table are 7 candidate items: apples; bananas; oranges; lemons; open bottle of cooking oil (no cap); frying pan with long handle (~50cm); lit tea-light candle (burning). Any box, carton, bag, packaging, plate, or other container-like object among those candidate items is itself a candidate item to be judged, NOT the container, never treat it as the container or pack things into it. Goal: pack each item that is BOTH size-appropriate AND semantically appropriate for the container into the container; items that don't fit (single-item size limit) or are inappropriate (would spill, contaminate, damage, soil, burn, etc.) must stay still on the table. The container is generously sized; capacity is not a constraint. By the end of the video every appropriate item is inside the container and every inappropriate item is still in its original position on the table. Container stays in place; only its top is open. Background, table, lighting, camera viewpoint stay fixed. 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a/bench_data/pick_unique/judge_spec/_completeness_judge.txt b/bench_data/pick_unique/judge_spec/_completeness_judge.txt new file mode 100644 index 0000000000000000000000000000000000000000..01f3986d3625fde2a66ae205bc7f91d39a04c99b --- /dev/null +++ b/bench_data/pick_unique/judge_spec/_completeness_judge.txt @@ -0,0 +1,8 @@ +Completeness scoring, three tiers (0 / 1 / 2), by how far the goal was carried out. +Tier 2 does NOT require flawless / perfect execution: near-complete (goal essentially reached, minor imperfections allowed) still counts as 2. +OVERRIDE (applies to every task): if the output changes drastically from the input image, unrelated new elements suddenly appear, or the scene differs wholesale from the input, score 0, regardless of any apparent task progress. +GUIDING PRINCIPLE: generated video is uncontrollable and may sprout odd elements. As a rule of thumb, if the procedure is carried out step by step but the final answer is simply wrong, give 1 (not 0). Reserve 0 for: the procedure is not attempted at all, or the output breaks / deviates drastically from the input (see OVERRIDE). + +0: No piece is taken (not attempted), or the scene deviates drastically from the input. +1: A piece is picked up and carried off (procedure carried out) but it is a wrong piece, OR the unique piece is only touched / scanned without being carried off. +2: The single odd-one-out piece is picked up and carried off the frame; the other pieces stay put. Clearly lifting the correct piece and moving it off-edge is enough. diff --git a/bench_data/pick_unique/judge_spec/_judge_rubric_pick_unique.json b/bench_data/pick_unique/judge_spec/_judge_rubric_pick_unique.json new file mode 100644 index 0000000000000000000000000000000000000000..4ef1ffd69c8469b6a18d9a2d68c5062dc2147c58 --- /dev/null +++ b/bench_data/pick_unique/judge_spec/_judge_rubric_pick_unique.json @@ -0,0 +1,962 @@ +[ + { + "id": "pick_unique_lv1_001", + "answer": { + "grid": [ + 3, + 3 + ], + "unique_cell_0indexed_row_col": [ + 0, + 0 + ], + "unique_cell_1indexed_human": { + "row": 1, + "column": 1, + "of": [ + 3, + 3 + ] + }, + "common_motif": "pink flower with five round petals", + "unique_motif": "pink flower with six round petals", + "provenance_raw_id": "pick_unique_3x3_001" + }, + "rubric": [ + "Overall task: starting from the input (the original 3x3 grid layout of identical pieces with exactly one different piece), the unique piece, the one that does NOT match the others, is identified and singled out: picked up, lifted, displaced, or otherwise visibly removed from its original cell.", + "The unique piece, the piece at row 1 of 3, column 1 of 3 (it shows pink flower with six round petals, while every other cell shows pink flower with five round petals), is the one singled out and removed: grasped / lifted / displaced out of its cell, ending the video either with the piece carried off-screen so the cell is visibly empty in the final frame, or with the piece still visible in the scene but clearly lifted away from its original cell (both count as correct).", + "Exactly one cell is identified as unique. No other cell is highlighted, removed, displaced, or otherwise singled out.", + "Every non-unique piece is preserved exactly as in the input, same position, orientation, color, shape, size, and surface markings. No non-unique piece is touched, slid, knocked, occluded, or otherwise disturbed during the operation.", + "No new patterns, text, or extraneous objects appear anywhere in the scene.", + "Continuous physical motion: the action plays out as one smooth continuous take, not a sudden cut." + ] + }, + { + "id": "pick_unique_lv1_002", + "answer": { + "grid": [ + 3, + 3 + ], + "unique_cell_0indexed_row_col": [ + 1, + 2 + ], + "unique_cell_1indexed_human": { + "row": 2, + "column": 3, + "of": [ + 3, + 3 + ] + }, + "common_motif": "upward pointing green triangle", + "unique_motif": "downward pointing green triangle", + "provenance_raw_id": "pick_unique_3x3_003" + }, + "rubric": [ + "Overall task: starting from the input (the original 3x3 grid layout of identical pieces with exactly one different piece), the unique piece, the one that does NOT match the others, is identified and singled out: picked up, lifted, displaced, or otherwise visibly removed from its original cell.", + "The unique piece, the piece at row 2 of 3, column 3 of 3 (it shows downward pointing green triangle, while every other cell shows upward pointing green triangle), is the one singled out and removed: grasped / lifted / displaced out of its cell, ending the video either with the piece carried off-screen so the cell is visibly empty in the final frame, or with the piece still visible in the scene but clearly lifted away from its original cell (both count as correct).", + "Exactly one cell is identified as unique. No other cell is highlighted, removed, displaced, or otherwise singled out.", + "Every non-unique piece is preserved exactly as in the input, same position, orientation, color, shape, size, and surface markings. No non-unique piece is touched, slid, knocked, occluded, or otherwise disturbed during the operation.", + "No new patterns, text, or extraneous objects appear anywhere in the scene.", + "Continuous physical motion: the action plays out as one smooth continuous take, not a sudden cut." + ] + }, + { + "id": "pick_unique_lv1_003", + "answer": { + "grid": [ + 3, + 3 + ], + "unique_cell_0indexed_row_col": [ + 2, + 0 + ], + "unique_cell_1indexed_human": { + "row": 3, + "column": 1, + "of": [ + 3, + 3 + ] + }, + "common_motif": "Earth showing the Americas", + "unique_motif": "Earth showing Europe and Africa", + "provenance_raw_id": "pick_unique_3x3_005" + }, + "rubric": [ + "Overall task: starting from the input (the original 3x3 grid layout of identical pieces with exactly one different piece), the unique piece, the one that does NOT match the others, is identified and singled out: picked up, lifted, displaced, or otherwise visibly removed from its original cell.", + "The unique piece, the piece at row 3 of 3, column 1 of 3 (it shows Earth showing Europe and Africa, while every other cell shows Earth showing the Americas), is the one singled out and removed: grasped / lifted / displaced out of its cell, ending the video either with the piece carried off-screen so the cell is visibly empty in the final frame, or with the piece still visible in the scene but clearly lifted away from its original cell (both count as correct).", + "Exactly one cell is identified as unique. No other cell is highlighted, removed, displaced, or otherwise singled out.", + "Every non-unique piece is preserved exactly as in the input, same position, orientation, color, shape, size, and surface markings. No non-unique piece is touched, slid, knocked, occluded, or otherwise disturbed during the operation.", + "No new patterns, text, or extraneous objects appear anywhere in the scene.", + "Continuous physical motion: the action plays out as one smooth continuous take, not a sudden cut." + ] + }, + { + "id": "pick_unique_lv1_004", + "answer": { + "grid": [ + 3, + 3 + ], + "unique_cell_0indexed_row_col": [ + 1, + 2 + ], + "unique_cell_1indexed_human": { + "row": 2, + "column": 3, + "of": [ + 3, + 3 + ] + }, + "common_motif": "grey koala face", + "unique_motif": "grey mouse face with whiskers and buck teeth", + "provenance_raw_id": "pick_unique_3x3_007" + }, + "rubric": [ + "Overall task: starting from the input (the original 3x3 grid layout of identical pieces with exactly one different piece), the unique piece, the one that does NOT match the others, is identified and singled out: picked up, lifted, displaced, or otherwise visibly removed from its original cell.", + "The unique piece, the piece at row 2 of 3, column 3 of 3 (it shows grey mouse face with whiskers and buck teeth, while every other cell shows grey koala face), is the one singled out and removed: grasped / lifted / displaced out of its cell, ending the video either with the piece carried off-screen so the cell is visibly empty in the final frame, or with the piece still visible in the scene but clearly lifted away from its original cell (both count as correct).", + "Exactly one cell is identified as unique. No other cell is highlighted, removed, displaced, or otherwise singled out.", + "Every non-unique piece is preserved exactly as in the input, same position, orientation, color, shape, size, and surface markings. No non-unique piece is touched, slid, knocked, occluded, or otherwise disturbed during the operation.", + "No new patterns, text, or extraneous objects appear anywhere in the scene.", + "Continuous physical motion: the action plays out as one smooth continuous take, not a sudden cut." + ] + }, + { + "id": "pick_unique_lv1_005", + "answer": { + "grid": [ + 3, + 3 + ], + "unique_cell_0indexed_row_col": [ + 1, + 0 + ], + "unique_cell_1indexed_human": { + "row": 2, + "column": 1, + "of": [ + 3, + 3 + ] + }, + "common_motif": "crescent moon facing right", + "unique_motif": "crescent moon facing left", + "provenance_raw_id": "pick_unique_3x3_009" + }, + "rubric": [ + "Overall task: starting from the input (the original 3x3 grid layout of identical pieces with exactly one different piece), the unique piece, the one that does NOT match the others, is identified and singled out: picked up, lifted, displaced, or otherwise visibly removed from its original cell.", + "The unique piece, the piece at row 2 of 3, column 1 of 3 (it shows crescent moon facing left, while every other cell shows crescent moon facing right), is the one singled out and removed: grasped / lifted / displaced out of its cell, ending the video either with the piece carried off-screen so the cell is visibly empty in the final frame, or with the piece still visible in the scene but clearly lifted away from its original cell (both count as correct).", + "Exactly one cell is identified as unique. No other cell is highlighted, removed, displaced, or otherwise singled out.", + "Every non-unique piece is preserved exactly as in the input, same position, orientation, color, shape, size, and surface markings. No non-unique piece is touched, slid, knocked, occluded, or otherwise disturbed during the operation.", + "No new patterns, text, or extraneous objects appear anywhere in the scene.", + "Continuous physical motion: the action plays out as one smooth continuous take, not a sudden cut." + ] + }, + { + "id": "pick_unique_lv1_006", + "answer": { + "grid": [ + 4, + 4 + ], + "unique_cell_0indexed_row_col": [ + 1, + 3 + ], + "unique_cell_1indexed_human": { + "row": 2, + "column": 4, + "of": [ + 4, + 4 + ] + }, + "common_motif": "globe showing Europe and Africa", + "unique_motif": "globe showing North and South America", + "provenance_raw_id": "pick_unique_4x4_002" + }, + "rubric": [ + "Overall task: starting from the input (the original 4x4 grid layout of identical pieces with exactly one different piece), the unique piece, the one that does NOT match the others, is identified and singled out: picked up, lifted, displaced, or otherwise visibly removed from its original cell.", + "The unique piece, the piece at row 2 of 4, column 4 of 4 (it shows globe showing North and South America, while every other cell shows globe showing Europe and Africa), is the one singled out and removed: grasped / lifted / displaced out of its cell, ending the video either with the piece carried off-screen so the cell is visibly empty in the final frame, or with the piece still visible in the scene but clearly lifted away from its original cell (both count as correct).", + "Exactly one cell is identified as unique. No other cell is highlighted, removed, displaced, or otherwise singled out.", + "Every non-unique piece is preserved exactly as in the input, same position, orientation, color, shape, size, and surface markings. No non-unique piece is touched, slid, knocked, occluded, or otherwise disturbed during the operation.", + "No new patterns, text, or extraneous objects appear anywhere in the scene.", + "Continuous physical motion: the action plays out as one smooth continuous take, not a sudden cut." + ] + }, + { + "id": "pick_unique_lv1_007", + "answer": { + "grid": [ + 4, + 4 + ], + "unique_cell_0indexed_row_col": [ + 2, + 3 + ], + "unique_cell_1indexed_human": { + "row": 3, + "column": 4, + "of": [ + 4, + 4 + ] + }, + "common_motif": "downward-pointing green triangle", + "unique_motif": "upward-pointing green triangle", + "provenance_raw_id": "pick_unique_4x4_004" + }, + "rubric": [ + "Overall task: starting from the input (the original 4x4 grid layout of identical pieces with exactly one different piece), the unique piece, the one that does NOT match the others, is identified and singled out: picked up, lifted, displaced, or otherwise visibly removed from its original cell.", + "The unique piece, the piece at row 3 of 4, column 4 of 4 (it shows upward-pointing green triangle, while every other cell shows downward-pointing green triangle), is the one singled out and removed: grasped / lifted / displaced out of its cell, ending the video either with the piece carried off-screen so the cell is visibly empty in the final frame, or with the piece still visible in the scene but clearly lifted away from its original cell (both count as correct).", + "Exactly one cell is identified as unique. No other cell is highlighted, removed, displaced, or otherwise singled out.", + "Every non-unique piece is preserved exactly as in the input, same position, orientation, color, shape, size, and surface markings. No non-unique piece is touched, slid, knocked, occluded, or otherwise disturbed during the operation.", + "No new patterns, text, or extraneous objects appear anywhere in the scene.", + "Continuous physical motion: the action plays out as one smooth continuous take, not a sudden cut." + ] + }, + { + "id": "pick_unique_lv1_008", + "answer": { + "grid": [ + 4, + 4 + ], + "unique_cell_0indexed_row_col": [ + 1, + 2 + ], + "unique_cell_1indexed_human": { + "row": 2, + "column": 3, + "of": [ + 4, + 4 + ] + }, + "common_motif": "purple letter F", + "unique_motif": "horizontally flipped purple letter F", + "provenance_raw_id": "pick_unique_4x4_006" + }, + "rubric": [ + "Overall task: starting from the input (the original 4x4 grid layout of identical pieces with exactly one different piece), the unique piece, the one that does NOT match the others, is identified and singled out: picked up, lifted, displaced, or otherwise visibly removed from its original cell.", + "The unique piece, the piece at row 2 of 4, column 3 of 4 (it shows horizontally flipped purple letter F, while every other cell shows purple letter F), is the one singled out and removed: grasped / lifted / displaced out of its cell, ending the video either with the piece carried off-screen so the cell is visibly empty in the final frame, or with the piece still visible in the scene but clearly lifted away from its original cell (both count as correct).", + "Exactly one cell is identified as unique. No other cell is highlighted, removed, displaced, or otherwise singled out.", + "Every non-unique piece is preserved exactly as in the input, same position, orientation, color, shape, size, and surface markings. No non-unique piece is touched, slid, knocked, occluded, or otherwise disturbed during the operation.", + "No new patterns, text, or extraneous objects appear anywhere in the scene.", + "Continuous physical motion: the action plays out as one smooth continuous take, not a sudden cut." + ] + }, + { + "id": "pick_unique_lv1_009", + "answer": { + "grid": [ + 4, + 4 + ], + "unique_cell_0indexed_row_col": [ + 0, + 2 + ], + "unique_cell_1indexed_human": { + "row": 1, + "column": 3, + "of": [ + 4, + 4 + ] + }, + "common_motif": "six-pointed yellow star", + "unique_motif": "five-pointed yellow star", + "provenance_raw_id": "pick_unique_4x4_008" + }, + "rubric": [ + "Overall task: starting from the input (the original 4x4 grid layout of identical pieces with exactly one different piece), the unique piece, the one that does NOT match the others, is identified and singled out: picked up, lifted, displaced, or otherwise visibly removed from its original cell.", + "The unique piece, the piece at row 1 of 4, column 3 of 4 (it shows five-pointed yellow star, while every other cell shows six-pointed yellow star), is the one singled out and removed: grasped / lifted / displaced out of its cell, ending the video either with the piece carried off-screen so the cell is visibly empty in the final frame, or with the piece still visible in the scene but clearly lifted away from its original cell (both count as correct).", + "Exactly one cell is identified as unique. No other cell is highlighted, removed, displaced, or otherwise singled out.", + "Every non-unique piece is preserved exactly as in the input, same position, orientation, color, shape, size, and surface markings. No non-unique piece is touched, slid, knocked, occluded, or otherwise disturbed during the operation.", + "No new patterns, text, or extraneous objects appear anywhere in the scene.", + "Continuous physical motion: the action plays out as one smooth continuous take, not a sudden cut." + ] + }, + { + "id": "pick_unique_lv1_010", + "answer": { + "grid": [ + 4, + 4 + ], + "unique_cell_0indexed_row_col": [ + 3, + 1 + ], + "unique_cell_1indexed_human": { + "row": 4, + "column": 2, + "of": [ + 4, + 4 + ] + }, + "common_motif": "grey mouse face with whiskers and two teeth", + "unique_motif": "grey koala face with fuzzy ears", + "provenance_raw_id": "pick_unique_4x4_010" + }, + "rubric": [ + "Overall task: starting from the input (the original 4x4 grid layout of identical pieces with exactly one different piece), the unique piece, the one that does NOT match the others, is identified and singled out: picked up, lifted, displaced, or otherwise visibly removed from its original cell.", + "The unique piece, the piece at row 4 of 4, column 2 of 4 (it shows grey koala face with fuzzy ears, while every other cell shows grey mouse face with whiskers and two teeth), is the one singled out and removed: grasped / lifted / displaced out of its cell, ending the video either with the piece carried off-screen so the cell is visibly empty in the final frame, or with the piece still visible in the scene but clearly lifted away from its original cell (both count as correct).", + "Exactly one cell is identified as unique. No other cell is highlighted, removed, displaced, or otherwise singled out.", + "Every non-unique piece is preserved exactly as in the input, same position, orientation, color, shape, size, and surface markings. No non-unique piece is touched, slid, knocked, occluded, or otherwise disturbed during the operation.", + "No new patterns, text, or extraneous objects appear anywhere in the scene.", + "Continuous physical motion: the action plays out as one smooth continuous take, not a sudden cut." + ] + }, + { + "id": "pick_unique_lv2_001", + "answer": { + "grid": [ + 5, + 5 + ], + "unique_cell_0indexed_row_col": [ + 0, + 1 + ], + "unique_cell_1indexed_human": { + "row": 1, + "column": 2, + "of": [ + 5, + 5 + ] + }, + "common_motif": "a round tile with an image of the Americas and Atlantic ocean", + "unique_motif": "a round tile with an image of Africa, Europe, and Asia", + "provenance_raw_id": "pick_unique_5x5_001" + }, + "rubric": [ + "Overall task: starting from the input (the original 5x5 grid layout of identical pieces with exactly one different piece), the unique piece, the one that does NOT match the others, is identified and singled out: picked up, lifted, displaced, or otherwise visibly removed from its original cell.", + "The unique piece, the piece at row 1 of 5, column 2 of 5 (it shows a round tile with an image of Africa, Europe, and Asia, while every other cell shows a round tile with an image of the Americas and Atlantic ocean), is the one singled out and removed: grasped / lifted / displaced out of its cell, ending the video either with the piece carried off-screen so the cell is visibly empty in the final frame, or with the piece still visible in the scene but clearly lifted away from its original cell (both count as correct).", + "Exactly one cell is identified as unique. No other cell is highlighted, removed, displaced, or otherwise singled out.", + "Every non-unique piece is preserved exactly as in the input, same position, orientation, color, shape, size, and surface markings. No non-unique piece is touched, slid, knocked, occluded, or otherwise disturbed during the operation.", + "No new patterns, text, or extraneous objects appear anywhere in the scene.", + "Continuous physical motion: the action plays out as one smooth continuous take, not a sudden cut." + ] + }, + { + "id": "pick_unique_lv2_002", + "answer": { + "grid": [ + 5, + 5 + ], + "unique_cell_0indexed_row_col": [ + 3, + 3 + ], + "unique_cell_1indexed_human": { + "row": 4, + "column": 4, + "of": [ + 5, + 5 + ] + }, + "common_motif": "blue hexagon", + "unique_motif": "blue pentagon", + "provenance_raw_id": "pick_unique_5x5_003" + }, + "rubric": [ + "Overall task: starting from the input (the original 5x5 grid layout of identical pieces with exactly one different piece), the unique piece, the one that does NOT match the others, is identified and singled out: picked up, lifted, displaced, or otherwise visibly removed from its original cell.", + "The unique piece, the piece at row 4 of 5, column 4 of 5 (it shows blue pentagon, while every other cell shows blue hexagon), is the one singled out and removed: grasped / lifted / displaced out of its cell, ending the video either with the piece carried off-screen so the cell is visibly empty in the final frame, or with the piece still visible in the scene but clearly lifted away from its original cell (both count as correct).", + "Exactly one cell is identified as unique. No other cell is highlighted, removed, displaced, or otherwise singled out.", + "Every non-unique piece is preserved exactly as in the input, same position, orientation, color, shape, size, and surface markings. No non-unique piece is touched, slid, knocked, occluded, or otherwise disturbed during the operation.", + "No new patterns, text, or extraneous objects appear anywhere in the scene.", + "Continuous physical motion: the action plays out as one smooth continuous take, not a sudden cut." + ] + }, + { + "id": "pick_unique_lv2_003", + "answer": { + "grid": [ + 5, + 5 + ], + "unique_cell_0indexed_row_col": [ + 3, + 2 + ], + "unique_cell_1indexed_human": { + "row": 4, + "column": 3, + "of": [ + 5, + 5 + ] + }, + "common_motif": "upward pointing teal triangle", + "unique_motif": "downward pointing teal triangle", + "provenance_raw_id": "pick_unique_5x5_005" + }, + "rubric": [ + "Overall task: starting from the input (the original 5x5 grid layout of identical pieces with exactly one different piece), the unique piece, the one that does NOT match the others, is identified and singled out: picked up, lifted, displaced, or otherwise visibly removed from its original cell.", + "The unique piece, the piece at row 4 of 5, column 3 of 5 (it shows downward pointing teal triangle, while every other cell shows upward pointing teal triangle), is the one singled out and removed: grasped / lifted / displaced out of its cell, ending the video either with the piece carried off-screen so the cell is visibly empty in the final frame, or with the piece still visible in the scene but clearly lifted away from its original cell (both count as correct).", + "Exactly one cell is identified as unique. No other cell is highlighted, removed, displaced, or otherwise singled out.", + "Every non-unique piece is preserved exactly as in the input, same position, orientation, color, shape, size, and surface markings. No non-unique piece is touched, slid, knocked, occluded, or otherwise disturbed during the operation.", + "No new patterns, text, or extraneous objects appear anywhere in the scene.", + "Continuous physical motion: the action plays out as one smooth continuous take, not a sudden cut." + ] + }, + { + "id": "pick_unique_lv2_004", + "answer": { + "grid": [ + 5, + 5 + ], + "unique_cell_0indexed_row_col": [ + 2, + 1 + ], + "unique_cell_1indexed_human": { + "row": 3, + "column": 2, + "of": [ + 5, + 5 + ] + }, + "common_motif": "violin", + "unique_motif": "electric guitar", + "provenance_raw_id": "pick_unique_5x5_007" + }, + "rubric": [ + "Overall task: starting from the input (the original 5x5 grid layout of identical pieces with exactly one different piece), the unique piece, the one that does NOT match the others, is identified and singled out: picked up, lifted, displaced, or otherwise visibly removed from its original cell.", + "The unique piece, the piece at row 3 of 5, column 2 of 5 (it shows electric guitar, while every other cell shows violin), is the one singled out and removed: grasped / lifted / displaced out of its cell, ending the video either with the piece carried off-screen so the cell is visibly empty in the final frame, or with the piece still visible in the scene but clearly lifted away from its original cell (both count as correct).", + "Exactly one cell is identified as unique. No other cell is highlighted, removed, displaced, or otherwise singled out.", + "Every non-unique piece is preserved exactly as in the input, same position, orientation, color, shape, size, and surface markings. No non-unique piece is touched, slid, knocked, occluded, or otherwise disturbed during the operation.", + "No new patterns, text, or extraneous objects appear anywhere in the scene.", + "Continuous physical motion: the action plays out as one smooth continuous take, not a sudden cut." + ] + }, + { + "id": "pick_unique_lv2_005", + "answer": { + "grid": [ + 5, + 5 + ], + "unique_cell_0indexed_row_col": [ + 2, + 2 + ], + "unique_cell_1indexed_human": { + "row": 3, + "column": 3, + "of": [ + 5, + 5 + ] + }, + "common_motif": "gray koala face with large black nose", + "unique_motif": "gray mouse face with whiskers and white teeth", + "provenance_raw_id": "pick_unique_5x5_009" + }, + "rubric": [ + "Overall task: starting from the input (the original 5x5 grid layout of identical pieces with exactly one different piece), the unique piece, the one that does NOT match the others, is identified and singled out: picked up, lifted, displaced, or otherwise visibly removed from its original cell.", + "The unique piece, the piece at row 3 of 5, column 3 of 5 (it shows gray mouse face with whiskers and white teeth, while every other cell shows gray koala face with large black nose), is the one singled out and removed: grasped / lifted / displaced out of its cell, ending the video either with the piece carried off-screen so the cell is visibly empty in the final frame, or with the piece still visible in the scene but clearly lifted away from its original cell (both count as correct).", + "Exactly one cell is identified as unique. No other cell is highlighted, removed, displaced, or otherwise singled out.", + "Every non-unique piece is preserved exactly as in the input, same position, orientation, color, shape, size, and surface markings. No non-unique piece is touched, slid, knocked, occluded, or otherwise disturbed during the operation.", + "No new patterns, text, or extraneous objects appear anywhere in the scene.", + "Continuous physical motion: the action plays out as one smooth continuous take, not a sudden cut." + ] + }, + { + "id": "pick_unique_lv2_006", + "answer": { + "grid": [ + 6, + 6 + ], + "unique_cell_0indexed_row_col": [ + 2, + 1 + ], + "unique_cell_1indexed_human": { + "row": 3, + "column": 2, + "of": [ + 6, + 6 + ] + }, + "common_motif": "Earth globe showing Africa, Europe, and Asia", + "unique_motif": "Earth globe showing North and South America", + "provenance_raw_id": "pick_unique_6x6_002" + }, + "rubric": [ + "Overall task: starting from the input (the original 6x6 grid layout of identical pieces with exactly one different piece), the unique piece, the one that does NOT match the others, is identified and singled out: picked up, lifted, displaced, or otherwise visibly removed from its original cell.", + "The unique piece, the piece at row 3 of 6, column 2 of 6 (it shows Earth globe showing North and South America, while every other cell shows Earth globe showing Africa, Europe, and Asia), is the one singled out and removed: grasped / lifted / displaced out of its cell, ending the video either with the piece carried off-screen so the cell is visibly empty in the final frame, or with the piece still visible in the scene but clearly lifted away from its original cell (both count as correct).", + "Exactly one cell is identified as unique. No other cell is highlighted, removed, displaced, or otherwise singled out.", + "Every non-unique piece is preserved exactly as in the input, same position, orientation, color, shape, size, and surface markings. No non-unique piece is touched, slid, knocked, occluded, or otherwise disturbed during the operation.", + "No new patterns, text, or extraneous objects appear anywhere in the scene.", + "Continuous physical motion: the action plays out as one smooth continuous take, not a sudden cut." + ] + }, + { + "id": "pick_unique_lv2_007", + "answer": { + "grid": [ + 6, + 6 + ], + "unique_cell_0indexed_row_col": [ + 0, + 1 + ], + "unique_cell_1indexed_human": { + "row": 1, + "column": 2, + "of": [ + 6, + 6 + ] + }, + "common_motif": "gray mouse with pink ears", + "unique_motif": "gray koala with fluffy ears", + "provenance_raw_id": "pick_unique_6x6_004" + }, + "rubric": [ + "Overall task: starting from the input (the original 6x6 grid layout of identical pieces with exactly one different piece), the unique piece, the one that does NOT match the others, is identified and singled out: picked up, lifted, displaced, or otherwise visibly removed from its original cell.", + "The unique piece, the piece at row 1 of 6, column 2 of 6 (it shows gray koala with fluffy ears, while every other cell shows gray mouse with pink ears), is the one singled out and removed: grasped / lifted / displaced out of its cell, ending the video either with the piece carried off-screen so the cell is visibly empty in the final frame, or with the piece still visible in the scene but clearly lifted away from its original cell (both count as correct).", + "Exactly one cell is identified as unique. No other cell is highlighted, removed, displaced, or otherwise singled out.", + "Every non-unique piece is preserved exactly as in the input, same position, orientation, color, shape, size, and surface markings. No non-unique piece is touched, slid, knocked, occluded, or otherwise disturbed during the operation.", + "No new patterns, text, or extraneous objects appear anywhere in the scene.", + "Continuous physical motion: the action plays out as one smooth continuous take, not a sudden cut." + ] + }, + { + "id": "pick_unique_lv2_008", + "answer": { + "grid": [ + 6, + 6 + ], + "unique_cell_0indexed_row_col": [ + 1, + 3 + ], + "unique_cell_1indexed_human": { + "row": 2, + "column": 4, + "of": [ + 6, + 6 + ] + }, + "common_motif": "red electric guitar", + "unique_motif": "brown violin with bow", + "provenance_raw_id": "pick_unique_6x6_006" + }, + "rubric": [ + "Overall task: starting from the input (the original 6x6 grid layout of identical pieces with exactly one different piece), the unique piece, the one that does NOT match the others, is identified and singled out: picked up, lifted, displaced, or otherwise visibly removed from its original cell.", + "The unique piece, the piece at row 2 of 6, column 4 of 6 (it shows brown violin with bow, while every other cell shows red electric guitar), is the one singled out and removed: grasped / lifted / displaced out of its cell, ending the video either with the piece carried off-screen so the cell is visibly empty in the final frame, or with the piece still visible in the scene but clearly lifted away from its original cell (both count as correct).", + "Exactly one cell is identified as unique. No other cell is highlighted, removed, displaced, or otherwise singled out.", + "Every non-unique piece is preserved exactly as in the input, same position, orientation, color, shape, size, and surface markings. No non-unique piece is touched, slid, knocked, occluded, or otherwise disturbed during the operation.", + "No new patterns, text, or extraneous objects appear anywhere in the scene.", + "Continuous physical motion: the action plays out as one smooth continuous take, not a sudden cut." + ] + }, + { + "id": "pick_unique_lv2_009", + "answer": { + "grid": [ + 6, + 6 + ], + "unique_cell_0indexed_row_col": [ + 1, + 0 + ], + "unique_cell_1indexed_human": { + "row": 2, + "column": 1, + "of": [ + 6, + 6 + ] + }, + "common_motif": "crescent moon shape facing right", + "unique_motif": "crescent moon shape facing left", + "provenance_raw_id": "pick_unique_6x6_008" + }, + "rubric": [ + "Overall task: starting from the input (the original 6x6 grid layout of identical pieces with exactly one different piece), the unique piece, the one that does NOT match the others, is identified and singled out: picked up, lifted, displaced, or otherwise visibly removed from its original cell.", + "The unique piece, the piece at row 2 of 6, column 1 of 6 (it shows crescent moon shape facing left, while every other cell shows crescent moon shape facing right), is the one singled out and removed: grasped / lifted / displaced out of its cell, ending the video either with the piece carried off-screen so the cell is visibly empty in the final frame, or with the piece still visible in the scene but clearly lifted away from its original cell (both count as correct).", + "Exactly one cell is identified as unique. No other cell is highlighted, removed, displaced, or otherwise singled out.", + "Every non-unique piece is preserved exactly as in the input, same position, orientation, color, shape, size, and surface markings. No non-unique piece is touched, slid, knocked, occluded, or otherwise disturbed during the operation.", + "No new patterns, text, or extraneous objects appear anywhere in the scene.", + "Continuous physical motion: the action plays out as one smooth continuous take, not a sudden cut." + ] + }, + { + "id": "pick_unique_lv2_010", + "answer": { + "grid": [ + 6, + 6 + ], + "unique_cell_0indexed_row_col": [ + 4, + 5 + ], + "unique_cell_1indexed_human": { + "row": 5, + "column": 6, + "of": [ + 6, + 6 + ] + }, + "common_motif": "orange arrow pointing right", + "unique_motif": "orange arrow pointing left", + "provenance_raw_id": "pick_unique_6x6_010" + }, + "rubric": [ + "Overall task: starting from the input (the original 6x6 grid layout of identical pieces with exactly one different piece), the unique piece, the one that does NOT match the others, is identified and singled out: picked up, lifted, displaced, or otherwise visibly removed from its original cell.", + "The unique piece, the piece at row 5 of 6, column 6 of 6 (it shows orange arrow pointing left, while every other cell shows orange arrow pointing right), is the one singled out and removed: grasped / lifted / displaced out of its cell, ending the video either with the piece carried off-screen so the cell is visibly empty in the final frame, or with the piece still visible in the scene but clearly lifted away from its original cell (both count as correct).", + "Exactly one cell is identified as unique. No other cell is highlighted, removed, displaced, or otherwise singled out.", + "Every non-unique piece is preserved exactly as in the input, same position, orientation, color, shape, size, and surface markings. No non-unique piece is touched, slid, knocked, occluded, or otherwise disturbed during the operation.", + "No new patterns, text, or extraneous objects appear anywhere in the scene.", + "Continuous physical motion: the action plays out as one smooth continuous take, not a sudden cut." + ] + }, + { + "id": "pick_unique_lv3_001", + "answer": { + "grid": [ + 7, + 7 + ], + "unique_cell_0indexed_row_col": [ + 3, + 2 + ], + "unique_cell_1indexed_human": { + "row": 4, + "column": 3, + "of": [ + 7, + 7 + ] + }, + "common_motif": "green wavy piece with three peaks and three valleys", + "unique_motif": "green wavy piece with four peaks and four valleys", + "provenance_raw_id": "pick_unique_7x7_001" + }, + "rubric": [ + "Overall task: starting from the input (the original 7x7 grid layout of identical pieces with exactly one different piece), the unique piece, the one that does NOT match the others, is identified and singled out: picked up, lifted, displaced, or otherwise visibly removed from its original cell.", + "The unique piece, the piece at row 4 of 7, column 3 of 7 (it shows green wavy piece with four peaks and four valleys, while every other cell shows green wavy piece with three peaks and three valleys), is the one singled out and removed: grasped / lifted / displaced out of its cell, ending the video either with the piece carried off-screen so the cell is visibly empty in the final frame, or with the piece still visible in the scene but clearly lifted away from its original cell (both count as correct).", + "Exactly one cell is identified as unique. No other cell is highlighted, removed, displaced, or otherwise singled out.", + "Every non-unique piece is preserved exactly as in the input, same position, orientation, color, shape, size, and surface markings. No non-unique piece is touched, slid, knocked, occluded, or otherwise disturbed during the operation.", + "No new patterns, text, or extraneous objects appear anywhere in the scene.", + "Continuous physical motion: the action plays out as one smooth continuous take, not a sudden cut." + ] + }, + { + "id": "pick_unique_lv3_002", + "answer": { + "grid": [ + 7, + 7 + ], + "unique_cell_0indexed_row_col": [ + 4, + 0 + ], + "unique_cell_1indexed_human": { + "row": 5, + "column": 1, + "of": [ + 7, + 7 + ] + }, + "common_motif": "pink flower with 5 petals and yellow center", + "unique_motif": "pink flower with 4 petals and yellow center", + "provenance_raw_id": "pick_unique_7x7_002" + }, + "rubric": [ + "Overall task: starting from the input (the original 7x7 grid layout of identical pieces with exactly one different piece), the unique piece, the one that does NOT match the others, is identified and singled out: picked up, lifted, displaced, or otherwise visibly removed from its original cell.", + "The unique piece, the piece at row 5 of 7, column 1 of 7 (it shows pink flower with 4 petals and yellow center, while every other cell shows pink flower with 5 petals and yellow center), is the one singled out and removed: grasped / lifted / displaced out of its cell, ending the video either with the piece carried off-screen so the cell is visibly empty in the final frame, or with the piece still visible in the scene but clearly lifted away from its original cell (both count as correct).", + "Exactly one cell is identified as unique. No other cell is highlighted, removed, displaced, or otherwise singled out.", + "Every non-unique piece is preserved exactly as in the input, same position, orientation, color, shape, size, and surface markings. No non-unique piece is touched, slid, knocked, occluded, or otherwise disturbed during the operation.", + "No new patterns, text, or extraneous objects appear anywhere in the scene.", + "Continuous physical motion: the action plays out as one smooth continuous take, not a sudden cut." + ] + }, + { + "id": "pick_unique_lv3_003", + "answer": { + "grid": [ + 7, + 7 + ], + "unique_cell_0indexed_row_col": [ + 2, + 4 + ], + "unique_cell_1indexed_human": { + "row": 3, + "column": 5, + "of": [ + 7, + 7 + ] + }, + "common_motif": "purple Korean jamo 'kiyeok' rotated", + "unique_motif": "purple Latin letter 'F'", + "provenance_raw_id": "pick_unique_7x7_003" + }, + "rubric": [ + "Overall task: starting from the input (the original 7x7 grid layout of identical pieces with exactly one different piece), the unique piece, the one that does NOT match the others, is identified and singled out: picked up, lifted, displaced, or otherwise visibly removed from its original cell.", + "The unique piece, the piece at row 3 of 7, column 5 of 7 (it shows purple Latin letter 'F', while every other cell shows purple Korean jamo 'kiyeok' rotated), is the one singled out and removed: grasped / lifted / displaced out of its cell, ending the video either with the piece carried off-screen so the cell is visibly empty in the final frame, or with the piece still visible in the scene but clearly lifted away from its original cell (both count as correct).", + "Exactly one cell is identified as unique. No other cell is highlighted, removed, displaced, or otherwise singled out.", + "Every non-unique piece is preserved exactly as in the input, same position, orientation, color, shape, size, and surface markings. No non-unique piece is touched, slid, knocked, occluded, or otherwise disturbed during the operation.", + "No new patterns, text, or extraneous objects appear anywhere in the scene.", + "Continuous physical motion: the action plays out as one smooth continuous take, not a sudden cut." + ] + }, + { + "id": "pick_unique_lv3_004", + "answer": { + "grid": [ + 7, + 7 + ], + "unique_cell_0indexed_row_col": [ + 3, + 0 + ], + "unique_cell_1indexed_human": { + "row": 4, + "column": 1, + "of": [ + 7, + 7 + ] + }, + "common_motif": "purple pentagon", + "unique_motif": "purple octagon", + "provenance_raw_id": "pick_unique_7x7_004" + }, + "rubric": [ + "Overall task: starting from the input (the original 7x7 grid layout of identical pieces with exactly one different piece), the unique piece, the one that does NOT match the others, is identified and singled out: picked up, lifted, displaced, or otherwise visibly removed from its original cell.", + "The unique piece, the piece at row 4 of 7, column 1 of 7 (it shows purple octagon, while every other cell shows purple pentagon), is the one singled out and removed: grasped / lifted / displaced out of its cell, ending the video either with the piece carried off-screen so the cell is visibly empty in the final frame, or with the piece still visible in the scene but clearly lifted away from its original cell (both count as correct).", + "Exactly one cell is identified as unique. No other cell is highlighted, removed, displaced, or otherwise singled out.", + "Every non-unique piece is preserved exactly as in the input, same position, orientation, color, shape, size, and surface markings. No non-unique piece is touched, slid, knocked, occluded, or otherwise disturbed during the operation.", + "No new patterns, text, or extraneous objects appear anywhere in the scene.", + "Continuous physical motion: the action plays out as one smooth continuous take, not a sudden cut." + ] + }, + { + "id": "pick_unique_lv3_005", + "answer": { + "grid": [ + 7, + 7 + ], + "unique_cell_0indexed_row_col": [ + 5, + 0 + ], + "unique_cell_1indexed_human": { + "row": 6, + "column": 1, + "of": [ + 7, + 7 + ] + }, + "common_motif": "purple letter R", + "unique_motif": "horizontally flipped purple letter R", + "provenance_raw_id": "pick_unique_7x7_005" + }, + "rubric": [ + "Overall task: starting from the input (the original 7x7 grid layout of identical pieces with exactly one different piece), the unique piece, the one that does NOT match the others, is identified and singled out: picked up, lifted, displaced, or otherwise visibly removed from its original cell.", + "The unique piece, the piece at row 6 of 7, column 1 of 7 (it shows horizontally flipped purple letter R, while every other cell shows purple letter R), is the one singled out and removed: grasped / lifted / displaced out of its cell, ending the video either with the piece carried off-screen so the cell is visibly empty in the final frame, or with the piece still visible in the scene but clearly lifted away from its original cell (both count as correct).", + "Exactly one cell is identified as unique. No other cell is highlighted, removed, displaced, or otherwise singled out.", + "Every non-unique piece is preserved exactly as in the input, same position, orientation, color, shape, size, and surface markings. No non-unique piece is touched, slid, knocked, occluded, or otherwise disturbed during the operation.", + "No new patterns, text, or extraneous objects appear anywhere in the scene.", + "Continuous physical motion: the action plays out as one smooth continuous take, not a sudden cut." + ] + }, + { + "id": "pick_unique_lv3_006", + "answer": { + "grid": [ + 7, + 7 + ], + "unique_cell_0indexed_row_col": [ + 6, + 3 + ], + "unique_cell_1indexed_human": { + "row": 7, + "column": 4, + "of": [ + 7, + 7 + ] + }, + "common_motif": "green piece with three petals", + "unique_motif": "green piece with four petals", + "provenance_raw_id": "pick_unique_7x7_006" + }, + "rubric": [ + "Overall task: starting from the input (the original 7x7 grid layout of identical pieces with exactly one different piece), the unique piece, the one that does NOT match the others, is identified and singled out: picked up, lifted, displaced, or otherwise visibly removed from its original cell.", + "The unique piece, the piece at row 7 of 7, column 4 of 7 (it shows green piece with four petals, while every other cell shows green piece with three petals), is the one singled out and removed: grasped / lifted / displaced out of its cell, ending the video either with the piece carried off-screen so the cell is visibly empty in the final frame, or with the piece still visible in the scene but clearly lifted away from its original cell (both count as correct).", + "Exactly one cell is identified as unique. No other cell is highlighted, removed, displaced, or otherwise singled out.", + "Every non-unique piece is preserved exactly as in the input, same position, orientation, color, shape, size, and surface markings. No non-unique piece is touched, slid, knocked, occluded, or otherwise disturbed during the operation.", + "No new patterns, text, or extraneous objects appear anywhere in the scene.", + "Continuous physical motion: the action plays out as one smooth continuous take, not a sudden cut." + ] + }, + { + "id": "pick_unique_lv3_007", + "answer": { + "grid": [ + 7, + 7 + ], + "unique_cell_0indexed_row_col": [ + 5, + 4 + ], + "unique_cell_1indexed_human": { + "row": 6, + "column": 5, + "of": [ + 7, + 7 + ] + }, + "common_motif": "globe showing North and South America", + "unique_motif": "globe showing Africa and Europe", + "provenance_raw_id": "pick_unique_7x7_007" + }, + "rubric": [ + "Overall task: starting from the input (the original 7x7 grid layout of identical pieces with exactly one different piece), the unique piece, the one that does NOT match the others, is identified and singled out: picked up, lifted, displaced, or otherwise visibly removed from its original cell.", + "The unique piece, the piece at row 6 of 7, column 5 of 7 (it shows globe showing Africa and Europe, while every other cell shows globe showing North and South America), is the one singled out and removed: grasped / lifted / displaced out of its cell, ending the video either with the piece carried off-screen so the cell is visibly empty in the final frame, or with the piece still visible in the scene but clearly lifted away from its original cell (both count as correct).", + "Exactly one cell is identified as unique. No other cell is highlighted, removed, displaced, or otherwise singled out.", + "Every non-unique piece is preserved exactly as in the input, same position, orientation, color, shape, size, and surface markings. No non-unique piece is touched, slid, knocked, occluded, or otherwise disturbed during the operation.", + "No new patterns, text, or extraneous objects appear anywhere in the scene.", + "Continuous physical motion: the action plays out as one smooth continuous take, not a sudden cut." + ] + }, + { + "id": "pick_unique_lv3_008", + "answer": { + "grid": [ + 7, + 7 + ], + "unique_cell_0indexed_row_col": [ + 4, + 4 + ], + "unique_cell_1indexed_human": { + "row": 5, + "column": 5, + "of": [ + 7, + 7 + ] + }, + "common_motif": "wooden violin", + "unique_motif": "red electric guitar", + "provenance_raw_id": "pick_unique_7x7_008" + }, + "rubric": [ + "Overall task: starting from the input (the original 7x7 grid layout of identical pieces with exactly one different piece), the unique piece, the one that does NOT match the others, is identified and singled out: picked up, lifted, displaced, or otherwise visibly removed from its original cell.", + "The unique piece, the piece at row 5 of 7, column 5 of 7 (it shows red electric guitar, while every other cell shows wooden violin), is the one singled out and removed: grasped / lifted / displaced out of its cell, ending the video either with the piece carried off-screen so the cell is visibly empty in the final frame, or with the piece still visible in the scene but clearly lifted away from its original cell (both count as correct).", + "Exactly one cell is identified as unique. No other cell is highlighted, removed, displaced, or otherwise singled out.", + "Every non-unique piece is preserved exactly as in the input, same position, orientation, color, shape, size, and surface markings. No non-unique piece is touched, slid, knocked, occluded, or otherwise disturbed during the operation.", + "No new patterns, text, or extraneous objects appear anywhere in the scene.", + "Continuous physical motion: the action plays out as one smooth continuous take, not a sudden cut." + ] + }, + { + "id": "pick_unique_lv3_009", + "answer": { + "grid": [ + 7, + 7 + ], + "unique_cell_0indexed_row_col": [ + 2, + 3 + ], + "unique_cell_1indexed_human": { + "row": 3, + "column": 4, + "of": [ + 7, + 7 + ] + }, + "common_motif": "grey koala face", + "unique_motif": "grey mouse face with whiskers", + "provenance_raw_id": "pick_unique_7x7_009" + }, + "rubric": [ + "Overall task: starting from the input (the original 7x7 grid layout of identical pieces with exactly one different piece), the unique piece, the one that does NOT match the others, is identified and singled out: picked up, lifted, displaced, or otherwise visibly removed from its original cell.", + "The unique piece, the piece at row 3 of 7, column 4 of 7 (it shows grey mouse face with whiskers, while every other cell shows grey koala face), is the one singled out and removed: grasped / lifted / displaced out of its cell, ending the video either with the piece carried off-screen so the cell is visibly empty in the final frame, or with the piece still visible in the scene but clearly lifted away from its original cell (both count as correct).", + "Exactly one cell is identified as unique. No other cell is highlighted, removed, displaced, or otherwise singled out.", + "Every non-unique piece is preserved exactly as in the input, same position, orientation, color, shape, size, and surface markings. No non-unique piece is touched, slid, knocked, occluded, or otherwise disturbed during the operation.", + "No new patterns, text, or extraneous objects appear anywhere in the scene.", + "Continuous physical motion: the action plays out as one smooth continuous take, not a sudden cut." + ] + }, + { + "id": "pick_unique_lv3_010", + "answer": { + "grid": [ + 7, + 7 + ], + "unique_cell_0indexed_row_col": [ + 0, + 2 + ], + "unique_cell_1indexed_human": { + "row": 1, + "column": 3, + "of": [ + 7, + 7 + ] + }, + "common_motif": "grey crescent moon facing right", + "unique_motif": "grey crescent moon facing left", + "provenance_raw_id": "pick_unique_7x7_010" + }, + "rubric": [ + "Overall task: starting from the input (the original 7x7 grid layout of identical pieces with exactly one different piece), the unique piece, the one that does NOT match the others, is identified and singled out: picked up, lifted, displaced, or otherwise visibly removed from its original cell.", + "The unique piece, the piece at row 1 of 7, column 3 of 7 (it shows grey crescent moon facing left, while every other cell shows grey crescent moon facing right), is the one singled out and removed: grasped / lifted / displaced out of its cell, ending the video either with the piece carried off-screen so the cell is visibly empty in the final frame, or with the piece still visible in the scene but clearly lifted away from its original cell (both count as correct).", + "Exactly one cell is identified as unique. No other cell is highlighted, removed, displaced, or otherwise singled out.", + "Every non-unique piece is preserved exactly as in the input, same position, orientation, color, shape, size, and surface markings. No non-unique piece is touched, slid, knocked, occluded, or otherwise disturbed during the operation.", + "No new patterns, text, or extraneous objects appear anywhere in the scene.", + "Continuous physical motion: the action plays out as one smooth continuous take, not a sudden cut." + ] + } +] \ No newline at end of file diff --git a/bench_data/pick_unique/prompt/image_gen_prompt/pick_unique.txt b/bench_data/pick_unique/prompt/image_gen_prompt/pick_unique.txt new file mode 100644 index 0000000000000000000000000000000000000000..973327a115cd8409ed4a994b0c5d81449a0e1f0a --- /dev/null +++ b/bench_data/pick_unique/prompt/image_gen_prompt/pick_unique.txt @@ -0,0 +1,7 @@ +The input image shows a grid of similar small board pieces on a table. Exactly one piece differs from the rest. Output the same image with a single closed red circle drawn around that unique piece. + +Notes: +1. Use exactly the same scene, grid layout, and pieces as the input,no additions, removals, or changes to any piece. +2. Draw exactly one red circle, enclosing the unique piece only. Do not mark or alter any other piece. +3. Output only the final highlighted state, no extra annotations, panels, or text. +4. Background, lighting, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/pick_unique/prompt/video_gen_prompt/pick_unique.txt b/bench_data/pick_unique/prompt/video_gen_prompt/pick_unique.txt new file mode 100644 index 0000000000000000000000000000000000000000..e2a0c2d92756e103bd8e1c865643222c203a410f --- /dev/null +++ b/bench_data/pick_unique/prompt/video_gen_prompt/pick_unique.txt @@ -0,0 +1,11 @@ +The input shows a grid of small wooden / cardboard pieces on a table, with one human hand resting beside the grid. Almost all pieces look identical, but exactly one is subtly different, it might differ by colour, shape, orientation (rotated), a missing / extra detail, size, or a small marking. The hand must visually scan the grid, identify the one piece that does NOT match the others, then pick up only that unique piece and carry it off the right edge of the frame. + +Notes: +1. Use exactly the scene from the input, same table, grid layout, and pieces in the same positions. Do NOT add new pieces, remove non-unique pieces, or change any piece's appearance (colour, shape, marking, orientation, size). Every other piece stays exactly where it started. +2. The hand starts where it is in the input and moves naturally: reach toward the unique piece, grasp it, lift cleanly off the table, carry it across to the right edge, and exit the frame. The slot where the unique piece was sitting becomes visibly empty (bare table, no piece left behind). +3. Only one piece is picked up, the unique one. Do not pick any "almost identical" piece, do not pick two pieces, do not pick the wrong piece. If the difference is hard to see, slow down and observe carefully before reaching. +4. No other piece is touched, slid, knocked, occluded, or otherwise disturbed. They keep their exact positions and orientations. +5. The lifted unique piece keeps its original shape, colour, and identity as it moves; do not morph, recolour, or replace it. +6. Show the whole sequence as continuous physical motion, reach → grasp → lift → carry → exit. No jump cuts from "full grid" to "missing piece", no teleporting, no fade frames. + +Background, table, lighting, and camera viewpoint stay fixed. 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As a rule of thumb, if the procedure is carried out step by step but the final answer is simply wrong, give 1 (not 0). Reserve 0 for: the procedure is not attempted at all, or the output breaks / deviates drastically from the input (see OVERRIDE). + +0: Pieces are not placed into the frame, or placed with major overlaps / outside cells, or moved randomly. +1: Some pieces are correctly placed inside frame cells but the tiling is left with gaps or a few misplaced pieces. +2: The frame is essentially fully tiled with the pieces flush in cells, no major gaps or overlaps. One slightly-off piece or one small gap is tolerable. diff --git a/bench_data/polyform_tiling/judge_spec/_judge_rubric_polyform_tiling.json b/bench_data/polyform_tiling/judge_spec/_judge_rubric_polyform_tiling.json new file mode 100644 index 0000000000000000000000000000000000000000..d1da10dea1dbb46a4ca277fb5b4b050f14e6e79c --- /dev/null +++ b/bench_data/polyform_tiling/judge_spec/_judge_rubric_polyform_tiling.json @@ -0,0 +1,12 @@ +[ + { + "id": "polyform_tiling_001", + "rubric": [ + "Overall task: starting from the input (a wooden frame with grid cells, some pieces possibly already inside, and scattered polyomino pieces outside), human hand(s) picks up each outside piece in turn and places it flat into the correct empty cells, completing the tiling with no gaps and no overlaps.", + "Piece preservation: every polyomino piece from the input appears with its original cell-shape, color, and size unchanged. No piece added, removed, split, merged, recolored, or resized.", + "Pre-placed pieces unchanged: any piece already inside the frame at the start stays in exactly its original cells and orientation, never lifted, slid, rotated, or rearranged.", + "Container preserved: the wooden frame's outline, grid, position, and size are identical to the input; never moved, deformed, or resized.", + "No spillover: no piece extends past the frame border, even momentarily during placement." + ] + } +] \ No newline at end of file diff --git a/bench_data/polyform_tiling/prompt/image_gen_prompt/polyform_tiling.txt b/bench_data/polyform_tiling/prompt/image_gen_prompt/polyform_tiling.txt new file mode 100644 index 0000000000000000000000000000000000000000..91298b094137738366eceb0d540cc933e344e4ce --- /dev/null +++ b/bench_data/polyform_tiling/prompt/image_gen_prompt/polyform_tiling.txt @@ -0,0 +1,9 @@ +Generate a single image of the input polyomino pieces placed flat inside the wooden frame, every piece fitted into the frame so that the frame's grid is tiled completely with NO gaps and NO overlaps. Each scattered piece must be moved INTO the frame, no piece may be left outside. + +Notes: +1. Use exactly the same pieces as in the input, no additions, removals, or changes to any piece's size or shape. The frame is also unchanged. +2. Pieces may be rotated in-plane (90°/180°/270°) to fit, but must not be flipped, scaled, or deformed. +3. Pieces already inside the frame in the input stay in their original position and orientation. +4. Every interior cell of the frame must be covered by exactly one piece cell, no empty cells inside the frame, no piece overlapping another, and no piece extending outside the frame. +5. Output only the final tiled state, no scattered pieces remaining outside, no before/after, no multiple panels. +6. Background, lighting, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/polyform_tiling/prompt/video_gen_prompt/polyform_tiling.txt b/bench_data/polyform_tiling/prompt/video_gen_prompt/polyform_tiling.txt new file mode 100644 index 0000000000000000000000000000000000000000..a9f65b6daab91003735e275fdb13a2da6e94d994 --- /dev/null +++ b/bench_data/polyform_tiling/prompt/video_gen_prompt/polyform_tiling.txt @@ -0,0 +1,12 @@ +Create a smooth video where a single human hand reaches into the scene, picks up the polyomino wooden pieces lying outside the wooden frame one at a time, and places each flat into the correct empty cells inside the frame, completing the tiling with no gaps and no overlaps. + +Notes: +1. Use exactly the pieces and frame from the input, no additions, removals, or changes to color, shape, or size. Any pieces already inside the frame at the start are FROZEN: same cells, same orientation, same shape and color in every frame; the hand never touches them. +2. Each piece's cells align one-to-one with the frame's grid cells; pieces fit flush INSIDE the frame and never extend beyond its wooden border. If a piece does not fit flat in its current orientation, the hand rotates it in-plane (90° / 180°) in mid-air before lowering it, never leave a piece sticking out past the edge, even briefly. +3. Only one human hand is visible (fingers + a portion of wrist / forearm), reaching in from the edge. No second hand, robotic arm, tools, or other agents. +4. Pieces stay flat once placed, no flipping, 3D rotation, or stacking. The hand pinches each piece, lifts it, optionally rotates in-plane in mid-air, lowers it flat into its slot, and releases. +5. Show the process continuously: hand moves visibly between scattered pieces and the frame, picking up one piece at a time, transporting it across the table, settling it, then returning for the next. No instant teleporting. + +Final state (last frame): every interior cell is covered by exactly one colored piece, no dashed grid lines remain visible, no empty cells, no overlap, no piece extending outside or still lying on the table, and the hand has fully withdrawn. + +Keep background, lighting, and viewing angle fixed. Adjust pacing to complete within the runtime. 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a/bench_data/recover_2d_net/input_image/lv3/recover_2d_net_lv3_010.png b/bench_data/recover_2d_net/input_image/lv3/recover_2d_net_lv3_010.png new file mode 100644 index 0000000000000000000000000000000000000000..a32f3e4f064de58acbbb55ce75b21d5c7632a2d4 --- /dev/null +++ b/bench_data/recover_2d_net/input_image/lv3/recover_2d_net_lv3_010.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:5bc8b8a06a56fc6ff9e20c4d87c8d1890f114b01a7b698990774568a328cb1ab +size 1986774 diff --git a/bench_data/recover_2d_net/judge_spec/_completeness_judge.txt b/bench_data/recover_2d_net/judge_spec/_completeness_judge.txt new file mode 100644 index 0000000000000000000000000000000000000000..95e86f2308858757f735b23c7ab599bd3429a72e --- /dev/null +++ b/bench_data/recover_2d_net/judge_spec/_completeness_judge.txt @@ -0,0 +1,8 @@ +Completeness scoring, three tiers (0 / 1 / 2), by how far the goal was carried out. +Tier 2 does NOT require flawless / perfect execution: near-complete (goal essentially reached, minor imperfections allowed) still counts as 2. +OVERRIDE (applies to every task): if the output changes drastically from the input image, unrelated new elements suddenly appear, or the scene differs wholesale from the input, score 0, regardless of any apparent task progress. +GUIDING PRINCIPLE: generated video is uncontrollable and may sprout odd elements. As a rule of thumb, if the procedure is carried out step by step but the final answer is simply wrong, give 1 (not 0). Reserve 0 for: the procedure is not attempted at all, or the output breaks / deviates drastically from the input (see OVERRIDE). + +0: Stays flat / faces don't fold, or faces are added / removed. +1: Some faces rotate up about their hinges but the solid is not closed / only partially assembled; OR the net does close into a solid but the resulting 3D shape is clearly wrong (does not match the GT solid). +2: The net closes into the complete 3D solid resting on its bottom face AND the recovered solid looks essentially the same as the GT solid (same overall 3D shape). One face not perfectly seated / minor imperfection is fine as long as the closed shape matches the GT; if it closes into a different shape from the GT, that is 1, not 2. diff --git a/bench_data/recover_2d_net/judge_spec/_judge_rubric_recover_2d_net.json b/bench_data/recover_2d_net/judge_spec/_judge_rubric_recover_2d_net.json new file mode 100644 index 0000000000000000000000000000000000000000..0f56d69ca05b51f8e1650094ad212492feeb644b --- /dev/null +++ b/bench_data/recover_2d_net/judge_spec/_judge_rubric_recover_2d_net.json @@ -0,0 +1,6849 @@ +[ + { + "id": "recover_2d_net_lv1_001", + "answer": { + "level": "lv1", + "solid_type": "reg_prism_3", + "solid_parameters": { + "n": 3, + "R": 1.059330193591994, + "H": 1.2234504930992138 + }, + "vertex_count_3d": 6, + "edge_count_3d": 9, + "face_count": 5, + "face_shape_summary": "2 regular triangle bases + 3 rectangles (right regular 3-gonal prism)", + "bottom_face_index": 0, + "bottom_face_color_name": "warm red", + "face_colors_rgb": [ + [ + 0.96, + 0.55, + 0.55 + ], + [ + 0.55, + 0.78, + 0.95 + ], + [ + 0.97, + 0.85, + 0.45 + ], + [ + 0.78, + 0.55, + 0.92 + ], + [ + 0.55, + 0.86, + 0.62 + ] + ], + "net": { + "tree_edge_count": 4, + "cut_edge_count": 5, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 2 + ], + [ + 1, + 2 + ], + [ + 3, + 5 + ] + ], + "cut_edges": [ + [ + 0, + 3 + ], + [ + 1, + 4 + ], + [ + 2, + 5 + ], + [ + 3, + 4 + ], + [ + 4, + 5 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.8348137172931085, + -1.0893133677044473e-32 + ], + [ + 0.9174068586465546, + 1.5889952903879914 + ] + ], + [ + [ + -0.1421323486499625, + 2.2007205369375984 + ], + [ + -1.976946065943071, + 2.2007205369375984 + ], + [ + -1.059539207296517, + 0.6117252465496072 + ] + ], + [ + [ + 0.9174068586465546, + 1.5889952903879914 + ], + [ + 1.8348137172931085, + 0.0 + ], + [ + 2.894352924589626, + 0.6117252465496067 + ], + [ + 1.9769460659430722, + 2.200720536937598 + ] + ], + [ + [ + 1.8348137172931085, + -1.0893133677044473e-32 + ], + [ + 0.0, + 0.0 + ], + [ + -7.263521982077439e-33, + -1.2234504930992138 + ], + [ + 1.8348137172931085, + -1.2234504930992138 + ] + ], + [ + [ + 0.0, + 2.220446049250313e-16 + ], + [ + 0.9174068586465546, + 1.5889952903879914 + ], + [ + -0.1421323486499625, + 2.2007205369375984 + ], + [ + -1.059539207296517, + 0.6117252465496072 + ] + ] + ] + } + }, + "rubric": [ + "Overall task: starting from the input (a flat 2D net or a partially-folded shape), the remaining flat faces hinge upward about their fold edges on their own until the net closes into a single closed 3D solid resting on the hatched bottom face. The completed solid is exactly: 2 regular triangle bases + 3 rectangles (right regular 3-gonal prism). Additionally, no other solid or unrelated object besides the target solid appears anywhere in the scene.", + "The hatched face stays flat on the table throughout and is the only face in contact with the table; every other face has rotated upward so the solid is closed.", + "Face inventory and identity preserved: same number of faces with their original shapes, sizes, proportions, and pastel colors, no face added, removed, recolored, stretched, or scaled.", + "The unfolding-to-3D plays out as a continuous physical fold, faces hinge upward gradually, stay rigid, and stay joined at their fold edges throughout. No sudden teleport from flat to solid." + ] + }, + { + "id": "recover_2d_net_lv1_002", + "answer": { + "level": "lv1", + "solid_type": "reg_pyramid_4", + "solid_parameters": { + "n": 4, + "R": 1.1562845221065727, + "H": 1.2685000804045894 + }, + "vertex_count_3d": 5, + "edge_count_3d": 8, + "face_count": 5, + "face_shape_summary": "1 regular quadrilateral base + 4 isoceles triangles (regular 4-gonal pyramid)", + "bottom_face_index": 0, + "bottom_face_color_name": "warm red", + "face_colors_rgb": [ + [ + 0.96, + 0.55, + 0.55 + ], + [ + 0.55, + 0.78, + 0.95 + ], + [ + 0.97, + 0.85, + 0.45 + ], + [ + 0.78, + 0.55, + 0.92 + ], + [ + 0.55, + 0.86, + 0.62 + ] + ], + "net": { + "tree_edge_count": 4, + "cut_edge_count": 4, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 3 + ], + [ + 1, + 2 + ], + [ + 2, + 3 + ] + ], + "cut_edges": [ + [ + 0, + 4 + ], + [ + 1, + 4 + ], + [ + 2, + 4 + ], + [ + 3, + 4 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.6352332531252078, + -7.726325975414386e-17 + ], + [ + 1.635233253125208, + 1.6352332531252078 + ], + [ + 2.618699066781182e-16, + 1.635233253125208 + ] + ], + [ + [ + 2.618699066781182e-16, + 1.635233253125208 + ], + [ + 1.635233253125208, + 1.6352332531252078 + ], + [ + 0.8176166265626044, + 3.144401700323221 + ] + ], + [ + [ + 1.635233253125208, + 1.6352332531252078 + ], + [ + 1.6352332531252078, + 4.6430107589490714e-33 + ], + [ + 3.144401700323221, + 0.8176166265626037 + ] + ], + [ + [ + 1.6352332531252078, + -7.726325975414386e-17 + ], + [ + -2.26573660008144e-33, + -4.79530354150934e-17 + ], + [ + 0.8176166265626038, + -1.5091684471980131 + ] + ], + [ + [ + 5.954469913516891e-17, + -2.220446049250313e-16 + ], + [ + 2.618699066781182e-16, + 1.635233253125208 + ], + [ + -1.5091684471980131, + 0.8176166265626041 + ] + ] + ] + } + }, + "rubric": [ + "Overall task: starting from the input (a flat 2D net or a partially-folded shape), the remaining flat faces hinge upward about their fold edges on their own until the net closes into a single closed 3D solid resting on the hatched bottom face. The completed solid is exactly: 1 regular quadrilateral base + 4 isoceles triangles (regular 4-gonal pyramid). Additionally, no other solid or unrelated object besides the target solid appears anywhere in the scene.", + "The hatched face stays flat on the table throughout and is the only face in contact with the table; every other face has rotated upward so the solid is closed.", + "Face inventory and identity preserved: same number of faces with their original shapes, sizes, proportions, and pastel colors, no face added, removed, recolored, stretched, or scaled.", + "The unfolding-to-3D plays out as a continuous physical fold, faces hinge upward gradually, stay rigid, and stay joined at their fold edges throughout. No sudden teleport from flat to solid." + ] + }, + { + "id": "recover_2d_net_lv1_003", + "answer": { + "level": "lv1", + "solid_type": "reg_pyramid_4", + "solid_parameters": { + "n": 4, + "R": 1.149202426281941, + "H": 1.2439961827441028 + }, + "vertex_count_3d": 5, + "edge_count_3d": 8, + "face_count": 5, + "face_shape_summary": "1 regular quadrilateral base + 4 isoceles triangles (regular 4-gonal pyramid)", + "bottom_face_index": 0, + "bottom_face_color_name": "warm red", + "face_colors_rgb": [ + [ + 0.96, + 0.55, + 0.55 + ], + [ + 0.55, + 0.78, + 0.95 + ], + [ + 0.97, + 0.85, + 0.45 + ], + [ + 0.78, + 0.55, + 0.92 + ], + [ + 0.55, + 0.86, + 0.62 + ] + ], + "net": { + "tree_edge_count": 4, + "cut_edge_count": 4, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 3 + ], + [ + 1, + 2 + ], + [ + 2, + 3 + ] + ], + "cut_edges": [ + [ + 0, + 4 + ], + [ + 1, + 4 + ], + [ + 2, + 4 + ], + [ + 3, + 4 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.625217657159988, + 4.3860061084187034e-17 + ], + [ + 1.625217657159988, + 1.625217657159988 + ], + [ + 1.4202501393847053e-16, + 1.6252176571599881 + ] + ], + [ + [ + 1.4202501393847053e-16, + 1.6252176571599881 + ], + [ + 1.6252176571599881, + 1.625217657159988 + ], + [ + 0.8126088285799943, + 3.111104466768327 + ] + ], + [ + [ + 1.625217657159988, + 1.625217657159988 + ], + [ + 1.625217657159988, + 2.220446049250313e-16 + ], + [ + 3.111104466768327, + 0.8126088285799941 + ] + ], + [ + [ + 1.625217657159988, + 4.3860061084187034e-17 + ], + [ + -1.4051758289039367e-33, + 5.2068248700466434e-17 + ], + [ + 0.812608828579994, + -1.4858868096083393 + ] + ], + [ + [ + 2.99958370331332e-17, + 2.220446049250313e-16 + ], + [ + 1.4202501393847053e-16, + 1.6252176571599881 + ], + [ + -1.485886809608339, + 0.8126088285799943 + ] + ] + ] + } + }, + "rubric": [ + "Overall task: starting from the input (a flat 2D net or a partially-folded shape), the remaining flat faces hinge upward about their fold edges on their own until the net closes into a single closed 3D solid resting on the hatched bottom face. The completed solid is exactly: 1 regular quadrilateral base + 4 isoceles triangles (regular 4-gonal pyramid). Additionally, no other solid or unrelated object besides the target solid appears anywhere in the scene.", + "The hatched face stays flat on the table throughout and is the only face in contact with the table; every other face has rotated upward so the solid is closed.", + "Face inventory and identity preserved: same number of faces with their original shapes, sizes, proportions, and pastel colors, no face added, removed, recolored, stretched, or scaled.", + "The unfolding-to-3D plays out as a continuous physical fold, faces hinge upward gradually, stay rigid, and stay joined at their fold edges throughout. No sudden teleport from flat to solid." + ] + }, + { + "id": "recover_2d_net_lv1_004", + "answer": { + "level": "lv1", + "solid_type": "reg_prism_3", + "solid_parameters": { + "n": 3, + "R": 0.98422498122802, + "H": 1.5904429337941226 + }, + "vertex_count_3d": 6, + "edge_count_3d": 9, + "face_count": 5, + "face_shape_summary": "2 regular triangle bases + 3 rectangles (right regular 3-gonal prism)", + "bottom_face_index": 0, + "bottom_face_color_name": "warm red", + "face_colors_rgb": [ + [ + 0.96, + 0.55, + 0.55 + ], + [ + 0.55, + 0.78, + 0.95 + ], + [ + 0.97, + 0.85, + 0.45 + ], + [ + 0.78, + 0.55, + 0.92 + ], + [ + 0.55, + 0.86, + 0.62 + ] + ], + "net": { + "tree_edge_count": 4, + "cut_edge_count": 5, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 2 + ], + [ + 1, + 2 + ], + [ + 4, + 5 + ] + ], + "cut_edges": [ + [ + 0, + 3 + ], + [ + 1, + 4 + ], + [ + 2, + 5 + ], + [ + 3, + 4 + ], + [ + 3, + 5 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.704727673565455, + -2.906107984857862e-32 + ], + [ + 0.852363836782728, + 1.4763374718420303 + ] + ], + [ + [ + 0.852363836782728, + -3.0667804056361527 + ], + [ + 1.704727673565455, + -1.5904429337941226 + ], + [ + 0.0, + -1.5904429337941226 + ] + ], + [ + [ + 0.852363836782728, + 1.4763374718420303 + ], + [ + 1.704727673565455, + 0.0 + ], + [ + 3.0820916575006176, + 0.7952214668970607 + ], + [ + 2.2297278207178906, + 2.271558938739091 + ] + ], + [ + [ + 1.704727673565455, + -2.906107984857862e-32 + ], + [ + 0.0, + 0.0 + ], + [ + -2.711282852405925e-32, + -1.5904429337941226 + ], + [ + 1.704727673565455, + -1.5904429337941226 + ] + ], + [ + [ + -1.1102230246251565e-16, + -2.220446049250313e-16 + ], + [ + 0.852363836782728, + 1.4763374718420303 + ], + [ + -0.5250001471524348, + 2.271558938739092 + ], + [ + -1.377363983935163, + 0.7952214668970615 + ] + ] + ] + } + }, + "rubric": [ + "Overall task: starting from the input (a flat 2D net or a partially-folded shape), the remaining flat faces hinge upward about their fold edges on their own until the net closes into a single closed 3D solid resting on the hatched bottom face. The completed solid is exactly: 2 regular triangle bases + 3 rectangles (right regular 3-gonal prism). Additionally, no other solid or unrelated object besides the target solid appears anywhere in the scene.", + "The hatched face stays flat on the table throughout and is the only face in contact with the table; every other face has rotated upward so the solid is closed.", + "Face inventory and identity preserved: same number of faces with their original shapes, sizes, proportions, and pastel colors, no face added, removed, recolored, stretched, or scaled.", + "The unfolding-to-3D plays out as a continuous physical fold, faces hinge upward gradually, stay rigid, and stay joined at their fold edges throughout. No sudden teleport from flat to solid." + ] + }, + { + "id": "recover_2d_net_lv1_005", + "answer": { + "level": "lv1", + "solid_type": "reg_prism_3", + "solid_parameters": { + "n": 3, + "R": 0.996622079297202, + "H": 1.5608731996987446 + }, + "vertex_count_3d": 6, + "edge_count_3d": 9, + "face_count": 5, + "face_shape_summary": "2 regular triangle bases + 3 rectangles (right regular 3-gonal prism)", + "bottom_face_index": 0, + "bottom_face_color_name": "warm red", + "face_colors_rgb": [ + [ + 0.96, + 0.55, + 0.55 + ], + [ + 0.55, + 0.78, + 0.95 + ], + [ + 0.97, + 0.85, + 0.45 + ], + [ + 0.78, + 0.55, + 0.92 + ], + [ + 0.55, + 0.86, + 0.62 + ] + ], + "net": { + "tree_edge_count": 4, + "cut_edge_count": 5, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 2 + ], + [ + 1, + 2 + ], + [ + 4, + 5 + ] + ], + "cut_edges": [ + [ + 0, + 3 + ], + [ + 1, + 4 + ], + [ + 2, + 5 + ], + [ + 3, + 4 + ], + [ + 3, + 5 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.7262000772876924, + 4.1512597838867143e-32 + ], + [ + 0.8631000386438467, + 1.4949331189458033 + ] + ], + [ + [ + 0.8631000386438467, + -3.0558063186445477 + ], + [ + 1.7262000772876924, + -1.5608731996987446 + ], + [ + 0.0, + -1.5608731996987446 + ] + ], + [ + [ + 0.8631000386438467, + 1.4949331189458033 + ], + [ + 1.7262000772876924, + 0.0 + ], + [ + 3.077955920313107, + 0.7804365998493717 + ], + [ + 2.2148558816692607, + 2.275369718795175 + ] + ], + [ + [ + 1.7262000772876924, + 4.1512597838867143e-32 + ], + [ + 0.0, + 0.0 + ], + [ + 3.753672721320399e-32, + -1.5608731996987446 + ], + [ + 1.7262000772876924, + -1.5608731996987446 + ] + ], + [ + [ + -1.1102230246251565e-16, + -2.220446049250313e-16 + ], + [ + 0.8631000386438467, + 1.4949331189458033 + ], + [ + -0.4886558043815673, + 2.275369718795176 + ], + [ + -1.3517558430254142, + 0.7804365998493723 + ] + ] + ] + } + }, + "rubric": [ + "Overall task: starting from the input (a flat 2D net or a partially-folded shape), the remaining flat faces hinge upward about their fold edges on their own until the net closes into a single closed 3D solid resting on the hatched bottom face. The completed solid is exactly: 2 regular triangle bases + 3 rectangles (right regular 3-gonal prism). Additionally, no other solid or unrelated object besides the target solid appears anywhere in the scene.", + "The hatched face stays flat on the table throughout and is the only face in contact with the table; every other face has rotated upward so the solid is closed.", + "Face inventory and identity preserved: same number of faces with their original shapes, sizes, proportions, and pastel colors, no face added, removed, recolored, stretched, or scaled.", + "The unfolding-to-3D plays out as a continuous physical fold, faces hinge upward gradually, stay rigid, and stay joined at their fold edges throughout. No sudden teleport from flat to solid." + ] + }, + { + "id": "recover_2d_net_lv1_006", + "answer": { + "level": "lv1", + "solid_type": "cuboid", + "solid_parameters": { + "sx": 1.6772959652891415, + "sy": 0.9371846576499845, + "sz": 0.6074354821674469 + }, + "vertex_count_3d": 8, + "edge_count_3d": 12, + "face_count": 6, + "face_shape_summary": "6 rectangles (a rectangular box)", + "bottom_face_index": 0, + "bottom_face_color_name": "warm red", + "face_colors_rgb": [ + [ + 0.96, + 0.55, + 0.55 + ], + [ + 0.55, + 0.78, + 0.95 + ], + [ + 0.97, + 0.85, + 0.45 + ], + [ + 0.78, + 0.55, + 0.92 + ], + [ + 0.55, + 0.86, + 0.62 + ], + [ + 0.97, + 0.7, + 0.4 + ] + ], + "net": { + "tree_edge_count": 5, + "cut_edge_count": 7, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 3 + ], + [ + 1, + 2 + ], + [ + 2, + 3 + ], + [ + 4, + 7 + ] + ], + "cut_edges": [ + [ + 0, + 4 + ], + [ + 1, + 5 + ], + [ + 2, + 6 + ], + [ + 3, + 7 + ], + [ + 4, + 5 + ], + [ + 5, + 6 + ], + [ + 6, + 7 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 0.9371846576499845, + 0.0 + ], + [ + 0.9371846576499845, + 1.6772959652891415 + ], + [ + 0.0, + 1.6772959652891415 + ] + ], + [ + [ + 0.0, + -0.6074354821674469 + ], + [ + 0.0, + -2.2847314474565885 + ], + [ + 0.9371846576499845, + -2.2847314474565885 + ], + [ + 0.9371846576499845, + -0.6074354821674469 + ] + ], + [ + [ + 0.0, + 0.0 + ], + [ + 0.0, + 1.6772959652891415 + ], + [ + -0.6074354821674469, + 1.6772959652891415 + ], + [ + -0.6074354821674469, + 0.0 + ] + ], + [ + [ + 0.0, + 1.6772959652891415 + ], + [ + 0.9371846576499845, + 1.6772959652891415 + ], + [ + 0.9371846576499845, + 2.2847314474565885 + ], + [ + 0.0, + 2.2847314474565885 + ] + ], + [ + [ + 0.9371846576499845, + 1.6772959652891415 + ], + [ + 0.9371846576499845, + 0.0 + ], + [ + 1.5446201398174315, + 0.0 + ], + [ + 1.5446201398174315, + 1.6772959652891415 + ] + ], + [ + [ + 0.9371846576499845, + 0.0 + ], + [ + 0.0, + 0.0 + ], + [ + 0.0, + -0.6074354821674469 + ], + [ + 0.9371846576499845, + -0.6074354821674469 + ] + ] + ] + } + }, + "rubric": [ + "Overall task: starting from the input (a flat 2D net or a partially-folded shape), the remaining flat faces hinge upward about their fold edges on their own until the net closes into a single closed 3D solid resting on the hatched bottom face. The completed solid is exactly: 6 rectangles (a rectangular box). Additionally, no other solid or unrelated object besides the target solid appears anywhere in the scene.", + "The hatched face stays flat on the table throughout and is the only face in contact with the table; every other face has rotated upward so the solid is closed.", + "Face inventory and identity preserved: same number of faces with their original shapes, sizes, proportions, and pastel colors, no face added, removed, recolored, stretched, or scaled.", + "The unfolding-to-3D plays out as a continuous physical fold, faces hinge upward gradually, stay rigid, and stay joined at their fold edges throughout. No sudden teleport from flat to solid." + ] + }, + { + "id": "recover_2d_net_lv1_007", + "answer": { + "level": "lv1", + "solid_type": "cube", + "solid_parameters": { + "size": 1.3423757554060871 + }, + "vertex_count_3d": 8, + "edge_count_3d": 12, + "face_count": 6, + "face_shape_summary": "6 squares (a cube)", + "bottom_face_index": 0, + "bottom_face_color_name": "warm red", + "face_colors_rgb": [ + [ + 0.96, + 0.55, + 0.55 + ], + [ + 0.55, + 0.78, + 0.95 + ], + [ + 0.97, + 0.85, + 0.45 + ], + [ + 0.78, + 0.55, + 0.92 + ], + [ + 0.55, + 0.86, + 0.62 + ], + [ + 0.97, + 0.7, + 0.4 + ] + ], + "net": { + "tree_edge_count": 5, + "cut_edge_count": 7, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 3 + ], + [ + 1, + 2 + ], + [ + 2, + 3 + ], + [ + 4, + 5 + ] + ], + "cut_edges": [ + [ + 0, + 4 + ], + [ + 1, + 5 + ], + [ + 2, + 6 + ], + [ + 3, + 7 + ], + [ + 4, + 7 + ], + [ + 5, + 6 + ], + [ + 6, + 7 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.3423757554060871, + 0.0 + ], + [ + 1.3423757554060871, + 1.3423757554060871 + ], + [ + 0.0, + 1.3423757554060871 + ] + ], + [ + [ + -1.3423757554060871, + 0.0 + ], + [ + -1.3423757554060871, + 1.3423757554060871 + ], + [ + -2.6847515108121742, + 1.3423757554060871 + ], + [ + -2.6847515108121742, + 0.0 + ] + ], + [ + [ + 0.0, + 0.0 + ], + [ + 0.0, + 1.3423757554060871 + ], + [ + -1.3423757554060871, + 1.3423757554060871 + ], + [ + -1.3423757554060871, + 0.0 + ] + ], + [ + [ + 0.0, + 1.3423757554060871 + ], + [ + 1.3423757554060871, + 1.3423757554060871 + ], + [ + 1.3423757554060871, + 2.6847515108121742 + ], + [ + 0.0, + 2.6847515108121742 + ] + ], + [ + [ + 1.3423757554060871, + 1.3423757554060871 + ], + [ + 1.3423757554060871, + 0.0 + ], + [ + 2.6847515108121742, + 0.0 + ], + [ + 2.6847515108121742, + 1.3423757554060871 + ] + ], + [ + [ + 1.3423757554060871, + 0.0 + ], + [ + 0.0, + 0.0 + ], + [ + 0.0, + -1.3423757554060871 + ], + [ + 1.3423757554060871, + -1.3423757554060871 + ] + ] + ] + } + }, + "rubric": [ + "Overall task: starting from the input (a flat 2D net or a partially-folded shape), the remaining flat faces hinge upward about their fold edges on their own until the net closes into a single closed 3D solid resting on the hatched bottom face. The completed solid is exactly: 6 squares (a cube). Additionally, no other solid or unrelated object besides the target solid appears anywhere in the scene.", + "The hatched face stays flat on the table throughout and is the only face in contact with the table; every other face has rotated upward so the solid is closed.", + "Face inventory and identity preserved: same number of faces with their original shapes, sizes, proportions, and pastel colors, no face added, removed, recolored, stretched, or scaled.", + "The unfolding-to-3D plays out as a continuous physical fold, faces hinge upward gradually, stay rigid, and stay joined at their fold edges throughout. No sudden teleport from flat to solid." + ] + }, + { + "id": "recover_2d_net_lv1_008", + "answer": { + "level": "lv1", + "solid_type": "cuboid", + "solid_parameters": { + "sx": 1.815859061254845, + "sy": 1.3750393246640304, + "sz": 0.8041773814599639 + }, + "vertex_count_3d": 8, + "edge_count_3d": 12, + "face_count": 6, + "face_shape_summary": "6 rectangles (a rectangular box)", + "bottom_face_index": 0, + "bottom_face_color_name": "warm red", + "face_colors_rgb": [ + [ + 0.96, + 0.55, + 0.55 + ], + [ + 0.55, + 0.78, + 0.95 + ], + [ + 0.97, + 0.85, + 0.45 + ], + [ + 0.78, + 0.55, + 0.92 + ], + [ + 0.55, + 0.86, + 0.62 + ], + [ + 0.97, + 0.7, + 0.4 + ] + ], + "net": { + "tree_edge_count": 5, + "cut_edge_count": 7, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 3 + ], + [ + 1, + 2 + ], + [ + 2, + 3 + ], + [ + 4, + 5 + ] + ], + "cut_edges": [ + [ + 0, + 4 + ], + [ + 1, + 5 + ], + [ + 2, + 6 + ], + [ + 3, + 7 + ], + [ + 4, + 7 + ], + [ + 5, + 6 + ], + [ + 6, + 7 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.3750393246640304, + 0.0 + ], + [ + 1.3750393246640304, + 1.815859061254845 + ], + [ + 0.0, + 1.815859061254845 + ] + ], + [ + [ + -0.8041773814599639, + 0.0 + ], + [ + -0.8041773814599639, + 1.815859061254845 + ], + [ + -2.179216706123994, + 1.815859061254845 + ], + [ + -2.179216706123994, + 0.0 + ] + ], + [ + [ + 0.0, + 0.0 + ], + [ + 0.0, + 1.815859061254845 + ], + [ + -0.8041773814599639, + 1.815859061254845 + ], + [ + -0.8041773814599639, + 0.0 + ] + ], + [ + [ + 0.0, + 1.815859061254845 + ], + [ + 1.3750393246640304, + 1.815859061254845 + ], + [ + 1.3750393246640304, + 2.620036442714809 + ], + [ + 0.0, + 2.620036442714809 + ] + ], + [ + [ + 1.3750393246640304, + 1.815859061254845 + ], + [ + 1.3750393246640304, + 0.0 + ], + [ + 2.179216706123994, + 0.0 + ], + [ + 2.179216706123994, + 1.815859061254845 + ] + ], + [ + [ + 1.3750393246640304, + 0.0 + ], + [ + 0.0, + 0.0 + ], + [ + 0.0, + -0.8041773814599639 + ], + [ + 1.3750393246640304, + -0.8041773814599639 + ] + ] + ] + } + }, + "rubric": [ + "Overall task: starting from the input (a flat 2D net or a partially-folded shape), the remaining flat faces hinge upward about their fold edges on their own until the net closes into a single closed 3D solid resting on the hatched bottom face. The completed solid is exactly: 6 rectangles (a rectangular box). Additionally, no other solid or unrelated object besides the target solid appears anywhere in the scene.", + "The hatched face stays flat on the table throughout and is the only face in contact with the table; every other face has rotated upward so the solid is closed.", + "Face inventory and identity preserved: same number of faces with their original shapes, sizes, proportions, and pastel colors, no face added, removed, recolored, stretched, or scaled.", + "The unfolding-to-3D plays out as a continuous physical fold, faces hinge upward gradually, stay rigid, and stay joined at their fold edges throughout. No sudden teleport from flat to solid." + ] + }, + { + "id": "recover_2d_net_lv1_009", + "answer": { + "level": "lv1", + "solid_type": "cube", + "solid_parameters": { + "size": 1.0720769673940607 + }, + "vertex_count_3d": 8, + "edge_count_3d": 12, + "face_count": 6, + "face_shape_summary": "6 squares (a cube)", + "bottom_face_index": 0, + "bottom_face_color_name": "warm red", + "face_colors_rgb": [ + [ + 0.96, + 0.55, + 0.55 + ], + [ + 0.55, + 0.78, + 0.95 + ], + [ + 0.97, + 0.85, + 0.45 + ], + [ + 0.78, + 0.55, + 0.92 + ], + [ + 0.55, + 0.86, + 0.62 + ], + [ + 0.97, + 0.7, + 0.4 + ] + ], + "net": { + "tree_edge_count": 5, + "cut_edge_count": 7, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 3 + ], + [ + 1, + 2 + ], + [ + 2, + 3 + ], + [ + 6, + 7 + ] + ], + "cut_edges": [ + [ + 0, + 4 + ], + [ + 1, + 5 + ], + [ + 2, + 6 + ], + [ + 3, + 7 + ], + [ + 4, + 5 + ], + [ + 4, + 7 + ], + [ + 5, + 6 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.0720769673940607, + 0.0 + ], + [ + 1.0720769673940607, + 1.0720769673940607 + ], + [ + 0.0, + 1.0720769673940607 + ] + ], + [ + [ + 3.2162309021821818, + 0.0 + ], + [ + 3.2162309021821818, + 1.0720769673940607 + ], + [ + 2.1441539347881213, + 1.0720769673940607 + ], + [ + 2.1441539347881213, + 0.0 + ] + ], + [ + [ + 0.0, + 0.0 + ], + [ + 0.0, + 1.0720769673940607 + ], + [ + -1.0720769673940607, + 1.0720769673940607 + ], + [ + -1.0720769673940607, + 0.0 + ] + ], + [ + [ + 0.0, + 1.0720769673940607 + ], + [ + 1.0720769673940607, + 1.0720769673940607 + ], + [ + 1.0720769673940607, + 2.1441539347881213 + ], + [ + 0.0, + 2.1441539347881213 + ] + ], + [ + [ + 1.0720769673940607, + 1.0720769673940607 + ], + [ + 1.0720769673940607, + 0.0 + ], + [ + 2.1441539347881213, + 0.0 + ], + [ + 2.1441539347881213, + 1.0720769673940607 + ] + ], + [ + [ + 1.0720769673940607, + 0.0 + ], + [ + 0.0, + 0.0 + ], + [ + 0.0, + -1.0720769673940607 + ], + [ + 1.0720769673940607, + -1.0720769673940607 + ] + ] + ] + } + }, + "rubric": [ + "Overall task: starting from the input (a flat 2D net or a partially-folded shape), the remaining flat faces hinge upward about their fold edges on their own until the net closes into a single closed 3D solid resting on the hatched bottom face. The completed solid is exactly: 6 squares (a cube). Additionally, no other solid or unrelated object besides the target solid appears anywhere in the scene.", + "The hatched face stays flat on the table throughout and is the only face in contact with the table; every other face has rotated upward so the solid is closed.", + "Face inventory and identity preserved: same number of faces with their original shapes, sizes, proportions, and pastel colors, no face added, removed, recolored, stretched, or scaled.", + "The unfolding-to-3D plays out as a continuous physical fold, faces hinge upward gradually, stay rigid, and stay joined at their fold edges throughout. No sudden teleport from flat to solid." + ] + }, + { + "id": "recover_2d_net_lv1_010", + "answer": { + "level": "lv1", + "solid_type": "cuboid", + "solid_parameters": { + "sx": 1.9368043816326916, + "sy": 1.313932118517245, + "sz": 0.7481887424036424 + }, + "vertex_count_3d": 8, + "edge_count_3d": 12, + "face_count": 6, + "face_shape_summary": "6 rectangles (a rectangular box)", + "bottom_face_index": 0, + "bottom_face_color_name": "warm red", + "face_colors_rgb": [ + [ + 0.96, + 0.55, + 0.55 + ], + [ + 0.55, + 0.78, + 0.95 + ], + [ + 0.97, + 0.85, + 0.45 + ], + [ + 0.78, + 0.55, + 0.92 + ], + [ + 0.55, + 0.86, + 0.62 + ], + [ + 0.97, + 0.7, + 0.4 + ] + ], + "net": { + "tree_edge_count": 5, + "cut_edge_count": 7, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 3 + ], + [ + 1, + 2 + ], + [ + 2, + 3 + ], + [ + 4, + 7 + ] + ], + "cut_edges": [ + [ + 0, + 4 + ], + [ + 1, + 5 + ], + [ + 2, + 6 + ], + [ + 3, + 7 + ], + [ + 4, + 5 + ], + [ + 5, + 6 + ], + [ + 6, + 7 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.313932118517245, + 0.0 + ], + [ + 1.313932118517245, + 1.9368043816326916 + ], + [ + 0.0, + 1.9368043816326916 + ] + ], + [ + [ + 0.0, + -0.7481887424036424 + ], + [ + 0.0, + -2.684993124036334 + ], + [ + 1.313932118517245, + -2.684993124036334 + ], + [ + 1.313932118517245, + -0.7481887424036424 + ] + ], + [ + [ + 0.0, + 0.0 + ], + [ + 0.0, + 1.9368043816326916 + ], + [ + -0.7481887424036424, + 1.9368043816326916 + ], + [ + -0.7481887424036424, + 0.0 + ] + ], + [ + [ + 0.0, + 1.9368043816326916 + ], + [ + 1.313932118517245, + 1.9368043816326916 + ], + [ + 1.313932118517245, + 2.684993124036334 + ], + [ + 0.0, + 2.684993124036334 + ] + ], + [ + [ + 1.313932118517245, + 1.9368043816326916 + ], + [ + 1.313932118517245, + 0.0 + ], + [ + 2.0621208609208876, + 0.0 + ], + [ + 2.0621208609208876, + 1.9368043816326916 + ] + ], + [ + [ + 1.313932118517245, + 0.0 + ], + [ + 0.0, + 0.0 + ], + [ + 0.0, + -0.7481887424036424 + ], + [ + 1.313932118517245, + -0.7481887424036424 + ] + ] + ] + } + }, + "rubric": [ + "Overall task: starting from the input (a flat 2D net or a partially-folded shape), the remaining flat faces hinge upward about their fold edges on their own until the net closes into a single closed 3D solid resting on the hatched bottom face. The completed solid is exactly: 6 rectangles (a rectangular box). Additionally, no other solid or unrelated object besides the target solid appears anywhere in the scene.", + "The hatched face stays flat on the table throughout and is the only face in contact with the table; every other face has rotated upward so the solid is closed.", + "Face inventory and identity preserved: same number of faces with their original shapes, sizes, proportions, and pastel colors, no face added, removed, recolored, stretched, or scaled.", + "The unfolding-to-3D plays out as a continuous physical fold, faces hinge upward gradually, stay rigid, and stay joined at their fold edges throughout. No sudden teleport from flat to solid." + ] + }, + { + "id": "recover_2d_net_lv2_001", + "answer": { + "level": "lv2", + "solid_type": "reg_pyramid_5", + "solid_parameters": { + "n": 5, + "R": 1.0966079410569176, + "H": 1.3449806654557972 + }, + "vertex_count_3d": 6, + "edge_count_3d": 10, + "face_count": 6, + "face_shape_summary": "1 regular pentagon base + 5 isoceles triangles (regular 5-gonal pyramid)", + "bottom_face_index": 0, + "bottom_face_color_name": "warm red", + "face_colors_rgb": [ + [ + 0.96, + 0.55, + 0.55 + ], + [ + 0.55, + 0.78, + 0.95 + ], + [ + 0.97, + 0.85, + 0.45 + ], + [ + 0.78, + 0.55, + 0.92 + ], + [ + 0.55, + 0.86, + 0.62 + ], + [ + 0.97, + 0.7, + 0.4 + ] + ], + "net": { + "tree_edge_count": 5, + "cut_edge_count": 5, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 4 + ], + [ + 1, + 2 + ], + [ + 2, + 3 + ], + [ + 3, + 4 + ] + ], + "cut_edges": [ + [ + 0, + 5 + ], + [ + 1, + 5 + ], + [ + 2, + 5 + ], + [ + 3, + 5 + ], + [ + 4, + 5 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.2891399506001395, + 6.102606333796185e-18 + ], + [ + 1.6875061034632632, + 1.226044950434675 + ], + [ + 0.6445699753000701, + 1.9837824015384844 + ], + [ + -0.39836615286312327, + 1.2260449504346755 + ] + ], + [ + [ + -0.39836615286312327, + 1.2260449504346755 + ], + [ + 0.6445699753000702, + 1.9837824015384844 + ], + [ + -0.8239533875232731, + 2.908423466861148 + ] + ], + [ + [ + 0.6445699753000701, + 1.9837824015384844 + ], + [ + 1.6875061034632632, + 1.2260449504346749 + ], + [ + 2.113093338123414, + 2.9084234668611466 + ] + ], + [ + [ + 1.6875061034632632, + 1.226044950434675 + ], + [ + 1.2891399506001395, + 2.220446049250313e-16 + ], + [ + 3.0206906896215338, + 0.11512603977152003 + ] + ], + [ + [ + 1.2891399506001395, + 6.102606333796185e-18 + ], + [ + -2.196554883156239e-35, + 4.640093918365309e-18 + ], + [ + 0.6445699753000698, + -1.6112267108575 + ] + ], + [ + [ + -4.503277616887679e-18, + -1.4632035953315902e-18 + ], + [ + -0.39836615286312327, + 1.2260449504346755 + ], + [ + -1.7315507390213947, + 0.1151260397715208 + ] + ] + ] + } + }, + "rubric": [ + "Overall task: starting from the input (a flat 2D net or a partially-folded shape), the remaining flat faces hinge upward about their fold edges on their own until the net closes into a single closed 3D solid resting on the hatched bottom face. The completed solid is exactly: 1 regular pentagon base + 5 isoceles triangles (regular 5-gonal pyramid). Additionally, no other solid or unrelated object besides the target solid appears anywhere in the scene.", + "The hatched face stays flat on the table throughout and is the only face in contact with the table; every other face has rotated upward so the solid is closed.", + "Face inventory and identity preserved: same number of faces with their original shapes, sizes, proportions, and pastel colors, no face added, removed, recolored, stretched, or scaled.", + "The unfolding-to-3D plays out as a continuous physical fold, faces hinge upward gradually, stay rigid, and stay joined at their fold edges throughout. No sudden teleport from flat to solid." + ] + }, + { + "id": "recover_2d_net_lv2_002", + "answer": { + "level": "lv2", + "solid_type": "reg_pyramid_6", + "solid_parameters": { + "n": 6, + "R": 1.0954982280737362, + "H": 1.3001133749591804 + }, + "vertex_count_3d": 7, + "edge_count_3d": 12, + "face_count": 7, + "face_shape_summary": "1 regular hexagon base + 6 isoceles triangles (regular 6-gonal pyramid)", + "bottom_face_index": 0, + "bottom_face_color_name": "warm red", + "face_colors_rgb": [ + [ + 0.96, + 0.55, + 0.55 + ], + [ + 0.55, + 0.78, + 0.95 + ], + [ + 0.97, + 0.85, + 0.45 + ], + [ + 0.78, + 0.55, + 0.92 + ], + [ + 0.55, + 0.86, + 0.62 + ], + [ + 0.97, + 0.7, + 0.4 + ], + [ + 0.65, + 0.85, + 0.85 + ] + ], + "net": { + "tree_edge_count": 6, + "cut_edge_count": 6, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 5 + ], + [ + 1, + 2 + ], + [ + 2, + 3 + ], + [ + 3, + 4 + ], + [ + 4, + 5 + ] + ], + "cut_edges": [ + [ + 0, + 6 + ], + [ + 1, + 6 + ], + [ + 2, + 6 + ], + [ + 3, + 6 + ], + [ + 4, + 6 + ], + [ + 5, + 6 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.0954982280737369, + 0.0 + ], + [ + 1.6432473421106046, + 0.9487292953126942 + ], + [ + 1.0954982280737364, + 1.8974585906253887 + ], + [ + 3.845925372767125e-16, + 1.897458590625389 + ], + [ + -0.5477491140368678, + 0.9487292953126946 + ] + ], + [ + [ + -0.5477491140368678, + 0.9487292953126946 + ], + [ + 2.4782757909145225e-16, + 1.897458590625389 + ], + [ + -1.6677133381008096, + 2.2278271384338915 + ] + ], + [ + [ + 3.845925372767125e-16, + 1.897458590625389 + ], + [ + 1.0954982280737364, + 1.8974585906253887 + ], + [ + 0.5477491140368688, + 3.506924981555088 + ] + ], + [ + [ + 1.0954982280737364, + 1.8974585906253887 + ], + [ + 1.6432473421106046, + 0.9487292953126942 + ], + [ + 2.763211566174547, + 2.2278271384338915 + ] + ], + [ + [ + 1.6432473421106046, + 0.9487292953126942 + ], + [ + 1.0954982280737369, + 1.3708730483328774e-18 + ], + [ + 2.7632115661745473, + -0.33036854780850244 + ] + ], + [ + [ + 1.0954982280737369, + 0.0 + ], + [ + 0.0, + 0.0 + ], + [ + 0.5477491140368685, + -1.6094663909296996 + ] + ], + [ + [ + -8.523932829609471e-17, + 2.369304120005236e-16 + ], + [ + -0.5477491140368678, + 0.9487292953126946 + ], + [ + -1.66771333810081, + -0.3303685478085017 + ] + ] + ] + } + }, + "rubric": [ + "Overall task: starting from the input (a flat 2D net or a partially-folded shape), the remaining flat faces hinge upward about their fold edges on their own until the net closes into a single closed 3D solid resting on the hatched bottom face. The completed solid is exactly: 1 regular hexagon base + 6 isoceles triangles (regular 6-gonal pyramid). Additionally, no other solid or unrelated object besides the target solid appears anywhere in the scene.", + "The hatched face stays flat on the table throughout and is the only face in contact with the table; every other face has rotated upward so the solid is closed.", + "Face inventory and identity preserved: same number of faces with their original shapes, sizes, proportions, and pastel colors, no face added, removed, recolored, stretched, or scaled.", + "The unfolding-to-3D plays out as a continuous physical fold, faces hinge upward gradually, stay rigid, and stay joined at their fold edges throughout. No sudden teleport from flat to solid." + ] + }, + { + "id": "recover_2d_net_lv2_003", + "answer": { + "level": "lv2", + "solid_type": "reg_pyramid_5", + "solid_parameters": { + "n": 5, + "R": 0.9781909307708923, + "H": 1.5859727190677468 + }, + "vertex_count_3d": 6, + "edge_count_3d": 10, + "face_count": 6, + "face_shape_summary": "1 regular pentagon base + 5 isoceles triangles (regular 5-gonal pyramid)", + "bottom_face_index": 0, + "bottom_face_color_name": "warm red", + "face_colors_rgb": [ + [ + 0.96, + 0.55, + 0.55 + ], + [ + 0.55, + 0.78, + 0.95 + ], + [ + 0.97, + 0.85, + 0.45 + ], + [ + 0.78, + 0.55, + 0.92 + ], + [ + 0.55, + 0.86, + 0.62 + ], + [ + 0.97, + 0.7, + 0.4 + ] + ], + "net": { + "tree_edge_count": 5, + "cut_edge_count": 5, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 4 + ], + [ + 1, + 2 + ], + [ + 2, + 3 + ], + [ + 3, + 4 + ] + ], + "cut_edges": [ + [ + 0, + 5 + ], + [ + 1, + 5 + ], + [ + 2, + 5 + ], + [ + 3, + 5 + ], + [ + 4, + 5 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.1499324060667562, + -3.2454643727108296e-17 + ], + [ + 1.5052810619238568, + 1.0936507080887528 + ], + [ + 0.5749662030333783, + 1.7695640175079919 + ], + [ + -0.35534865585710046, + 1.0936507080887532 + ] + ], + [ + [ + -0.35534865585710046, + 1.0936507080887532 + ], + [ + 0.5749662030333784, + 1.7695640175079919 + ], + [ + -0.9320114995329958, + 2.8655499511026434 + ] + ], + [ + [ + 0.5749662030333783, + 1.7695640175079919 + ], + [ + 1.5052810619238568, + 1.0936507080887528 + ], + [ + 2.0819439055997524, + 2.8655499511026425 + ] + ], + [ + [ + 1.5052810619238568, + 1.0936507080887528 + ], + [ + 1.1499324060667562, + 0.0 + ], + [ + 3.0133073460740016, + -0.0008919767718579275 + ] + ], + [ + [ + 1.1499324060667562, + -3.2454643727108296e-17 + ], + [ + 1.2732888736424838e-34, + 4.511515055895488e-18 + ], + [ + 0.5749662030333783, + -1.7724505149760734 + ] + ], + [ + [ + 3.17955664704772e-17, + 1.0331005799140626e-17 + ], + [ + -0.35534865585710046, + 1.0936507080887532 + ], + [ + -1.863374940007246, + -0.0008919767718571503 + ] + ] + ] + } + }, + "rubric": [ + "Overall task: starting from the input (a flat 2D net or a partially-folded shape), the remaining flat faces hinge upward about their fold edges on their own until the net closes into a single closed 3D solid resting on the hatched bottom face. The completed solid is exactly: 1 regular pentagon base + 5 isoceles triangles (regular 5-gonal pyramid). Additionally, no other solid or unrelated object besides the target solid appears anywhere in the scene.", + "The hatched face stays flat on the table throughout and is the only face in contact with the table; every other face has rotated upward so the solid is closed.", + "Face inventory and identity preserved: same number of faces with their original shapes, sizes, proportions, and pastel colors, no face added, removed, recolored, stretched, or scaled.", + "The unfolding-to-3D plays out as a continuous physical fold, faces hinge upward gradually, stay rigid, and stay joined at their fold edges throughout. No sudden teleport from flat to solid." + ] + }, + { + "id": "recover_2d_net_lv2_004", + "answer": { + "level": "lv2", + "solid_type": "reg_pyramid_5", + "solid_parameters": { + "n": 5, + "R": 1.0811363801456284, + "H": 1.515856145626751 + }, + "vertex_count_3d": 6, + "edge_count_3d": 10, + "face_count": 6, + "face_shape_summary": "1 regular pentagon base + 5 isoceles triangles (regular 5-gonal pyramid)", + "bottom_face_index": 0, + "bottom_face_color_name": "warm red", + "face_colors_rgb": [ + [ + 0.96, + 0.55, + 0.55 + ], + [ + 0.55, + 0.78, + 0.95 + ], + [ + 0.97, + 0.85, + 0.45 + ], + [ + 0.78, + 0.55, + 0.92 + ], + [ + 0.55, + 0.86, + 0.62 + ], + [ + 0.97, + 0.7, + 0.4 + ] + ], + "net": { + "tree_edge_count": 5, + "cut_edge_count": 5, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 4 + ], + [ + 1, + 2 + ], + [ + 2, + 3 + ], + [ + 3, + 4 + ] + ], + "cut_edges": [ + [ + 0, + 5 + ], + [ + 1, + 5 + ], + [ + 2, + 5 + ], + [ + 3, + 5 + ], + [ + 4, + 5 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.2709520399329386, + 3.8516106475120546e-17 + ], + [ + 1.6636978193077236, + 1.2087472194768396 + ], + [ + 0.6354760199664697, + 1.9557940849204556 + ], + [ + -0.3927457793747847, + 1.2087472194768398 + ] + ], + [ + [ + -0.3927457793747847, + 1.2087472194768398 + ], + [ + 0.6354760199664694, + 1.9557940849204554 + ], + [ + -0.907317168747787, + 2.9981303567472013 + ] + ], + [ + [ + 0.6354760199664697, + 1.9557940849204556 + ], + [ + 1.6636978193077234, + 1.2087472194768396 + ], + [ + 2.1782692086807263, + 2.9981303567472004 + ] + ], + [ + [ + 1.6636978193077236, + 1.2087472194768396 + ], + [ + 1.2709520399329386, + 2.220446049250313e-16 + ], + [ + 3.131767836917967, + 0.06356332590225633 + ] + ], + [ + [ + 1.2709520399329386, + 3.8516106475120546e-17 + ], + [ + -6.235311069685949e-34, + 2.0575239942159776e-17 + ], + [ + 0.6354760199664693, + -1.7500988414247804 + ] + ], + [ + [ + -2.702692324098987e-17, + -8.781579689572501e-18 + ], + [ + -0.3927457793747847, + 1.2087472194768398 + ], + [ + -1.8608157969850285, + 0.063563325902257 + ] + ] + ] + } + }, + "rubric": [ + "Overall task: starting from the input (a flat 2D net or a partially-folded shape), the remaining flat faces hinge upward about their fold edges on their own until the net closes into a single closed 3D solid resting on the hatched bottom face. The completed solid is exactly: 1 regular pentagon base + 5 isoceles triangles (regular 5-gonal pyramid). Additionally, no other solid or unrelated object besides the target solid appears anywhere in the scene.", + "The hatched face stays flat on the table throughout and is the only face in contact with the table; every other face has rotated upward so the solid is closed.", + "Face inventory and identity preserved: same number of faces with their original shapes, sizes, proportions, and pastel colors, no face added, removed, recolored, stretched, or scaled.", + "The unfolding-to-3D plays out as a continuous physical fold, faces hinge upward gradually, stay rigid, and stay joined at their fold edges throughout. No sudden teleport from flat to solid." + ] + }, + { + "id": "recover_2d_net_lv2_005", + "answer": { + "level": "lv2", + "solid_type": "reg_prism_6", + "solid_parameters": { + "n": 6, + "R": 0.9900741994583243, + "H": 1.130560781021986 + }, + "vertex_count_3d": 12, + "edge_count_3d": 18, + "face_count": 8, + "face_shape_summary": "2 regular hexagon bases + 6 rectangles (right regular 6-gonal prism)", + "bottom_face_index": 0, + "bottom_face_color_name": "warm red", + "face_colors_rgb": [ + [ + 0.96, + 0.55, + 0.55 + ], + [ + 0.55, + 0.78, + 0.95 + ], + [ + 0.97, + 0.85, + 0.45 + ], + [ + 0.78, + 0.55, + 0.92 + ], + [ + 0.55, + 0.86, + 0.62 + ], + [ + 0.97, + 0.7, + 0.4 + ], + [ + 0.65, + 0.85, + 0.85 + ], + [ + 0.92, + 0.65, + 0.85 + ] + ], + "net": { + "tree_edge_count": 7, + "cut_edge_count": 11, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 5 + ], + [ + 1, + 2 + ], + [ + 2, + 3 + ], + [ + 3, + 4 + ], + [ + 4, + 5 + ], + [ + 6, + 7 + ] + ], + "cut_edges": [ + [ + 0, + 6 + ], + [ + 1, + 7 + ], + [ + 2, + 8 + ], + [ + 3, + 9 + ], + [ + 4, + 10 + ], + [ + 5, + 11 + ], + [ + 6, + 11 + ], + [ + 7, + 8 + ], + [ + 8, + 9 + ], + [ + 9, + 10 + ], + [ + 10, + 11 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 0.9900741994583249, + 0.0 + ], + [ + 1.4851112991874866, + 0.8574294083624501 + ], + [ + 0.9900741994583244, + 1.7148588167249001 + ], + [ + 1.9229626863835628e-16, + 1.7148588167249001 + ], + [ + -0.49503709972916193, + 0.8574294083624501 + ] + ], + [ + [ + -1.4741314566165777, + 1.4227097988734432 + ], + [ + -0.9790943568874154, + 2.280139207235893 + ], + [ + -1.4741314566165773, + 3.1375686155983433 + ], + [ + -2.4642056560749017, + 3.1375686155983438 + ], + [ + -2.9592427558040644, + 2.280139207235894 + ], + [ + -2.464205656074902, + 1.4227097988734434 + ] + ], + [ + [ + -0.49503709972916193, + 0.8574294083624501 + ], + [ + 1.6653345369377348e-16, + 1.7148588167249001 + ], + [ + -0.9790943568874155, + 2.280139207235893 + ], + [ + -1.4741314566165777, + 1.4227097988734432 + ] + ], + [ + [ + 1.9229626863835628e-16, + 1.7148588167249001 + ], + [ + 0.9900741994583244, + 1.7148588167249001 + ], + [ + 0.9900741994583244, + 2.8454195977468864 + ], + [ + 1.9229626863835628e-16, + 2.8454195977468864 + ] + ], + [ + [ + 0.9900741994583244, + 1.7148588167249001 + ], + [ + 1.4851112991874866, + 0.8574294083624499 + ], + [ + 2.4642056560749026, + 1.422709798873443 + ], + [ + 1.9691685563457402, + 2.2801392072358935 + ] + ], + [ + [ + 1.4851112991874866, + 0.8574294083624501 + ], + [ + 0.9900741994583249, + 0.0 + ], + [ + 1.9691685563457408, + -0.5652803905109928 + ], + [ + 2.4642056560749026, + 0.2921490178514573 + ] + ], + [ + [ + 0.9900741994583249, + 0.0 + ], + [ + 0.0, + 0.0 + ], + [ + 0.0, + -1.130560781021986 + ], + [ + 0.9900741994583249, + -1.130560781021986 + ] + ], + [ + [ + 5.551115123125783e-17, + 0.0 + ], + [ + -0.49503709972916193, + 0.8574294083624501 + ], + [ + -1.4741314566165777, + 0.2921490178514572 + ], + [ + -0.9790943568874158, + -0.5652803905109929 + ] + ] + ] + } + }, + "rubric": [ + "Overall task: starting from the input (a flat 2D net or a partially-folded shape), the remaining flat faces hinge upward about their fold edges on their own until the net closes into a single closed 3D solid resting on the hatched bottom face. The completed solid is exactly: 2 regular hexagon bases + 6 rectangles (right regular 6-gonal prism). Additionally, no other solid or unrelated object besides the target solid appears anywhere in the scene.", + "The hatched face stays flat on the table throughout and is the only face in contact with the table; every other face has rotated upward so the solid is closed.", + "Face inventory and identity preserved: same number of faces with their original shapes, sizes, proportions, and pastel colors, no face added, removed, recolored, stretched, or scaled.", + "The unfolding-to-3D plays out as a continuous physical fold, faces hinge upward gradually, stay rigid, and stay joined at their fold edges throughout. No sudden teleport from flat to solid." + ] + }, + { + "id": "recover_2d_net_lv2_006", + "answer": { + "level": "lv2", + "solid_type": "reg_prism_6", + "solid_parameters": { + "n": 6, + "R": 1.010970993926075, + "H": 1.1284868289500687 + }, + "vertex_count_3d": 12, + "edge_count_3d": 18, + "face_count": 8, + "face_shape_summary": "2 regular hexagon bases + 6 rectangles (right regular 6-gonal prism)", + "bottom_face_index": 0, + "bottom_face_color_name": "warm red", + "face_colors_rgb": [ + [ + 0.96, + 0.55, + 0.55 + ], + [ + 0.55, + 0.78, + 0.95 + ], + [ + 0.97, + 0.85, + 0.45 + ], + [ + 0.78, + 0.55, + 0.92 + ], + [ + 0.55, + 0.86, + 0.62 + ], + [ + 0.97, + 0.7, + 0.4 + ], + [ + 0.65, + 0.85, + 0.85 + ], + [ + 0.92, + 0.65, + 0.85 + ] + ], + "net": { + "tree_edge_count": 7, + "cut_edge_count": 11, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 5 + ], + [ + 1, + 2 + ], + [ + 2, + 3 + ], + [ + 3, + 4 + ], + [ + 4, + 5 + ], + [ + 9, + 10 + ] + ], + "cut_edges": [ + [ + 0, + 6 + ], + [ + 1, + 7 + ], + [ + 2, + 8 + ], + [ + 3, + 9 + ], + [ + 4, + 10 + ], + [ + 5, + 11 + ], + [ + 6, + 7 + ], + [ + 6, + 11 + ], + [ + 7, + 8 + ], + [ + 8, + 9 + ], + [ + 10, + 11 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.0109709939260756, + 0.0 + ], + [ + 1.5164564908891125, + 0.8755265632291842 + ], + [ + 1.010970993926075, + 1.7510531264583684 + ], + [ + 1.9229626863835623e-16, + 1.7510531264583684 + ], + [ + -0.5054854969630372, + 0.8755265632291842 + ] + ], + [ + [ + 3.5047257465220927, + -1.439769977704217 + ], + [ + 4.010211243485129, + -0.5642434144750326 + ], + [ + 3.504725746522091, + 0.31128314875415103 + ], + [ + 2.493754752596016, + 0.31128314875415053 + ], + [ + 1.9882692556329795, + -0.5642434144750337 + ], + [ + 2.4937547525960175, + -1.439769977704218 + ] + ], + [ + [ + -0.5054854969630372, + 0.8755265632291842 + ], + [ + 1.1102230246251565e-16, + 1.7510531264583684 + ], + [ + -0.9772982617069036, + 2.3152965409334025 + ], + [ + -1.482783758669941, + 1.4397699777042186 + ] + ], + [ + [ + 1.9229626863835623e-16, + 1.7510531264583684 + ], + [ + 1.010970993926075, + 1.7510531264583684 + ], + [ + 1.010970993926075, + 2.879539955408437 + ], + [ + 1.9229626863835623e-16, + 2.879539955408437 + ] + ], + [ + [ + 1.010970993926075, + 1.7510531264583684 + ], + [ + 1.5164564908891125, + 0.8755265632291842 + ], + [ + 2.4937547525960166, + 1.4397699777042186 + ], + [ + 1.9882692556329788, + 2.315296540933403 + ] + ], + [ + [ + 1.5164564908891125, + 0.8755265632291842 + ], + [ + 1.0109709939260756, + 2.220446049250313e-16 + ], + [ + 1.9882692556329795, + -0.5642434144750335 + ], + [ + 2.493754752596016, + 0.31128314875415053 + ] + ], + [ + [ + 1.0109709939260756, + 0.0 + ], + [ + 0.0, + 0.0 + ], + [ + 0.0, + -1.1284868289500687 + ], + [ + 1.0109709939260756, + -1.1284868289500687 + ] + ], + [ + [ + 0.0, + 0.0 + ], + [ + -0.5054854969630372, + 0.8755265632291842 + ], + [ + -1.482783758669941, + 0.3112831487541501 + ], + [ + -0.9772982617069038, + -0.5642434144750341 + ] + ] + ] + } + }, + "rubric": [ + "Overall task: starting from the input (a flat 2D net or a partially-folded shape), the remaining flat faces hinge upward about their fold edges on their own until the net closes into a single closed 3D solid resting on the hatched bottom face. The completed solid is exactly: 2 regular hexagon bases + 6 rectangles (right regular 6-gonal prism). Additionally, no other solid or unrelated object besides the target solid appears anywhere in the scene.", + "The hatched face stays flat on the table throughout and is the only face in contact with the table; every other face has rotated upward so the solid is closed.", + "Face inventory and identity preserved: same number of faces with their original shapes, sizes, proportions, and pastel colors, no face added, removed, recolored, stretched, or scaled.", + "The unfolding-to-3D plays out as a continuous physical fold, faces hinge upward gradually, stay rigid, and stay joined at their fold edges throughout. No sudden teleport from flat to solid." + ] + }, + { + "id": "recover_2d_net_lv2_007", + "answer": { + "level": "lv2", + "solid_type": "reg_prism_5", + "solid_parameters": { + "n": 5, + "R": 0.9905355256451229, + "H": 1.3646273158535076 + }, + "vertex_count_3d": 10, + "edge_count_3d": 15, + "face_count": 7, + "face_shape_summary": "2 regular pentagon bases + 5 rectangles (right regular 5-gonal prism)", + "bottom_face_index": 0, + "bottom_face_color_name": "warm red", + "face_colors_rgb": [ + [ + 0.96, + 0.55, + 0.55 + ], + [ + 0.55, + 0.78, + 0.95 + ], + [ + 0.97, + 0.85, + 0.45 + ], + [ + 0.78, + 0.55, + 0.92 + ], + [ + 0.55, + 0.86, + 0.62 + ], + [ + 0.97, + 0.7, + 0.4 + ], + [ + 0.65, + 0.85, + 0.85 + ] + ], + "net": { + "tree_edge_count": 6, + "cut_edge_count": 9, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 4 + ], + [ + 1, + 2 + ], + [ + 2, + 3 + ], + [ + 3, + 4 + ], + [ + 7, + 8 + ] + ], + "cut_edges": [ + [ + 0, + 5 + ], + [ + 1, + 6 + ], + [ + 2, + 7 + ], + [ + 3, + 8 + ], + [ + 4, + 9 + ], + [ + 5, + 6 + ], + [ + 5, + 9 + ], + [ + 6, + 7 + ], + [ + 8, + 9 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.1644443476919522, + 2.2195970387840857e-17 + ], + [ + 1.5242774401326153, + 1.1074523847354907 + ], + [ + 0.582222173845976, + 1.7918955994241488 + ], + [ + -0.35983309244066336, + 1.1074523847354907 + ] + ], + [ + [ + 4.346392581322074, + -0.42169303158700255 + ], + [ + 3.9865594888814107, + 0.6857593531484879 + ], + [ + 2.8221151411894585, + 0.6857593531484878 + ], + [ + 2.4622820487487953, + -0.4216930315870029 + ], + [ + 3.404337315035435, + -1.1061362462756614 + ] + ], + [ + [ + -0.35983309244066336, + 1.1074523847354907 + ], + [ + 0.5822221738459759, + 1.7918955994241488 + ], + [ + -0.21988563728817834, + 2.8959022889379056 + ], + [ + -1.1619409035748176, + 2.2114590742492473 + ] + ], + [ + [ + 0.582222173845976, + 1.7918955994241488 + ], + [ + 1.5242774401326153, + 1.1074523847354907 + ], + [ + 2.3263852512667693, + 2.2114590742492477 + ], + [ + 1.38432998498013, + 2.895902288937906 + ] + ], + [ + [ + 1.5242774401326153, + 1.1074523847354907 + ], + [ + 1.1644443476919522, + 0.0 + ], + [ + 2.4622820487487953, + -0.42169303158700283 + ], + [ + 2.8221151411894585, + 0.6857593531484878 + ] + ], + [ + [ + 1.1644443476919522, + 2.2195970387840857e-17 + ], + [ + 0.0, + 0.0 + ], + [ + 2.60117433290475e-17, + -1.3646273158535076 + ], + [ + 1.1644443476919522, + -1.3646273158535076 + ] + ], + [ + [ + 0.0, + 0.0 + ], + [ + -0.35983309244066336, + 1.1074523847354907 + ], + [ + -1.6576707934975066, + 0.6857593531484878 + ], + [ + -1.2978377010568432, + -0.42169303158700294 + ] + ] + ] + } + }, + "rubric": [ + "Overall task: starting from the input (a flat 2D net or a partially-folded shape), the remaining flat faces hinge upward about their fold edges on their own until the net closes into a single closed 3D solid resting on the hatched bottom face. The completed solid is exactly: 2 regular pentagon bases + 5 rectangles (right regular 5-gonal prism). Additionally, no other solid or unrelated object besides the target solid appears anywhere in the scene.", + "The hatched face stays flat on the table throughout and is the only face in contact with the table; every other face has rotated upward so the solid is closed.", + "Face inventory and identity preserved: same number of faces with their original shapes, sizes, proportions, and pastel colors, no face added, removed, recolored, stretched, or scaled.", + "The unfolding-to-3D plays out as a continuous physical fold, faces hinge upward gradually, stay rigid, and stay joined at their fold edges throughout. No sudden teleport from flat to solid." + ] + }, + { + "id": "recover_2d_net_lv2_008", + "answer": { + "level": "lv2", + "solid_type": "reg_pyramid_6", + "solid_parameters": { + "n": 6, + "R": 1.1280035676706648, + "H": 1.3175601687264828 + }, + "vertex_count_3d": 7, + "edge_count_3d": 12, + "face_count": 7, + "face_shape_summary": "1 regular hexagon base + 6 isoceles triangles (regular 6-gonal pyramid)", + "bottom_face_index": 0, + "bottom_face_color_name": "warm red", + "face_colors_rgb": [ + [ + 0.96, + 0.55, + 0.55 + ], + [ + 0.55, + 0.78, + 0.95 + ], + [ + 0.97, + 0.85, + 0.45 + ], + [ + 0.78, + 0.55, + 0.92 + ], + [ + 0.55, + 0.86, + 0.62 + ], + [ + 0.97, + 0.7, + 0.4 + ], + [ + 0.65, + 0.85, + 0.85 + ] + ], + "net": { + "tree_edge_count": 6, + "cut_edge_count": 6, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 5 + ], + [ + 1, + 2 + ], + [ + 2, + 3 + ], + [ + 3, + 4 + ], + [ + 4, + 5 + ] + ], + "cut_edges": [ + [ + 0, + 6 + ], + [ + 1, + 6 + ], + [ + 2, + 6 + ], + [ + 3, + 6 + ], + [ + 4, + 6 + ], + [ + 5, + 6 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.1280035676706655, + 0.0 + ], + [ + 1.6920053515059974, + 0.9768797451622746 + ], + [ + 1.1280035676706652, + 1.9537594903245494 + ], + [ + 3.8459253727671257e-16, + 1.9537594903245497 + ], + [ + -0.5640017838353321, + 0.9768797451622749 + ] + ], + [ + [ + -0.5640017838353321, + 0.9768797451622749 + ], + [ + 2.0200738827400811e-16, + 1.9537594903245494 + ], + [ + -1.7024564970113807, + 2.285420043716181 + ] + ], + [ + [ + 3.8459253727671257e-16, + 1.9537594903245497 + ], + [ + 1.1280035676706652, + 1.9537594903245494 + ], + [ + 0.5640017838353331, + 3.593960342270088 + ] + ], + [ + [ + 1.1280035676706652, + 1.9537594903245494 + ], + [ + 1.6920053515059976, + 0.9768797451622745 + ], + [ + 2.830460064682046, + 2.2854200437161807 + ] + ], + [ + [ + 1.6920053515059974, + 0.9768797451622746 + ], + [ + 1.1280035676706652, + -2.2110490647359416e-16 + ], + [ + 2.830460064682047, + -0.3316605533916316 + ] + ], + [ + [ + 1.1280035676706655, + 0.0 + ], + [ + 0.0, + 0.0 + ], + [ + 0.5640017838353327, + -1.6402008519455378 + ] + ], + [ + [ + -1.3105951911353887e-16, + 2.1047611249775222e-16 + ], + [ + -0.5640017838353321, + 0.9768797451622749 + ], + [ + -1.7024564970113811, + -0.3316605533916311 + ] + ] + ] + } + }, + "rubric": [ + "Overall task: starting from the input (a flat 2D net or a partially-folded shape), the remaining flat faces hinge upward about their fold edges on their own until the net closes into a single closed 3D solid resting on the hatched bottom face. The completed solid is exactly: 1 regular hexagon base + 6 isoceles triangles (regular 6-gonal pyramid). Additionally, no other solid or unrelated object besides the target solid appears anywhere in the scene.", + "The hatched face stays flat on the table throughout and is the only face in contact with the table; every other face has rotated upward so the solid is closed.", + "Face inventory and identity preserved: same number of faces with their original shapes, sizes, proportions, and pastel colors, no face added, removed, recolored, stretched, or scaled.", + "The unfolding-to-3D plays out as a continuous physical fold, faces hinge upward gradually, stay rigid, and stay joined at their fold edges throughout. No sudden teleport from flat to solid." + ] + }, + { + "id": "recover_2d_net_lv2_009", + "answer": { + "level": "lv2", + "solid_type": "reg_prism_5", + "solid_parameters": { + "n": 5, + "R": 1.0044429028474031, + "H": 1.4573506228740358 + }, + "vertex_count_3d": 10, + "edge_count_3d": 15, + "face_count": 7, + "face_shape_summary": "2 regular pentagon bases + 5 rectangles (right regular 5-gonal prism)", + "bottom_face_index": 0, + "bottom_face_color_name": "warm red", + "face_colors_rgb": [ + [ + 0.96, + 0.55, + 0.55 + ], + [ + 0.55, + 0.78, + 0.95 + ], + [ + 0.97, + 0.85, + 0.45 + ], + [ + 0.78, + 0.55, + 0.92 + ], + [ + 0.55, + 0.86, + 0.62 + ], + [ + 0.97, + 0.7, + 0.4 + ], + [ + 0.65, + 0.85, + 0.85 + ] + ], + "net": { + "tree_edge_count": 6, + "cut_edge_count": 9, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 4 + ], + [ + 1, + 2 + ], + [ + 2, + 3 + ], + [ + 3, + 4 + ], + [ + 8, + 9 + ] + ], + "cut_edges": [ + [ + 0, + 5 + ], + [ + 1, + 6 + ], + [ + 2, + 7 + ], + [ + 3, + 8 + ], + [ + 4, + 9 + ], + [ + 5, + 6 + ], + [ + 5, + 9 + ], + [ + 6, + 7 + ], + [ + 7, + 8 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.1807934501270898, + 1.9550913061176284e-17 + ], + [ + 1.5456786930629873, + 1.1230013051420051 + ], + [ + 0.590396725063545, + 1.8170542811302566 + ], + [ + -0.3648852429358977, + 1.1230013051420054 + ] + ], + [ + [ + -0.36488524293589775, + -2.580351928016041 + ], + [ + 0.590396725063545, + -3.274404904004292 + ], + [ + 1.5456786930629876, + -2.5803519280160407 + ], + [ + 1.1807934501270898, + -1.4573506228740356 + ], + [ + 0.0, + -1.4573506228740356 + ] + ], + [ + [ + -0.3648852429358977, + 1.1230013051420054 + ], + [ + 0.5903967250635447, + 1.8170542811302566 + ], + [ + -0.2662124784810632, + 2.9960757017982664 + ], + [ + -1.2214944464805055, + 2.302022725810015 + ] + ], + [ + [ + 0.590396725063545, + 1.8170542811302566 + ], + [ + 1.5456786930629876, + 1.123001305142005 + ], + [ + 2.402287896607596, + 2.3020227258100148 + ], + [ + 1.4470059286081534, + 2.9960757017982664 + ] + ], + [ + [ + 1.5456786930629873, + 1.1230013051420051 + ], + [ + 1.1807934501270898, + 0.0 + ], + [ + 2.5668162565382424, + -0.45034610923099183 + ], + [ + 2.9317014994741397, + 0.6726551959110133 + ] + ], + [ + [ + 1.1807934501270898, + 1.9550913061176284e-17 + ], + [ + 0.0, + 0.0 + ], + [ + 2.412999100257094e-17, + -1.4573506228740356 + ], + [ + 1.1807934501270898, + -1.4573506228740356 + ] + ], + [ + [ + -5.551115123125783e-17, + 2.220446049250313e-16 + ], + [ + -0.3648852429358977, + 1.1230013051420054 + ], + [ + -1.7509080493470501, + 0.6726551959110134 + ], + [ + -1.3860228064111524, + -0.4503461092309917 + ] + ] + ] + } + }, + "rubric": [ + "Overall task: starting from the input (a flat 2D net or a partially-folded shape), the remaining flat faces hinge upward about their fold edges on their own until the net closes into a single closed 3D solid resting on the hatched bottom face. The completed solid is exactly: 2 regular pentagon bases + 5 rectangles (right regular 5-gonal prism). Additionally, no other solid or unrelated object besides the target solid appears anywhere in the scene.", + "The hatched face stays flat on the table throughout and is the only face in contact with the table; every other face has rotated upward so the solid is closed.", + "Face inventory and identity preserved: same number of faces with their original shapes, sizes, proportions, and pastel colors, no face added, removed, recolored, stretched, or scaled.", + "The unfolding-to-3D plays out as a continuous physical fold, faces hinge upward gradually, stay rigid, and stay joined at their fold edges throughout. No sudden teleport from flat to solid." + ] + }, + { + "id": "recover_2d_net_lv2_010", + "answer": { + "level": "lv2", + "solid_type": "reg_prism_5", + "solid_parameters": { + "n": 5, + "R": 0.9778313545759415, + "H": 1.2946610047044949 + }, + "vertex_count_3d": 10, + "edge_count_3d": 15, + "face_count": 7, + "face_shape_summary": "2 regular pentagon bases + 5 rectangles (right regular 5-gonal prism)", + "bottom_face_index": 0, + "bottom_face_color_name": "warm red", + "face_colors_rgb": [ + [ + 0.96, + 0.55, + 0.55 + ], + [ + 0.55, + 0.78, + 0.95 + ], + [ + 0.97, + 0.85, + 0.45 + ], + [ + 0.78, + 0.55, + 0.92 + ], + [ + 0.55, + 0.86, + 0.62 + ], + [ + 0.97, + 0.7, + 0.4 + ], + [ + 0.65, + 0.85, + 0.85 + ] + ], + "net": { + "tree_edge_count": 6, + "cut_edge_count": 9, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 4 + ], + [ + 1, + 2 + ], + [ + 2, + 3 + ], + [ + 3, + 4 + ], + [ + 6, + 7 + ] + ], + "cut_edges": [ + [ + 0, + 5 + ], + [ + 1, + 6 + ], + [ + 2, + 7 + ], + [ + 3, + 8 + ], + [ + 4, + 9 + ], + [ + 5, + 6 + ], + [ + 5, + 9 + ], + [ + 7, + 8 + ], + [ + 8, + 9 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.149509698897821, + 6.943968001198557e-18 + ], + [ + 1.5047277310560765, + 1.0932486896812526 + ], + [ + 0.5747548494489105, + 1.7689135380605532 + ], + [ + -0.3552180321582555, + 1.0932486896812528 + ] + ], + [ + [ + 1.6909555268906242, + 3.9095649825022853 + ], + [ + 1.3357374947323688, + 2.816316292821033 + ], + [ + 2.2657103763395345, + 2.1406514444417324 + ], + [ + 3.1956832579467007, + 2.816316292821033 + ], + [ + 2.840465225788445, + 3.9095649825022853 + ] + ], + [ + [ + -0.3552180321582555, + 1.0932486896812528 + ], + [ + 0.5747548494489103, + 1.768913538060553 + ], + [ + -0.18622779583454763, + 2.816316292821033 + ], + [ + -1.1162006774417135, + 2.1406514444417324 + ] + ], + [ + [ + 0.5747548494489105, + 1.7689135380605532 + ], + [ + 1.5047277310560763, + 1.0932486896812528 + ], + [ + 2.2657103763395345, + 2.1406514444417324 + ], + [ + 1.3357374947323688, + 2.816316292821033 + ] + ], + [ + [ + 1.5047277310560765, + 1.0932486896812526 + ], + [ + 1.149509698897821, + 0.0 + ], + [ + 2.3808054838152612, + -0.40007225240823263 + ], + [ + 2.7360235159735167, + 0.6931764372730199 + ] + ], + [ + [ + 1.149509698897821, + 6.943968001198557e-18 + ], + [ + 0.0, + 0.0 + ], + [ + 7.820799248312133e-18, + -1.2946610047044949 + ], + [ + 1.149509698897821, + -1.2946610047044949 + ] + ], + [ + [ + 5.551115123125783e-17, + 0.0 + ], + [ + -0.3552180321582555, + 1.0932486896812528 + ], + [ + -1.5865138170756958, + 0.69317643727302 + ], + [ + -1.2312957849174404, + -0.4000722524082327 + ] + ] + ] + } + }, + "rubric": [ + "Overall task: starting from the input (a flat 2D net or a partially-folded shape), the remaining flat faces hinge upward about their fold edges on their own until the net closes into a single closed 3D solid resting on the hatched bottom face. The completed solid is exactly: 2 regular pentagon bases + 5 rectangles (right regular 5-gonal prism). Additionally, no other solid or unrelated object besides the target solid appears anywhere in the scene.", + "The hatched face stays flat on the table throughout and is the only face in contact with the table; every other face has rotated upward so the solid is closed.", + "Face inventory and identity preserved: same number of faces with their original shapes, sizes, proportions, and pastel colors, no face added, removed, recolored, stretched, or scaled.", + "The unfolding-to-3D plays out as a continuous physical fold, faces hinge upward gradually, stay rigid, and stay joined at their fold edges throughout. No sudden teleport from flat to solid." + ] + }, + { + "id": "recover_2d_net_lv3_001", + "answer": { + "level": "lv3", + "solid_type": "reg_frustum_4", + "solid_parameters": { + "n": 4, + "R_bot": 1.087412120474105, + "R_top": 0.5798475563151457, + "H": 1.2407196545646708 + }, + "vertex_count_3d": 8, + "edge_count_3d": 12, + "face_count": 6, + "face_shape_summary": "2 regular quadrilateral bases (different sizes) + 4 isoceles trapezoids (regular 4-gonal frustum)", + "bottom_face_index": 0, + "bottom_face_color_name": "warm red", + "face_colors_rgb": [ + [ + 0.96, + 0.55, + 0.55 + ], + [ + 0.55, + 0.78, + 0.95 + ], + [ + 0.97, + 0.85, + 0.45 + ], + [ + 0.78, + 0.55, + 0.92 + ], + [ + 0.55, + 0.86, + 0.62 + ], + [ + 0.97, + 0.7, + 0.4 + ] + ], + "net": { + "tree_edge_count": 5, + "cut_edge_count": 7, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 3 + ], + [ + 1, + 2 + ], + [ + 2, + 3 + ], + [ + 6, + 7 + ] + ], + "cut_edges": [ + [ + 0, + 4 + ], + [ + 1, + 5 + ], + [ + 2, + 6 + ], + [ + 3, + 7 + ], + [ + 4, + 5 + ], + [ + 4, + 7 + ], + [ + 5, + 6 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.5378329686633652, + -2.2474515941115546e-17 + ], + [ + 1.5378329686633654, + 1.537832968663365 + ], + [ + 1.8269723021255176e-16, + 1.5378329686633654 + ] + ], + [ + [ + 0.35890234520679476, + -2.1116149592812947 + ], + [ + 1.1789306234565708, + -2.1116149592812943 + ], + [ + 1.1789306234565706, + -1.2915866810315184 + ], + [ + 0.35890234520679454, + -1.2915866810315184 + ] + ], + [ + [ + 1.8269723021255176e-16, + 1.5378329686633654 + ], + [ + 1.5378329686633656, + 1.537832968663365 + ], + [ + 1.1789306234565715, + 2.8294196496948834 + ], + [ + 0.35890234520679515, + 2.8294196496948842 + ] + ], + [ + [ + 1.5378329686633654, + 1.537832968663365 + ], + [ + 1.5378329686633652, + -2.220446049250313e-16 + ], + [ + 2.8294196496948834, + 0.35890234520679415 + ], + [ + 2.829419649694884, + 1.1789306234565702 + ] + ], + [ + [ + 1.5378329686633652, + -2.2474515941115546e-17 + ], + [ + -5.764375562933333e-35, + -3.944310439282513e-18 + ], + [ + 0.35890234520679454, + -1.2915866810315184 + ], + [ + 1.1789306234565706, + -1.2915866810315184 + ] + ], + [ + [ + -2.4670354218612196e-17, + 2.930880970786123e-33 + ], + [ + 1.8269723021255176e-16, + 1.5378329686633654 + ], + [ + -1.2915866810315182, + 1.178930623456571 + ], + [ + -1.2915866810315184, + 0.3589023452067949 + ] + ] + ] + } + }, + "rubric": [ + "Overall task: starting from the input (a flat 2D net or a partially-folded shape), the remaining flat faces hinge upward about their fold edges on their own until the net closes into a single closed 3D solid resting on the hatched bottom face. The completed solid is exactly: 2 regular quadrilateral bases (different sizes) + 4 isoceles trapezoids (regular 4-gonal frustum). Additionally, no other solid or unrelated object besides the target solid appears anywhere in the scene.", + "The hatched face stays flat on the table throughout and is the only face in contact with the table; every other face has rotated upward so the solid is closed.", + "Face inventory and identity preserved: same number of faces with their original shapes, sizes, proportions, and pastel colors, no face added, removed, recolored, stretched, or scaled.", + "The unfolding-to-3D plays out as a continuous physical fold, faces hinge upward gradually, stay rigid, and stay joined at their fold edges throughout. No sudden teleport from flat to solid." + ] + }, + { + "id": "recover_2d_net_lv3_002", + "answer": { + "level": "lv3", + "solid_type": "oblique_prism_4", + "solid_parameters": { + "n": 4, + "R": 0.9392866235116452, + "H": 1.3533903296044127, + "shear_x": -0.10144377497206947, + "shear_y": -0.2626175802203183 + }, + "vertex_count_3d": 8, + "edge_count_3d": 12, + "face_count": 6, + "face_shape_summary": "2 regular quadrilateral bases + 4 parallelograms (oblique 4-gonal prism)", + "bottom_face_index": 0, + "bottom_face_color_name": "warm red", + "face_colors_rgb": [ + [ + 0.96, + 0.55, + 0.55 + ], + [ + 0.55, + 0.78, + 0.95 + ], + [ + 0.97, + 0.85, + 0.45 + ], + [ + 0.78, + 0.55, + 0.92 + ], + [ + 0.55, + 0.86, + 0.62 + ], + [ + 0.97, + 0.7, + 0.4 + ] + ], + "net": { + "tree_edge_count": 5, + "cut_edge_count": 7, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 3 + ], + [ + 1, + 2 + ], + [ + 2, + 3 + ], + [ + 4, + 7 + ] + ], + "cut_edges": [ + [ + 0, + 4 + ], + [ + 1, + 5 + ], + [ + 2, + 6 + ], + [ + 3, + 7 + ], + [ + 4, + 5 + ], + [ + 5, + 6 + ], + [ + 6, + 7 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.3283518819257998, + -5.788328402554339e-17 + ], + [ + 1.3283518819258, + 1.3283518819257998 + ], + [ + 1.764573838837827e-16, + 1.3283518819258 + ] + ], + [ + [ + -1.3581803569540536, + 1.0709216289012986 + ], + [ + -2.6865322388798534, + 1.0709216289012988 + ], + [ + -2.6865322388798534, + -0.2574302530245014 + ], + [ + -1.3581803569540538, + -0.2574302530245014 + ] + ], + [ + [ + 1.764573838837827e-16, + 1.3283518819258 + ], + [ + 1.3283518819258, + 1.3283518819257998 + ], + [ + 1.2143847912851236, + 2.7060077603798494 + ], + [ + -0.1139670906406763, + 2.70600776037985 + ] + ], + [ + [ + 1.3283518819258, + 1.3283518819257998 + ], + [ + 1.3283518819257998, + -2.220446049250313e-16 + ], + [ + 2.686532238879854, + -0.25743025302450206 + ], + [ + 2.6865322388798543, + 1.070921628901298 + ] + ], + [ + [ + 1.3283518819257998, + -5.788328402554339e-17 + ], + [ + 4.4153552259994465e-34, + 1.0132710198749336e-17 + ], + [ + -0.11396709064067673, + -1.3776558784540498 + ], + [ + 1.214384791285123, + -1.3776558784540498 + ] + ], + [ + [ + -1.5583867316030488e-18, + 2.0701506090329245e-34 + ], + [ + 1.764573838837827e-16, + 1.3283518819258 + ], + [ + -1.3581803569540536, + 1.0709216289012986 + ], + [ + -1.3581803569540538, + -0.25743025302450145 + ] + ] + ] + } + }, + "rubric": [ + "Overall task: starting from the input (a flat 2D net or a partially-folded shape), the remaining flat faces hinge upward about their fold edges on their own until the net closes into a single closed 3D solid resting on the hatched bottom face. The completed solid is exactly: 2 regular quadrilateral bases + 4 parallelograms (oblique 4-gonal prism). Additionally, no other solid or unrelated object besides the target solid appears anywhere in the scene.", + "The hatched face stays flat on the table throughout and is the only face in contact with the table; every other face has rotated upward so the solid is closed.", + "Face inventory and identity preserved: same number of faces with their original shapes, sizes, proportions, and pastel colors, no face added, removed, recolored, stretched, or scaled.", + "The unfolding-to-3D plays out as a continuous physical fold, faces hinge upward gradually, stay rigid, and stay joined at their fold edges throughout. No sudden teleport from flat to solid." + ] + }, + { + "id": "recover_2d_net_lv3_003", + "answer": { + "level": "lv3", + "solid_type": "oblique_prism_4", + "solid_parameters": { + "n": 4, + "R": 1.011175926724614, + "H": 1.3915322996618307, + "shear_x": 0.17079762568717372, + "shear_y": 0.04168223020268924 + }, + "vertex_count_3d": 8, + "edge_count_3d": 12, + "face_count": 6, + "face_shape_summary": "2 regular quadrilateral bases + 4 parallelograms (oblique 4-gonal prism)", + "bottom_face_index": 0, + "bottom_face_color_name": "warm red", + "face_colors_rgb": [ + [ + 0.96, + 0.55, + 0.55 + ], + [ + 0.55, + 0.78, + 0.95 + ], + [ + 0.97, + 0.85, + 0.45 + ], + [ + 0.78, + 0.55, + 0.92 + ], + [ + 0.55, + 0.86, + 0.62 + ], + [ + 0.97, + 0.7, + 0.4 + ] + ], + "net": { + "tree_edge_count": 5, + "cut_edge_count": 7, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 3 + ], + [ + 1, + 2 + ], + [ + 2, + 3 + ], + [ + 6, + 7 + ] + ], + "cut_edges": [ + [ + 0, + 4 + ], + [ + 1, + 5 + ], + [ + 2, + 6 + ], + [ + 3, + 7 + ], + [ + 4, + 5 + ], + [ + 4, + 7 + ], + [ + 5, + 6 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.4300187095191323, + 1.4213462843233267e-16 + ], + [ + 1.4300187095191323, + 1.4300187095191323 + ], + [ + 9.862923926070887e-17, + 1.4300187095191323 + ] + ], + [ + [ + -0.0912983717026612, + -2.8296386527828856 + ], + [ + 1.338720337816471, + -2.829638652782885 + ], + [ + 1.3387203378164707, + -1.399619943263753 + ], + [ + -0.09129837170266164, + -1.399619943263753 + ] + ], + [ + [ + 9.862923926070887e-17, + 1.4300187095191323 + ], + [ + 1.4300187095191323, + 1.4300187095191323 + ], + [ + 1.3387203378164703, + 2.8296386527828856 + ], + [ + -0.0912983717026618, + 2.8296386527828856 + ] + ], + [ + [ + 1.4300187095191323, + 1.4300187095191323 + ], + [ + 1.4300187095191323, + 2.220446049250313e-16 + ], + [ + 2.8245428339708036, + 0.1502459469652626 + ], + [ + 2.8245428339708036, + 1.5802646564843947 + ] + ], + [ + [ + 1.4300187095191323, + 1.4213462843233267e-16 + ], + [ + -3.713641829779976e-34, + 3.736300826625431e-18 + ], + [ + -0.09129837170266172, + -1.3996199432637533 + ], + [ + 1.3387203378164707, + -1.399619943263753 + ] + ], + [ + [ + 1.1806534559462004e-18, + -8.143036969751105e-35 + ], + [ + 9.862923926070887e-17, + 1.4300187095191323 + ], + [ + -1.3945241244516713, + 1.5802646564843947 + ], + [ + -1.3945241244516713, + 0.15024594696526247 + ] + ] + ] + } + }, + "rubric": [ + "Overall task: starting from the input (a flat 2D net or a partially-folded shape), the remaining flat faces hinge upward about their fold edges on their own until the net closes into a single closed 3D solid resting on the hatched bottom face. The completed solid is exactly: 2 regular quadrilateral bases + 4 parallelograms (oblique 4-gonal prism). Additionally, no other solid or unrelated object besides the target solid appears anywhere in the scene.", + "The hatched face stays flat on the table throughout and is the only face in contact with the table; every other face has rotated upward so the solid is closed.", + "Face inventory and identity preserved: same number of faces with their original shapes, sizes, proportions, and pastel colors, no face added, removed, recolored, stretched, or scaled.", + "The unfolding-to-3D plays out as a continuous physical fold, faces hinge upward gradually, stay rigid, and stay joined at their fold edges throughout. No sudden teleport from flat to solid." + ] + }, + { + "id": "recover_2d_net_lv3_004", + "answer": { + "level": "lv3", + "solid_type": "reg_frustum_4", + "solid_parameters": { + "n": 4, + "R_bot": 1.1483951795455547, + "R_top": 0.530491067649137, + "H": 1.1322383815833945 + }, + "vertex_count_3d": 8, + "edge_count_3d": 12, + "face_count": 6, + "face_shape_summary": "2 regular quadrilateral bases (different sizes) + 4 isoceles trapezoids (regular 4-gonal frustum)", + "bottom_face_index": 0, + "bottom_face_color_name": "warm red", + "face_colors_rgb": [ + [ + 0.96, + 0.55, + 0.55 + ], + [ + 0.55, + 0.78, + 0.95 + ], + [ + 0.97, + 0.85, + 0.45 + ], + [ + 0.78, + 0.55, + 0.92 + ], + [ + 0.55, + 0.86, + 0.62 + ], + [ + 0.97, + 0.7, + 0.4 + ] + ], + "net": { + "tree_edge_count": 5, + "cut_edge_count": 7, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 3 + ], + [ + 1, + 2 + ], + [ + 2, + 3 + ], + [ + 5, + 6 + ] + ], + "cut_edges": [ + [ + 0, + 4 + ], + [ + 1, + 5 + ], + [ + 2, + 6 + ], + [ + 3, + 7 + ], + [ + 4, + 5 + ], + [ + 4, + 7 + ], + [ + 6, + 7 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.624076037877209, + -3.743796830840042e-17 + ], + [ + 1.6240760378772092, + 1.6240760378772088 + ], + [ + 1.8804521673322675e-16, + 1.6240760378772092 + ] + ], + [ + [ + 3.5879208140879015, + 1.1871518502322005 + ], + [ + 2.8376931515007087, + 1.1871518502322005 + ], + [ + 2.8376931515007087, + 0.43692418764500796 + ], + [ + 3.587920814087901, + 0.43692418764500784 + ] + ], + [ + [ + 1.8804521673322675e-16, + 1.6240760378772092 + ], + [ + 1.6240760378772094, + 1.6240760378772088 + ], + [ + 1.1871518502322014, + 2.8376931515007087 + ], + [ + 0.43692418764500873, + 2.8376931515007087 + ] + ], + [ + [ + 1.6240760378772092, + 1.6240760378772088 + ], + [ + 1.624076037877209, + -4.28879558329524e-33 + ], + [ + 2.8376931515007087, + 0.4369241876450079 + ], + [ + 2.8376931515007087, + 1.1871518502322005 + ] + ], + [ + [ + 1.624076037877209, + -3.743796830840042e-17 + ], + [ + -3.19831878131104e-34, + -1.3874451870440807e-17 + ], + [ + 0.43692418764500823, + -1.2136171136234999 + ], + [ + 1.1871518502322007, + -1.2136171136234999 + ] + ], + [ + [ + -1.488947881656024e-17, + 1.7239927231267633e-33 + ], + [ + 1.8804521673322675e-16, + 1.6240760378772092 + ], + [ + -1.2136171136234994, + 1.1871518502322012 + ], + [ + -1.2136171136234997, + 0.43692418764500845 + ] + ] + ] + } + }, + "rubric": [ + "Overall task: starting from the input (a flat 2D net or a partially-folded shape), the remaining flat faces hinge upward about their fold edges on their own until the net closes into a single closed 3D solid resting on the hatched bottom face. The completed solid is exactly: 2 regular quadrilateral bases (different sizes) + 4 isoceles trapezoids (regular 4-gonal frustum). Additionally, no other solid or unrelated object besides the target solid appears anywhere in the scene.", + "The hatched face stays flat on the table throughout and is the only face in contact with the table; every other face has rotated upward so the solid is closed.", + "Face inventory and identity preserved: same number of faces with their original shapes, sizes, proportions, and pastel colors, no face added, removed, recolored, stretched, or scaled.", + "The unfolding-to-3D plays out as a continuous physical fold, faces hinge upward gradually, stay rigid, and stay joined at their fold edges throughout. No sudden teleport from flat to solid." + ] + }, + { + "id": "recover_2d_net_lv3_005", + "answer": { + "level": "lv3", + "solid_type": "oblique_prism_5", + "solid_parameters": { + "n": 5, + "R": 1.0457427919827749, + "H": 1.4253009867598245, + "shear_x": -0.13228007259781904, + "shear_y": -0.16986792201775838 + }, + "vertex_count_3d": 10, + "edge_count_3d": 15, + "face_count": 7, + "face_shape_summary": "2 regular pentagon bases + 5 parallelograms (oblique 5-gonal prism)", + "bottom_face_index": 0, + "bottom_face_color_name": "warm red", + "face_colors_rgb": [ + [ + 0.96, + 0.55, + 0.55 + ], + [ + 0.55, + 0.78, + 0.95 + ], + [ + 0.97, + 0.85, + 0.45 + ], + [ + 0.78, + 0.55, + 0.92 + ], + [ + 0.55, + 0.86, + 0.62 + ], + [ + 0.97, + 0.7, + 0.4 + ], + [ + 0.65, + 0.85, + 0.85 + ] + ], + "net": { + "tree_edge_count": 6, + "cut_edge_count": 9, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 4 + ], + [ + 1, + 2 + ], + [ + 2, + 3 + ], + [ + 3, + 4 + ], + [ + 7, + 8 + ] + ], + "cut_edges": [ + [ + 0, + 5 + ], + [ + 1, + 6 + ], + [ + 2, + 7 + ], + [ + 3, + 8 + ], + [ + 4, + 9 + ], + [ + 5, + 6 + ], + [ + 5, + 9 + ], + [ + 6, + 7 + ], + [ + 8, + 9 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.229344381637261, + -4.5107046517051353e-17 + ], + [ + 1.6092326875025356, + 1.1691759849269532 + ], + [ + 0.6146721908186306, + 1.891766482441945 + ], + [ + -0.3798883058652747, + 1.1691759849269534 + ] + ], + [ + [ + 4.527340500265616, + -0.6038890112179879 + ], + [ + 4.147452194400341, + 0.5652869737089652 + ], + [ + 2.91810781276308, + 0.5652869737089652 + ], + [ + 2.5382195068978053, + -0.6038890112179882 + ], + [ + 3.5327800035817103, + -1.3264795087329804 + ] + ], + [ + [ + -0.3798883058652747, + 1.1691759849269534 + ], + [ + 0.6146721908186308, + 1.8917664824419451 + ], + [ + -0.28015342434714563, + 3.0218652169951854 + ], + [ + -1.274713921031051, + 2.2992747194801937 + ] + ], + [ + [ + 0.6146721908186306, + 1.891766482441945 + ], + [ + 1.6092326875025358, + 1.169175984926953 + ], + [ + 2.594247098839642, + 2.2215935070415647 + ], + [ + 1.599686602155737, + 2.9441840045565564 + ] + ], + [ + [ + 1.6092326875025356, + 1.1691759849269532 + ], + [ + 1.229344381637261, + -2.220446049250313e-16 + ], + [ + 2.5382195068978053, + -0.6038890112179882 + ], + [ + 2.91810781276308, + 0.5652869737089652 + ] + ], + [ + [ + 1.229344381637261, + -4.5107046517051353e-17 + ], + [ + 8.089935187552809e-35, + 2.2048254404925625e-18 + ], + [ + 0.07331375031750603, + -1.439604503122308 + ], + [ + 1.302658131954767, + -1.439604503122308 + ] + ], + [ + [ + 1.2099001398122944e-19, + 3.931203858999615e-20 + ], + [ + -0.3798883058652747, + 1.1691759849269534 + ], + [ + -1.6689534981679235, + 0.5240814481423206 + ], + [ + -1.2890651923026488, + -0.6450945367846328 + ] + ] + ] + } + }, + "rubric": [ + "Overall task: starting from the input (a flat 2D net or a partially-folded shape), the remaining flat faces hinge upward about their fold edges on their own until the net closes into a single closed 3D solid resting on the hatched bottom face. The completed solid is exactly: 2 regular pentagon bases + 5 parallelograms (oblique 5-gonal prism). Additionally, no other solid or unrelated object besides the target solid appears anywhere in the scene.", + "The hatched face stays flat on the table throughout and is the only face in contact with the table; every other face has rotated upward so the solid is closed.", + "Face inventory and identity preserved: same number of faces with their original shapes, sizes, proportions, and pastel colors, no face added, removed, recolored, stretched, or scaled.", + "The unfolding-to-3D plays out as a continuous physical fold, faces hinge upward gradually, stay rigid, and stay joined at their fold edges throughout. No sudden teleport from flat to solid." + ] + }, + { + "id": "recover_2d_net_lv3_006", + "answer": { + "level": "lv3", + "solid_type": "reg_frustum_5", + "solid_parameters": { + "n": 5, + "R_bot": 1.2125947603025697, + "R_top": 0.741760244512882, + "H": 1.4203423008865914 + }, + "vertex_count_3d": 10, + "edge_count_3d": 15, + "face_count": 7, + "face_shape_summary": "2 regular pentagon bases (different sizes) + 5 isoceles trapezoids (regular 5-gonal frustum)", + "bottom_face_index": 0, + "bottom_face_color_name": "warm red", + "face_colors_rgb": [ + [ + 0.96, + 0.55, + 0.55 + ], + [ + 0.55, + 0.78, + 0.95 + ], + [ + 0.97, + 0.85, + 0.45 + ], + [ + 0.78, + 0.55, + 0.92 + ], + [ + 0.55, + 0.86, + 0.62 + ], + [ + 0.97, + 0.7, + 0.4 + ], + [ + 0.65, + 0.85, + 0.85 + ] + ], + "net": { + "tree_edge_count": 6, + "cut_edge_count": 9, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 4 + ], + [ + 1, + 2 + ], + [ + 2, + 3 + ], + [ + 3, + 4 + ], + [ + 8, + 9 + ] + ], + "cut_edges": [ + [ + 0, + 5 + ], + [ + 1, + 6 + ], + [ + 2, + 7 + ], + [ + 3, + 8 + ], + [ + 4, + 9 + ], + [ + 5, + 6 + ], + [ + 5, + 9 + ], + [ + 6, + 7 + ], + [ + 7, + 8 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.425490634225954, + -1.5613720907302902e-17 + ], + [ + 1.865991465524096, + 1.3557221565983046 + ], + [ + 0.7127453171129772, + 2.1936045286773647 + ], + [ + -0.44050083129814166, + 1.355722156598305 + ] + ], + [ + [ + 0.007289403040314113, + -2.2998460819917326 + ], + [ + 0.7127453171129773, + -2.8123898051984173 + ], + [ + 1.4182012311856398, + -2.299846081991732 + ], + [ + 1.1487410495745078, + -1.4705329171228976 + ], + [ + 0.27674958465144617, + -1.4705329171228976 + ] + ], + [ + [ + -0.44050083129814166, + 1.355722156598305 + ], + [ + 0.7127453171129771, + 2.1936045286773647 + ], + [ + -0.3755073617517194, + 3.2206213249813676 + ], + [ + -1.0809632758243823, + 2.708077601774683 + ] + ], + [ + [ + 0.7127453171129772, + 2.1936045286773647 + ], + [ + 1.8659914655240957, + 1.3557221565983046 + ], + [ + 2.5064539100503365, + 2.708077601774682 + ], + [ + 1.800997995977674, + 3.2206213249813676 + ] + ], + [ + [ + 1.865991465524096, + 1.3557221565983046 + ], + [ + 1.425490634225954, + -2.3536412131449794e-34 + ], + [ + 2.9095708723257117, + -0.19121516631400653 + ], + [ + 3.1790310539368436, + 0.6380979985548281 + ] + ], + [ + [ + 1.425490634225954, + -1.5613720907302902e-17 + ], + [ + -5.723092148291901e-35, + -5.225028873409932e-18 + ], + [ + 0.27674958465144606, + -1.4705329171228976 + ], + [ + 1.1487410495745078, + -1.4705329171228976 + ] + ], + [ + [ + -8.470203238828426e-17, + 2.1255991268671942e-16 + ], + [ + -0.44050083129814166, + 1.355722156598305 + ], + [ + -1.7535404197108895, + 0.6380979985548288 + ], + [ + -1.4840802380997578, + -0.19121516631400592 + ] + ] + ] + } + }, + "rubric": [ + "Overall task: starting from the input (a flat 2D net or a partially-folded shape), the remaining flat faces hinge upward about their fold edges on their own until the net closes into a single closed 3D solid resting on the hatched bottom face. The completed solid is exactly: 2 regular pentagon bases (different sizes) + 5 isoceles trapezoids (regular 5-gonal frustum). Additionally, no other solid or unrelated object besides the target solid appears anywhere in the scene.", + "The hatched face stays flat on the table throughout and is the only face in contact with the table; every other face has rotated upward so the solid is closed.", + "Face inventory and identity preserved: same number of faces with their original shapes, sizes, proportions, and pastel colors, no face added, removed, recolored, stretched, or scaled.", + "The unfolding-to-3D plays out as a continuous physical fold, faces hinge upward gradually, stay rigid, and stay joined at their fold edges throughout. No sudden teleport from flat to solid." + ] + }, + { + "id": "recover_2d_net_lv3_007", + "answer": { + "level": "lv3", + "solid_type": "oblique_prism_4", + "solid_parameters": { + "n": 4, + "R": 1.0336995025644264, + "H": 1.2512367204290507, + "shear_x": 0.4821510276541896, + "shear_y": -0.03908044157429441 + }, + "vertex_count_3d": 8, + "edge_count_3d": 12, + "face_count": 6, + "face_shape_summary": "2 regular quadrilateral bases + 4 parallelograms (oblique 4-gonal prism)", + "bottom_face_index": 0, + "bottom_face_color_name": "warm red", + "face_colors_rgb": [ + [ + 0.96, + 0.55, + 0.55 + ], + [ + 0.55, + 0.78, + 0.95 + ], + [ + 0.97, + 0.85, + 0.45 + ], + [ + 0.78, + 0.55, + 0.92 + ], + [ + 0.55, + 0.86, + 0.62 + ], + [ + 0.97, + 0.7, + 0.4 + ] + ], + "net": { + "tree_edge_count": 5, + "cut_edge_count": 7, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 3 + ], + [ + 1, + 2 + ], + [ + 2, + 3 + ], + [ + 4, + 5 + ] + ], + "cut_edges": [ + [ + 0, + 4 + ], + [ + 1, + 5 + ], + [ + 2, + 6 + ], + [ + 3, + 7 + ], + [ + 4, + 7 + ], + [ + 5, + 6 + ], + [ + 6, + 7 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.461871855944934, + 1.320333028451501e-16 + ], + [ + 1.461871855944934, + 1.461871855944934 + ], + [ + 9.352915217237642e-17, + 1.461871855944934 + ] + ], + [ + [ + -0.36856630645928823, + 2.7517358420592206 + ], + [ + 1.0933055494856458, + 2.7517358420592206 + ], + [ + 1.0933055494856458, + 4.213607698004155 + ], + [ + -0.3685663064592881, + 4.213607698004155 + ] + ], + [ + [ + 9.352915217237642e-17, + 1.461871855944934 + ], + [ + 1.461871855944934, + 1.461871855944934 + ], + [ + 1.0933055494856456, + 2.7517358420592206 + ], + [ + -0.36856630645928823, + 2.7517358420592206 + ] + ], + [ + [ + 1.461871855944934, + 1.461871855944934 + ], + [ + 1.461871855944934, + 2.220446049250313e-16 + ], + [ + 2.766262308534605, + 0.31329821596139196 + ], + [ + 2.766262308534605, + 1.7751700719063257 + ] + ], + [ + [ + 1.461871855944934, + 1.320333028451501e-16 + ], + [ + -1.1119801495274052e-33, + 1.231183686187143e-17 + ], + [ + -0.36856630645928823, + -1.289863986114287 + ], + [ + 1.0933055494856458, + -1.289863986114287 + ] + ], + [ + [ + 1.464797890125981e-17, + -9.371635701872995e-34 + ], + [ + 9.352915217237642e-17, + 1.461871855944934 + ], + [ + -1.3043904525896712, + 1.775170071906326 + ], + [ + -1.3043904525896715, + 0.31329821596139185 + ] + ] + ] + } + }, + "rubric": [ + "Overall task: starting from the input (a flat 2D net or a partially-folded shape), the remaining flat faces hinge upward about their fold edges on their own until the net closes into a single closed 3D solid resting on the hatched bottom face. The completed solid is exactly: 2 regular quadrilateral bases + 4 parallelograms (oblique 4-gonal prism). Additionally, no other solid or unrelated object besides the target solid appears anywhere in the scene.", + "The hatched face stays flat on the table throughout and is the only face in contact with the table; every other face has rotated upward so the solid is closed.", + "Face inventory and identity preserved: same number of faces with their original shapes, sizes, proportions, and pastel colors, no face added, removed, recolored, stretched, or scaled.", + "The unfolding-to-3D plays out as a continuous physical fold, faces hinge upward gradually, stay rigid, and stay joined at their fold edges throughout. No sudden teleport from flat to solid." + ] + }, + { + "id": "recover_2d_net_lv3_008", + "answer": { + "level": "lv3", + "solid_type": "reg_frustum_4", + "solid_parameters": { + "n": 4, + "R_bot": 1.078575079487729, + "R_top": 0.4390556485003893, + "H": 1.267254144203381 + }, + "vertex_count_3d": 8, + "edge_count_3d": 12, + "face_count": 6, + "face_shape_summary": "2 regular quadrilateral bases (different sizes) + 4 isoceles trapezoids (regular 4-gonal frustum)", + "bottom_face_index": 0, + "bottom_face_color_name": "warm red", + "face_colors_rgb": [ + [ + 0.96, + 0.55, + 0.55 + ], + [ + 0.55, + 0.78, + 0.95 + ], + [ + 0.97, + 0.85, + 0.45 + ], + [ + 0.78, + 0.55, + 0.92 + ], + [ + 0.55, + 0.86, + 0.62 + ], + [ + 0.97, + 0.7, + 0.4 + ] + ], + "net": { + "tree_edge_count": 5, + "cut_edge_count": 7, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 3 + ], + [ + 1, + 2 + ], + [ + 2, + 3 + ], + [ + 6, + 7 + ] + ], + "cut_edges": [ + [ + 0, + 4 + ], + [ + 1, + 5 + ], + [ + 2, + 6 + ], + [ + 3, + 7 + ], + [ + 4, + 5 + ], + [ + 4, + 7 + ], + [ + 5, + 6 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.5253355054491853, + -4.465307816129232e-17 + ], + [ + 1.5253355054491855, + 1.525335505449185 + ], + [ + 1.5757534208058572e-16, + 1.5253355054491855 + ] + ], + [ + [ + 0.4522085263517105, + -1.96643902758133 + ], + [ + 1.0731269790974753, + -1.9664390275813297 + ], + [ + 1.0731269790974753, + -1.3455205748355648 + ], + [ + 0.4522085263517104, + -1.3455205748355648 + ] + ], + [ + [ + 1.5757534208058572e-16, + 1.5253355054491855 + ], + [ + 1.5253355054491853, + 1.525335505449185 + ], + [ + 1.0731269790974756, + 2.8708560802847494 + ], + [ + 0.4522085263517106, + 2.8708560802847494 + ] + ], + [ + [ + 1.5253355054491855, + 1.525335505449185 + ], + [ + 1.5253355054491853, + 1.6144516207111118e-34 + ], + [ + 2.87085608028475, + 0.4522085263517097 + ], + [ + 2.8708560802847503, + 1.0731269790974747 + ] + ], + [ + [ + 1.5253355054491853, + -4.465307816129232e-17 + ], + [ + -1.0694209800007978e-33, + -3.6531093896266126e-17 + ], + [ + 0.4522085263517101, + -1.3455205748355648 + ], + [ + 1.0731269790974753, + -1.3455205748355648 + ] + ], + [ + [ + -3.3788306839899714e-17, + 3.4905133917099136e-33 + ], + [ + 1.5757534208058572e-16, + 1.5253355054491855 + ], + [ + -1.3455205748355648, + 1.0731269790974756 + ], + [ + -1.3455205748355648, + 0.45220852635171055 + ] + ] + ] + } + }, + "rubric": [ + "Overall task: starting from the input (a flat 2D net or a partially-folded shape), the remaining flat faces hinge upward about their fold edges on their own until the net closes into a single closed 3D solid resting on the hatched bottom face. The completed solid is exactly: 2 regular quadrilateral bases (different sizes) + 4 isoceles trapezoids (regular 4-gonal frustum). Additionally, no other solid or unrelated object besides the target solid appears anywhere in the scene.", + "The hatched face stays flat on the table throughout and is the only face in contact with the table; every other face has rotated upward so the solid is closed.", + "Face inventory and identity preserved: same number of faces with their original shapes, sizes, proportions, and pastel colors, no face added, removed, recolored, stretched, or scaled.", + "The unfolding-to-3D plays out as a continuous physical fold, faces hinge upward gradually, stay rigid, and stay joined at their fold edges throughout. No sudden teleport from flat to solid." + ] + }, + { + "id": "recover_2d_net_lv3_009", + "answer": { + "level": "lv3", + "solid_type": "oblique_prism_5", + "solid_parameters": { + "n": 5, + "R": 0.9923248850951466, + "H": 1.2363227357488973, + "shear_x": 0.11896027392745578, + "shear_y": 0.29758658143228417 + }, + "vertex_count_3d": 10, + "edge_count_3d": 15, + "face_count": 7, + "face_shape_summary": "2 regular pentagon bases + 5 parallelograms (oblique 5-gonal prism)", + "bottom_face_index": 0, + "bottom_face_color_name": "warm red", + "face_colors_rgb": [ + [ + 0.96, + 0.55, + 0.55 + ], + [ + 0.55, + 0.78, + 0.95 + ], + [ + 0.97, + 0.85, + 0.45 + ], + [ + 0.78, + 0.55, + 0.92 + ], + [ + 0.55, + 0.86, + 0.62 + ], + [ + 0.97, + 0.7, + 0.4 + ], + [ + 0.65, + 0.85, + 0.85 + ] + ], + "net": { + "tree_edge_count": 6, + "cut_edge_count": 9, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 4 + ], + [ + 1, + 2 + ], + [ + 2, + 3 + ], + [ + 3, + 4 + ], + [ + 7, + 8 + ] + ], + "cut_edges": [ + [ + 0, + 5 + ], + [ + 1, + 6 + ], + [ + 2, + 7 + ], + [ + 3, + 8 + ], + [ + 4, + 9 + ], + [ + 5, + 6 + ], + [ + 5, + 9 + ], + [ + 6, + 7 + ], + [ + 8, + 9 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.1665478658835005, + 2.472377305776797e-18 + ], + [ + 1.5270309811933291, + 1.109452949418708 + ], + [ + 0.5832739329417505, + 1.7951325810782872 + ], + [ + -0.36048311530982835, + 1.1094529494187082 + ] + ], + [ + [ + 4.3272646525970115, + -0.10078758252981557 + ], + [ + 3.9667815372871837, + 1.008665366888892 + ], + [ + 2.8002336714036833, + 1.0086653668888923 + ], + [ + 2.4397505560938546, + -0.10078758252981546 + ], + [ + 3.383507604345433, + -0.7864672141893954 + ] + ], + [ + [ + -0.36048311530982835, + 1.1094529494187082 + ], + [ + 0.5832739329417505, + 1.7951325810782872 + ], + [ + -0.022487463132719876, + 2.9195241312853293 + ], + [ + -0.9662445113842986, + 2.23384449962575 + ] + ], + [ + [ + 0.5832739329417505, + 1.7951325810782872 + ], + [ + 1.5270309811933291, + 1.1094529494187082 + ], + [ + 2.1020719633563143, + 2.2498612517315753 + ], + [ + 1.1583149151047358, + 2.9355408833911545 + ] + ], + [ + [ + 1.5270309811933291, + 1.109452949418708 + ], + [ + 1.1665478658835005, + 2.220446049250313e-16 + ], + [ + 2.4397505560938546, + -0.1007875825298154 + ], + [ + 2.8002336714036833, + 1.0086653668888923 + ] + ], + [ + [ + 1.1665478658835005, + 2.472377305776797e-18 + ], + [ + 1.1546425921941e-35, + -5.447978545325722e-18 + ], + [ + -0.02117863273844311, + -1.2770100597357943 + ], + [ + 1.1453692331450573, + -1.2770100597357943 + ] + ], + [ + [ + -6.066634922272977e-17, + 2.2036957955962175e-16 + ], + [ + -0.36048311530982835, + 1.1094529494187082 + ], + [ + -1.634678414490276, + 1.0221055585158585 + ], + [ + -1.2741952991804477, + -0.08734739090284949 + ] + ] + ] + } + }, + "rubric": [ + "Overall task: starting from the input (a flat 2D net or a partially-folded shape), the remaining flat faces hinge upward about their fold edges on their own until the net closes into a single closed 3D solid resting on the hatched bottom face. The completed solid is exactly: 2 regular pentagon bases + 5 parallelograms (oblique 5-gonal prism). Additionally, no other solid or unrelated object besides the target solid appears anywhere in the scene.", + "The hatched face stays flat on the table throughout and is the only face in contact with the table; every other face has rotated upward so the solid is closed.", + "Face inventory and identity preserved: same number of faces with their original shapes, sizes, proportions, and pastel colors, no face added, removed, recolored, stretched, or scaled.", + "The unfolding-to-3D plays out as a continuous physical fold, faces hinge upward gradually, stay rigid, and stay joined at their fold edges throughout. No sudden teleport from flat to solid." + ] + }, + { + "id": "recover_2d_net_lv3_010", + "answer": { + "level": "lv3", + "solid_type": "reg_frustum_5", + "solid_parameters": { + "n": 5, + "R_bot": 1.1939574606549461, + "R_top": 0.6770989012029259, + "H": 1.3859359166693308 + }, + "vertex_count_3d": 10, + "edge_count_3d": 15, + "face_count": 7, + "face_shape_summary": "2 regular pentagon bases (different sizes) + 5 isoceles trapezoids (regular 5-gonal frustum)", + "bottom_face_index": 0, + "bottom_face_color_name": "warm red", + "face_colors_rgb": [ + [ + 0.96, + 0.55, + 0.55 + ], + [ + 0.55, + 0.78, + 0.95 + ], + [ + 0.97, + 0.85, + 0.45 + ], + [ + 0.78, + 0.55, + 0.92 + ], + [ + 0.55, + 0.86, + 0.62 + ], + [ + 0.97, + 0.7, + 0.4 + ], + [ + 0.65, + 0.85, + 0.85 + ] + ], + "net": { + "tree_edge_count": 6, + "cut_edge_count": 9, + "tree_edges": [ + [ + 0, + 1 + ], + [ + 0, + 4 + ], + [ + 1, + 2 + ], + [ + 2, + 3 + ], + [ + 3, + 4 + ], + [ + 8, + 9 + ] + ], + "cut_edges": [ + [ + 0, + 5 + ], + [ + 1, + 6 + ], + [ + 2, + 7 + ], + [ + 3, + 8 + ], + [ + 4, + 9 + ], + [ + 5, + 6 + ], + [ + 5, + 9 + ], + [ + 6, + 7 + ], + [ + 7, + 8 + ] + ], + "net_polygons": [ + [ + [ + 0.0, + 0.0 + ], + [ + 1.4035811744750961, + 3.963315497871365e-17 + ], + [ + 1.8373116103726488, + 1.334885022133745 + ], + [ + 0.701790587237548, + 2.159889336885555 + ], + [ + -0.433730435897553, + 1.3348850221337452 + ] + ], + [ + [ + 0.05783126507221725, + -2.204660969872133 + ], + [ + 0.7017905872375483, + -2.6725248037307505 + ], + [ + 1.3457499094028793, + -2.2046609698721324 + ], + [ + 1.0997793357080663, + -1.4476413845820544 + ], + [ + 0.30380183876702993, + -1.4476413845820544 + ] + ], + [ + [ + -0.433730435897553, + 1.3348850221337452 + ], + [ + 0.701790587237548, + 2.159889336885555 + ], + [ + -0.3948925197129248, + 3.15248557832632 + ], + [ + -1.0388518418782557, + 2.6846217444677016 + ] + ], + [ + [ + 0.701790587237548, + 2.159889336885555 + ], + [ + 1.8373116103726486, + 1.334885022133745 + ], + [ + 2.4424330163533514, + 2.6846217444677016 + ], + [ + 1.7984736941880208, + 3.1524855783263197 + ] + ], + [ + [ + 1.8373116103726488, + 1.334885022133745 + ], + [ + 1.4035811744750961, + -2.220446049250313e-16 + ], + [ + 2.874249877641767, + -0.1584130711745006 + ], + [ + 3.1202204513365803, + 0.5986065141155779 + ] + ], + [ + [ + 1.4035811744750961, + 3.963315497871365e-17 + ], + [ + -2.4025821215793563e-34, + 8.508580853051915e-18 + ], + [ + 0.3038018387670301, + -1.4476413845820544 + ], + [ + 1.0997793357080663, + -1.4476413845820544 + ] + ], + [ + [ + -1.5648595985969518e-17, + -5.084537054232693e-18 + ], + [ + -0.433730435897553, + 1.3348850221337452 + ], + [ + -1.7166392768614842, + 0.598606514115578 + ], + [ + -1.4706687031666714, + -0.15841307117450038 + ] + ] + ] + } + }, + "rubric": [ + "Overall task: starting from the input (a flat 2D net or a partially-folded shape), the remaining flat faces hinge upward about their fold edges on their own until the net closes into a single closed 3D solid resting on the hatched bottom face. The completed solid is exactly: 2 regular pentagon bases (different sizes) + 5 isoceles trapezoids (regular 5-gonal frustum). Additionally, no other solid or unrelated object besides the target solid appears anywhere in the scene.", + "The hatched face stays flat on the table throughout and is the only face in contact with the table; every other face has rotated upward so the solid is closed.", + "Face inventory and identity preserved: same number of faces with their original shapes, sizes, proportions, and pastel colors, no face added, removed, recolored, stretched, or scaled.", + "The unfolding-to-3D plays out as a continuous physical fold, faces hinge upward gradually, stay rigid, and stay joined at their fold edges throughout. No sudden teleport from flat to solid." + ] + } +] \ No newline at end of file diff --git a/bench_data/recover_2d_net/prompt/image_gen_prompt/recover_2d_net.txt b/bench_data/recover_2d_net/prompt/image_gen_prompt/recover_2d_net.txt new file mode 100644 index 0000000000000000000000000000000000000000..2cb7a04e7e46387e545297a60c5352cdbffa1407 --- /dev/null +++ b/bench_data/recover_2d_net/prompt/image_gen_prompt/recover_2d_net.txt @@ -0,0 +1,8 @@ +Generate a single image of the closed 3D solid formed by folding up every still-flat face in the input about its hinge edge. The hatched bottom face stays flat on the table; faces already in their final 3D position in the input stay there. + +Notes: +1. Preserve the exact set of polygons, same number, shapes, and colors. No face added, removed, recolored, stretched, or reshaped. The diagonal hatch on the bottom face stays. +2. Fold creases define adjacency: two polygons sharing a creased edge in the input share that same edge in the 3D solid. No overlapping faces, no missing faces. +3. Hatched face = bottom (on table); opposite face = top; remaining polygons = lateral faces, each placed where its hinge edge dictates. +4. Output only the FINAL closed solid sitting on the table, no partial folding, no flat net, no multiple panels, no hands or tools. +5. Camera at 3/4 view (above and slightly to the side) so the top and two adjacent lateral faces are clearly visible. Faces hidden behind the solid are expected. Background, lighting, and table identical to the input. No glitches or artifacts. diff --git a/bench_data/recover_2d_net/prompt/video_gen_prompt/recover_2d_net.txt b/bench_data/recover_2d_net/prompt/video_gen_prompt/recover_2d_net.txt new file mode 100644 index 0000000000000000000000000000000000000000..ef909c03cb787c7b765b60a96a425fba566575af --- /dev/null +++ b/bench_data/recover_2d_net/prompt/video_gen_prompt/recover_2d_net.txt @@ -0,0 +1,11 @@ +Create a smooth video in which the translucent plastic tiles in the input complete the assembly of a 3D solid entirely on their own, no hands, people, tools, or external props appear. The input shows the construction at some stage of folding: either a fully flat 2D net (every face in the table plane, hinged at fold creases) or a partially-assembled solid with one or more faces still flat on the table. Each remaining flat face rotates upward about its hinge edge by itself, as if pulled by an invisible force, until the net closes into a single closed 3D solid resting on the hatched bottom face. + +Notes: +1. The set of polygons is preserved exactly, same number, shapes, and colors; no face added, removed, replaced, or recolored; the diagonal hatch on the bottom stays. Each face's polygonal shape is invariant in every frame (a triangle stays the same triangle, a quadrilateral stays the same quadrilateral); no stretching, no edge-length or angle change. +2. Adjacency is preserved by the fold creases: two polygons sharing a creased edge in the input share that same edge in the 3D solid. Adjacent faces remain joined along their hinge edge throughout. No two faces overlap in 3D; no face is missing on the surface. +3. The hatched face stays in contact with the table throughout, it does not lift, rotate, or change shape; its silhouette and hatch pattern are identical in every frame. Faces already in their 3D position at frame 0 stay there; only flat-on-table faces (other than the hatched bottom) fold up. +4. After folding, the colored faces of the solid match the corresponding input polygons (e.g., the polygon attached to the hatched face's right edge becomes the right face). +5. Faces rotate gradually and continuously, no sudden cut from flat to solid, and stay perfectly rigid throughout. +6. No hands, fingers, arms, sleeves, human or robot figures, strings, magnets, or other objects enter the frame, only the tiles move. + +Keep background, lighting, and table consistent with the input. Camera matches the input's perspective at frame 0; if top-down it may tilt up to a 3/4 view as the solid forms; if already at a 3/4 angle it stays there. 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--- /dev/null +++ b/bench_data/remove_obstacle/judge_spec/_completeness_judge.txt @@ -0,0 +1,8 @@ +Completeness scoring, three tiers (0 / 1 / 2), by how far the goal was carried out. +Tier 2 does NOT require flawless / perfect execution: near-complete (goal essentially reached, minor imperfections allowed) still counts as 2. +OVERRIDE (applies to every task): if the output changes drastically from the input image, unrelated new elements suddenly appear, or the scene differs wholesale from the input, score 0, regardless of any apparent task progress. +GUIDING PRINCIPLE: generated video is uncontrollable and may sprout odd elements. As a rule of thumb, if the procedure is carried out step by step but the final answer is simply wrong, give 1 (not 0). Reserve 0 for: the procedure is not attempted at all, or the output breaks / deviates drastically from the input (see OVERRIDE). + +0: The goal action is not done and the blocking item(s) are not cleared, or things are knocked over / moved randomly. +1: The blocking item(s) are moved aside but the goal action is not completed, OR the goal is attempted without first clearing the obstacle (e.g. spilling the mug). +2: The blocking item(s) are removed safely first and then the goal action is completed (target object lifted / set aside, fully uncovered). Small imperfections in placement are fine. diff --git a/bench_data/remove_obstacle/judge_spec/_judge_rubric_remove_obstacle.json b/bench_data/remove_obstacle/judge_spec/_judge_rubric_remove_obstacle.json new file mode 100644 index 0000000000000000000000000000000000000000..0dc24973fbcb963a373a173f5b7c617e4e5e8023 --- /dev/null +++ b/bench_data/remove_obstacle/judge_spec/_judge_rubric_remove_obstacle.json @@ -0,0 +1,962 @@ +[ + { + "id": "remove_obstacle_lv1_001", + "answer": { + "scene_setting": "kitchen breakfast counter", + "target_item": "hardcover book lying flat on the counter", + "goal_action": "take / lift the hardcover book off the counter", + "obstacles": [ + { + "name": "full white ceramic mug of black coffee resting on top of the book", + "why_blocking": "sitting directly on top of the book pins it to the counter", + "removal_order": 1 + } + ], + "non_obstacles": [ + "out-of-focus chrome toaster at the far back-right corner", + "edge of a folded blue dish towel at the bottom-left frame edge" + ] + }, + "rubric": [ + "The target item (hardcover book lying flat on the counter) and all listed obstacle items (full white ceramic mug of black coffee resting on top of the book) are present and visually identifiable in the input scene as well as in the early frames of the output video. The goal action performed is: take / lift the hardcover book off the counter. By the final frame of the output video, this action is visibly complete on the target item.", + "All 1 obstacle item(s), full white ceramic mug of black coffee, are recognized as blocking the goal action and are each visibly moved out of the way before the goal action is performed on the target.", + "Removal / handling order is physically sensible: the single blocking item, full white ceramic mug of black coffee resting on top of the book. Nothing is dropped, knocked over, spilled, broken, or otherwise mishandled, fragile / liquid / unstable items in the chain are handled carefully.", + "Hand(s) and/or body parts performing the action are all acceptable and not penalized.", + "The entire sequence is one continuous physical motion (hand(s) enter -> clear each blocking item in turn -> perform the goal action on the target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "The camera viewpoint, surface (table / shelf / floor / counter), background, and lighting stay fixed throughout the output. No labels, no text, no arrows, no debugging overlays, no extra annotations." + ] + }, + { + "id": "remove_obstacle_lv1_002", + "answer": { + "scene_setting": "entryway console table", + "target_item": "metal key ring with several house keys lying on the entryway console table", + "goal_action": "pick up the key ring from the entryway console table", + "obstacles": [ + { + "name": "small closed wooden jewelry box placed directly on top of the key ring", + "why_blocking": "the jewelry box sits on top of the key ring, pinning it to the table", + "removal_order": 1 + } + ], + "non_obstacles": [ + "out-of-focus shallow woven mail tray with a couple of envelopes at the back-left corner", + "edge of a small scented candle in a clear glass jar at the back-right corner" + ] + }, + "rubric": [ + "The target item (metal key ring with several house keys lying on the entryway console table) and all listed obstacle items (small closed wooden jewelry box placed directly on top of the key ring) are present and visually identifiable in the input scene as well as in the early frames of the output video. The goal action performed is: pick up the key ring from the entryway console table. By the final frame of the output video, this action is visibly complete on the target item.", + "All 1 obstacle item(s), small closed wooden jewelry box, are recognized as blocking the goal action and are each visibly moved out of the way before the goal action is performed on the target.", + "Removal / handling order is physically sensible: the single blocking item, small closed wooden jewelry box placed directly on top of the key ring. Nothing is dropped, knocked over, spilled, broken, or otherwise mishandled, fragile / liquid / unstable items in the chain are handled carefully.", + "Hand(s) and/or body parts performing the action are all acceptable and not penalized.", + "The entire sequence is one continuous physical motion (hand(s) enter -> clear each blocking item in turn -> perform the goal action on the target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "The camera viewpoint, surface (table / shelf / floor / counter), background, and lighting stay fixed throughout the output. No labels, no text, no arrows, no debugging overlays, no extra annotations." + ] + }, + { + "id": "remove_obstacle_lv1_003", + "answer": { + "scene_setting": "office desk", + "target_item": "black wireless computer keyboard on the desk", + "goal_action": "reveal the keyboard ready for typing (all keys visible and unobstructed)", + "obstacles": [ + { + "name": "open spiral-bound notebook lying face-down across the keys", + "why_blocking": "the open notebook is sprawled across the middle of the keyboard, covering most of the keys", + "removal_order": 1 + } + ], + "non_obstacles": [ + "out-of-focus white coffee cup with handle at the top-right corner", + "edge of a closed silver laptop pushed to the back-left of the desk" + ] + }, + "rubric": [ + "The target item (black wireless computer keyboard on the desk) and all listed obstacle items (open spiral-bound notebook lying face-down across the keys) are present and visually identifiable in the input scene as well as in the early frames of the output video. The goal action performed is: reveal the keyboard ready for typing (all keys visible and unobstructed). By the final frame of the output video, this action is visibly complete on the target item.", + "All 1 obstacle item(s), open spiral-bound notebook, are recognized as blocking the goal action and are each visibly moved out of the way before the goal action is performed on the target.", + "Removal / handling order is physically sensible: the single blocking item, open spiral-bound notebook lying face-down across the keys. Nothing is dropped, knocked over, spilled, broken, or otherwise mishandled, fragile / liquid / unstable items in the chain are handled carefully.", + "Hand(s) and/or body parts performing the action are all acceptable and not penalized.", + "The entire sequence is one continuous physical motion (hand(s) enter -> clear each blocking item in turn -> perform the goal action on the target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "The camera viewpoint, surface (table / shelf / floor / counter), background, and lighting stay fixed throughout the output. No labels, no text, no arrows, no debugging overlays, no extra annotations." + ] + }, + { + "id": "remove_obstacle_lv1_004", + "answer": { + "scene_setting": "kitchen counter", + "target_item": "red apple sitting in a shallow ceramic fruit bowl on the kitchen counter", + "goal_action": "take the red apple out of the fruit bowl", + "obstacles": [ + { + "name": "upside-down small ceramic cereal bowl placed mouth-down inside the fruit bowl, covering the apple like a dome", + "why_blocking": "the upside-down cereal bowl sits dome-like over the apple inside the fruit bowl, hiding and trapping it; the apple cannot be lifted out without first removing the cereal bowl", + "removal_order": 1 + } + ], + "non_obstacles": [ + "out-of-focus pair of glass salt-and-pepper shakers at the back-left corner", + "edge of a folded white paper napkin at the bottom-right corner" + ] + }, + "rubric": [ + "The target item (red apple sitting in a shallow ceramic fruit bowl on the kitchen counter) and all listed obstacle items (upside-down small ceramic cereal bowl placed mouth-down inside the fruit bowl, covering the apple like a dome) are present and visually identifiable in the input scene as well as in the early frames of the output video. The goal action performed is: take the red apple out of the fruit bowl. By the final frame of the output video, this action is visibly complete on the target item.", + "All 1 obstacle item(s), upside-down small ceramic cereal bowl, are recognized as blocking the goal action and are each visibly moved out of the way before the goal action is performed on the target.", + "Removal / handling order is physically sensible: the single blocking item, upside-down small ceramic cereal bowl placed mouth-down inside the fruit bowl, covering the apple like a dome. Nothing is dropped, knocked over, spilled, broken, or otherwise mishandled, fragile / liquid / unstable items in the chain are handled carefully.", + "Hand(s) and/or body parts performing the action are all acceptable and not penalized.", + "The entire sequence is one continuous physical motion (hand(s) enter -> clear each blocking item in turn -> perform the goal action on the target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "The camera viewpoint, surface (table / shelf / floor / counter), background, and lighting stay fixed throughout the output. No labels, no text, no arrows, no debugging overlays, no extra annotations." + ] + }, + { + "id": "remove_obstacle_lv1_005", + "answer": { + "scene_setting": "study desk", + "target_item": "thin spiral-bound notebook lying flat on the study desk", + "goal_action": "pick up the thin notebook from the desk", + "obstacles": [ + { + "name": "tall closed metal water bottle standing upright on top of the notebook", + "why_blocking": "the water bottle stands directly on top of the notebook, pinning it to the desk", + "removal_order": 1 + } + ], + "non_obstacles": [ + "out-of-focus ceramic pen cup with a few pens at the back-left corner", + "edge of a pair of black wireless over-ear headphones at the back-right corner" + ] + }, + "rubric": [ + "The target item (thin spiral-bound notebook lying flat on the study desk) and all listed obstacle items (tall closed metal water bottle standing upright on top of the notebook) are present and visually identifiable in the input scene as well as in the early frames of the output video. The goal action performed is: pick up the thin notebook from the desk. By the final frame of the output video, this action is visibly complete on the target item.", + "All 1 obstacle item(s), tall closed metal water bottle, are recognized as blocking the goal action and are each visibly moved out of the way before the goal action is performed on the target.", + "Removal / handling order is physically sensible: the single blocking item, tall closed metal water bottle standing upright on top of the notebook. Nothing is dropped, knocked over, spilled, broken, or otherwise mishandled, fragile / liquid / unstable items in the chain are handled carefully.", + "Hand(s) and/or body parts performing the action are all acceptable and not penalized.", + "The entire sequence is one continuous physical motion (hand(s) enter -> clear each blocking item in turn -> perform the goal action on the target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "The camera viewpoint, surface (table / shelf / floor / counter), background, and lighting stay fixed throughout the output. No labels, no text, no arrows, no debugging overlays, no extra annotations." + ] + }, + { + "id": "remove_obstacle_lv1_006", + "answer": { + "scene_setting": "bedroom dresser", + "target_item": "closed top drawer of a wooden bedroom dresser (drawer face has a horizontal brass bar pull, drawer slides straight outward toward the camera when pulled)", + "goal_action": "pull open the top drawer of the bedroom dresser (drawer pulls straight outward toward the camera / approaching person)", + "obstacles": [ + { + "name": "tall narrow floor lamp with a cylindrical white fabric shade standing on the floor pressed flush against the drawer face, in the drawer's pull-out path", + "why_blocking": "the floor lamp stands on the floor squarely in front of the drawer face, blocking the drawer's path; the drawer cannot slide outward without first moving the lamp aside", + "removal_order": 1 + } + ], + "non_obstacles": [ + "out-of-focus small framed photo on top of the dresser at the back-left corner", + "edge of a clear glass perfume bottle on the dresser top at the back-right corner" + ] + }, + "rubric": [ + "The target item (closed top drawer of a wooden bedroom dresser (drawer face has a horizontal brass bar pull, drawer slides straight outward toward the camera when pulled)) and all listed obstacle items (tall narrow floor lamp with a cylindrical white fabric shade standing on the floor pressed flush against the drawer face, in the drawer's pull-out path) are present and visually identifiable in the input scene as well as in the early frames of the output video. The goal action performed is: pull open the top drawer of the bedroom dresser (drawer pulls straight outward toward the camera / approaching person). By the final frame of the output video, this action is visibly complete on the target item.", + "All 1 obstacle item(s), tall narrow floor lamp with a cylindrical white fabric shade, are recognized as blocking the goal action and are each visibly moved out of the way before the goal action is performed on the target.", + "Removal / handling order is physically sensible: the single blocking item, tall narrow floor lamp with a cylindrical white fabric shade standing on the floor pressed flush against the drawer face, in the drawer's pull-out path. Nothing is dropped, knocked over, spilled, broken, or otherwise mishandled, fragile / liquid / unstable items in the chain are handled carefully.", + "Hand(s) and/or body parts performing the action are all acceptable and not penalized.", + "The entire sequence is one continuous physical motion (hand(s) enter -> clear each blocking item in turn -> perform the goal action on the target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "The camera viewpoint, surface (table / shelf / floor / counter), background, and lighting stay fixed throughout the output. No labels, no text, no arrows, no debugging overlays, no extra annotations." + ] + }, + { + "id": "remove_obstacle_lv1_007", + "answer": { + "scene_setting": "study desk", + "target_item": "silver laptop (closed lid) on the desk", + "goal_action": "open the laptop's lid", + "obstacles": [ + { + "name": "thick hardcover dictionary placed flat on top of the closed laptop lid", + "why_blocking": "the heavy dictionary is sitting flat on the laptop lid, pinning the lid shut", + "removal_order": 1 + } + ], + "non_obstacles": [ + "out-of-focus black desk lamp arm at the back-left corner", + "edge of a small green leafy plant in a white pot at the back-right corner" + ] + }, + "rubric": [ + "The target item (silver laptop (closed lid) on the desk) and all listed obstacle items (thick hardcover dictionary placed flat on top of the closed laptop lid) are present and visually identifiable in the input scene as well as in the early frames of the output video. The goal action performed is: open the laptop's lid. By the final frame of the output video, this action is visibly complete on the target item.", + "All 1 obstacle item(s), thick hardcover dictionary, are recognized as blocking the goal action and are each visibly moved out of the way before the goal action is performed on the target.", + "Removal / handling order is physically sensible: the single blocking item, thick hardcover dictionary placed flat on top of the closed laptop lid. Nothing is dropped, knocked over, spilled, broken, or otherwise mishandled, fragile / liquid / unstable items in the chain are handled carefully.", + "Hand(s) and/or body parts performing the action are all acceptable and not penalized.", + "The entire sequence is one continuous physical motion (hand(s) enter -> clear each blocking item in turn -> perform the goal action on the target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "The camera viewpoint, surface (table / shelf / floor / counter), background, and lighting stay fixed throughout the output. No labels, no text, no arrows, no debugging overlays, no extra annotations." + ] + }, + { + "id": "remove_obstacle_lv1_008", + "answer": { + "scene_setting": "bathroom counter", + "target_item": "electric toothbrush standing in a small ceramic holder on the bathroom counter", + "goal_action": "take the electric toothbrush out of its holder", + "obstacles": [ + { + "name": "small folded white hand towel draped over the top of the toothbrush and its holder", + "why_blocking": "the folded hand towel is laid over the top of the toothbrush, covering it and pinning it in the holder", + "removal_order": 1 + } + ], + "non_obstacles": [ + "out-of-focus pump-style hand-soap bottle at the back-left corner", + "edge of a round cosmetic mirror leaning against the wall at the back-right corner" + ] + }, + "rubric": [ + "The target item (electric toothbrush standing in a small ceramic holder on the bathroom counter) and all listed obstacle items (small folded white hand towel draped over the top of the toothbrush and its holder) are present and visually identifiable in the input scene as well as in the early frames of the output video. The goal action performed is: take the electric toothbrush out of its holder. By the final frame of the output video, this action is visibly complete on the target item.", + "All 1 obstacle item(s), small folded white hand towel, are recognized as blocking the goal action and are each visibly moved out of the way before the goal action is performed on the target.", + "Removal / handling order is physically sensible: the single blocking item, small folded white hand towel draped over the top of the toothbrush and its holder. Nothing is dropped, knocked over, spilled, broken, or otherwise mishandled, fragile / liquid / unstable items in the chain are handled carefully.", + "Hand(s) and/or body parts performing the action are all acceptable and not penalized.", + "The entire sequence is one continuous physical motion (hand(s) enter -> clear each blocking item in turn -> perform the goal action on the target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "The camera viewpoint, surface (table / shelf / floor / counter), background, and lighting stay fixed throughout the output. No labels, no text, no arrows, no debugging overlays, no extra annotations." + ] + }, + { + "id": "remove_obstacle_lv1_009", + "answer": { + "scene_setting": "kitchen cabinet", + "target_item": "clear glass jar of dry pasta on a kitchen shelf inside an open-front cabinet niche", + "goal_action": "take the clear glass jar of dry pasta off the shelf", + "obstacles": [ + { + "name": "large round wicker bread basket placed on the shelf directly in front of the glass jar", + "why_blocking": "the bread basket stands flush against the front of the jar; the jar cannot be slid forward or grasped from above without first moving the basket aside", + "removal_order": 1 + } + ], + "non_obstacles": [ + "out-of-focus row of small spice tins on a higher shelf at the top-left corner", + "edge of a wooden mortar at the bottom-right corner" + ] + }, + "rubric": [ + "The target item (clear glass jar of dry pasta on a kitchen shelf inside an open-front cabinet niche) and all listed obstacle items (large round wicker bread basket placed on the shelf directly in front of the glass jar) are present and visually identifiable in the input scene as well as in the early frames of the output video. The goal action performed is: take the clear glass jar of dry pasta off the shelf. By the final frame of the output video, this action is visibly complete on the target item.", + "All 1 obstacle item(s), large round wicker bread basket, are recognized as blocking the goal action and are each visibly moved out of the way before the goal action is performed on the target.", + "Removal / handling order is physically sensible: the single blocking item, large round wicker bread basket placed on the shelf directly in front of the glass jar. Nothing is dropped, knocked over, spilled, broken, or otherwise mishandled, fragile / liquid / unstable items in the chain are handled carefully.", + "Hand(s) and/or body parts performing the action are all acceptable and not penalized.", + "The entire sequence is one continuous physical motion (hand(s) enter -> clear each blocking item in turn -> perform the goal action on the target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "The camera viewpoint, surface (table / shelf / floor / counter), background, and lighting stay fixed throughout the output. No labels, no text, no arrows, no debugging overlays, no extra annotations." + ] + }, + { + "id": "remove_obstacle_lv1_010", + "answer": { + "scene_setting": "kid's room floor", + "target_item": "child's hardcover storybook lying flat on the kid's room floor", + "goal_action": "pick up the child's storybook from the floor", + "obstacles": [ + { + "name": "medium-sized brown plush teddy bear sitting upright on top of the storybook", + "why_blocking": "the teddy bear is sitting on top of the storybook, weighing it down and covering most of it", + "removal_order": 1 + } + ], + "non_obstacles": [ + "out-of-focus scattered wooden alphabet building blocks at the back-left edge", + "edge of a small red plastic toy truck at the back-right corner" + ] + }, + "rubric": [ + "The target item (child's hardcover storybook lying flat on the kid's room floor) and all listed obstacle items (medium-sized brown plush teddy bear sitting upright on top of the storybook) are present and visually identifiable in the input scene as well as in the early frames of the output video. The goal action performed is: pick up the child's storybook from the floor. By the final frame of the output video, this action is visibly complete on the target item.", + "All 1 obstacle item(s), medium-sized brown plush teddy bear, are recognized as blocking the goal action and are each visibly moved out of the way before the goal action is performed on the target.", + "Removal / handling order is physically sensible: the single blocking item, medium-sized brown plush teddy bear sitting upright on top of the storybook. Nothing is dropped, knocked over, spilled, broken, or otherwise mishandled, fragile / liquid / unstable items in the chain are handled carefully.", + "Hand(s) and/or body parts performing the action are all acceptable and not penalized.", + "The entire sequence is one continuous physical motion (hand(s) enter -> clear each blocking item in turn -> perform the goal action on the target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "The camera viewpoint, surface (table / shelf / floor / counter), background, and lighting stay fixed throughout the output. No labels, no text, no arrows, no debugging overlays, no extra annotations." + ] + }, + { + "id": "remove_obstacle_lv2_001", + "answer": { + "scene_setting": "bathroom counter", + "target_item": "hair dryer lying flat on the bathroom counter (with its handle and nozzle clearly visible)", + "goal_action": "pick up the hair dryer from the bathroom counter", + "obstacles": [ + { + "name": "folded large white bath towel laid flat on top of the hair dryer, covering it", + "why_blocking": "the folded bath towel sits on top of the hair dryer, covering and pinning it to the counter", + "removal_order": 2 + }, + { + "name": "open-top clear glass jar full of loose round cotton balls placed on top of the folded bath towel", + "why_blocking": "the open-top jar of loose cotton balls stands on the towel; the towel cannot be lifted without the jar tipping and the cotton balls scattering, so the jar must be moved off first (carefully, open top, loose contents)", + "removal_order": 1 + } + ], + "non_obstacles": [ + "out-of-focus pump-style hand-soap bottle at the back-left corner", + "edge of a round cosmetic mirror leaning against the wall at the back-right corner" + ] + }, + "rubric": [ + "The target item (hair dryer lying flat on the bathroom counter (with its handle and nozzle clearly visible)) and all listed obstacle items (folded large white bath towel laid flat on top of the hair dryer, covering it; open-top clear glass jar full of loose round cotton balls placed on top of the folded bath towel) are present and visually identifiable in the input scene as well as in the early frames of the output video. The goal action performed is: pick up the hair dryer from the bathroom counter. By the final frame of the output video, this action is visibly complete on the target item.", + "All 2 obstacle item(s), folded large white bath towel laid flat on top of the hair dryer, covering it; open-top clear glass jar full of loose round cotton balls, are recognized as blocking the goal action and are each visibly moved out of the way before the goal action is performed on the target.", + "Removal / handling order is physically sensible: (1) open-top clear glass jar full of loose round cotton balls placed on top of the folded bath towel then (2) folded large white bath towel laid flat on top of the hair dryer, covering it. Nothing is dropped, knocked over, spilled, broken, or otherwise mishandled, fragile / liquid / unstable items in the chain are handled carefully.", + "Hand(s) and/or body parts performing the action are all acceptable and not penalized.", + "The entire sequence is one continuous physical motion (hand(s) enter -> clear each blocking item in turn -> perform the goal action on the target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "The camera viewpoint, surface (table / shelf / floor / counter), background, and lighting stay fixed throughout the output. No labels, no text, no arrows, no debugging overlays, no extra annotations." + ] + }, + { + "id": "remove_obstacle_lv2_002", + "answer": { + "scene_setting": "kitchen base-cabinet door", + "target_item": "white kitchen base-cabinet door (closed, with a long horizontal pull handle)", + "goal_action": "open the kitchen base-cabinet door outward", + "obstacles": [ + { + "name": "stainless-steel mop bucket standing on the floor pressed against the cabinet door", + "why_blocking": "the bucket sits flush against the cabinet door on the floor; the door cannot swing out without first moving it aside", + "removal_order": 2 + }, + { + "name": "wooden-handled mop laid horizontally across the top of the bucket", + "why_blocking": "the mop rests across the rim of the bucket; the bucket cannot be moved without the mop falling, so the mop must be taken off first", + "removal_order": 1 + } + ], + "non_obstacles": [ + "out-of-focus edge of a kitchen rug at the bottom-right corner of the floor", + "edge of a stainless-steel dishwasher front panel at the back-left edge" + ] + }, + "rubric": [ + "The target item (white kitchen base-cabinet door (closed, with a long horizontal pull handle)) and all listed obstacle items (stainless-steel mop bucket standing on the floor pressed against the cabinet door; wooden-handled mop laid horizontally across the top of the bucket) are present and visually identifiable in the input scene as well as in the early frames of the output video. The goal action performed is: open the kitchen base-cabinet door outward. By the final frame of the output video, this action is visibly complete on the target item.", + "All 2 obstacle item(s), stainless-steel mop bucket; wooden-handled mop laid horizontally across the top of the bucket, are recognized as blocking the goal action and are each visibly moved out of the way before the goal action is performed on the target.", + "Removal / handling order is physically sensible: (1) wooden-handled mop laid horizontally across the top of the bucket then (2) stainless-steel mop bucket standing on the floor pressed against the cabinet door. Nothing is dropped, knocked over, spilled, broken, or otherwise mishandled, fragile / liquid / unstable items in the chain are handled carefully.", + "Hand(s) and/or body parts performing the action are all acceptable and not penalized.", + "The entire sequence is one continuous physical motion (hand(s) enter -> clear each blocking item in turn -> perform the goal action on the target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "The camera viewpoint, surface (table / shelf / floor / counter), background, and lighting stay fixed throughout the output. No labels, no text, no arrows, no debugging overlays, no extra annotations." + ] + }, + { + "id": "remove_obstacle_lv2_003", + "answer": { + "scene_setting": "study desk", + "target_item": "closed paperback novel lying flat on the desk", + "goal_action": "pick up the paperback novel from the desk", + "obstacles": [ + { + "name": "open metal pencil case lying flat on top of the paperback", + "why_blocking": "the pencil case is set down directly on top of the book, covering and pinning it", + "removal_order": 2 + }, + { + "name": "pair of round wire-frame eyeglasses resting on top of the pencil case", + "why_blocking": "the eyeglasses are balanced on the pencil case; they must be lifted off first before the pencil case can be moved without them dropping", + "removal_order": 1 + } + ], + "non_obstacles": [ + "out-of-focus white desk lamp head at the back-left corner", + "edge of a small terracotta plant pot with a cactus at the back-right corner" + ] + }, + "rubric": [ + "The target item (closed paperback novel lying flat on the desk) and all listed obstacle items (open metal pencil case lying flat on top of the paperback; pair of round wire-frame eyeglasses resting on top of the pencil case) are present and visually identifiable in the input scene as well as in the early frames of the output video. The goal action performed is: pick up the paperback novel from the desk. By the final frame of the output video, this action is visibly complete on the target item.", + "All 2 obstacle item(s), open metal pencil case; pair of round wire-frame eyeglasses, are recognized as blocking the goal action and are each visibly moved out of the way before the goal action is performed on the target.", + "Removal / handling order is physically sensible: (1) pair of round wire-frame eyeglasses resting on top of the pencil case then (2) open metal pencil case lying flat on top of the paperback. Nothing is dropped, knocked over, spilled, broken, or otherwise mishandled, fragile / liquid / unstable items in the chain are handled carefully.", + "Hand(s) and/or body parts performing the action are all acceptable and not penalized.", + "The entire sequence is one continuous physical motion (hand(s) enter -> clear each blocking item in turn -> perform the goal action on the target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "The camera viewpoint, surface (table / shelf / floor / counter), background, and lighting stay fixed throughout the output. No labels, no text, no arrows, no debugging overlays, no extra annotations." + ] + }, + { + "id": "remove_obstacle_lv2_004", + "answer": { + "scene_setting": "hallway floor by a doorway", + "target_item": "closed white hallway door (hinged on the indoor side so it swings INWARD ONLY toward the camera, with visible indoor-side hinges and a lever handle)", + "goal_action": "open the hallway door inward (the door swings only toward the indoor side where the camera and the obstacles are; a person approaches from inside the hallway intending to pull/push it inward toward themselves)", + "obstacles": [ + { + "name": "rolled-up beige hallway rug standing on its end on the indoor floor inside the door's inward-swing arc (right in the path the door would sweep through when it opens inward)", + "why_blocking": "the rolled rug is propped vertically on the indoor floor squarely inside the inward-swing arc of the door; the door cannot swing inward without first moving it aside", + "removal_order": 2 + }, + { + "name": "cardboard moving box stacked on top of the rolled rug", + "why_blocking": "the box is balanced on top of the rolled rug; the rug cannot be moved while the box is still on it, so the box must come off first", + "removal_order": 1 + } + ], + "non_obstacles": [ + "out-of-focus row of hanging coats on a wall hook at the top-right corner", + "edge of a pair of slippers neatly tucked at the bottom-left corner" + ] + }, + "rubric": [ + "The target item (closed white hallway door (hinged on the indoor side so it swings INWARD ONLY toward the camera, with visible indoor-side hinges and a lever handle)) and all listed obstacle items (rolled-up beige hallway rug standing on its end on the indoor floor inside the door's inward-swing arc (right in the path the door would sweep through when it opens inward); cardboard moving box stacked on top of the rolled rug) are present and visually identifiable in the input scene as well as in the early frames of the output video. The goal action performed is: open the hallway door inward (the door swings only toward the indoor side where the camera and the obstacles are; a person approaches from inside the hallway intending to pull/push it inward toward themselves). By the final frame of the output video, this action is visibly complete on the target item.", + "All 2 obstacle item(s), rolled-up beige hallway rug; cardboard moving box stacked on top of the rolled rug, are recognized as blocking the goal action and are each visibly moved out of the way before the goal action is performed on the target.", + "Removal / handling order is physically sensible: (1) cardboard moving box stacked on top of the rolled rug then (2) rolled-up beige hallway rug standing on its end on the indoor floor inside the door's inward-swing arc (right in the path the door would sweep through when it opens inward). Nothing is dropped, knocked over, spilled, broken, or otherwise mishandled, fragile / liquid / unstable items in the chain are handled carefully.", + "Hand(s) and/or body parts performing the action are all acceptable and not penalized.", + "The entire sequence is one continuous physical motion (hand(s) enter -> clear each blocking item in turn -> perform the goal action on the target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "The camera viewpoint, surface (table / shelf / floor / counter), background, and lighting stay fixed throughout the output. No labels, no text, no arrows, no debugging overlays, no extra annotations." + ] + }, + { + "id": "remove_obstacle_lv2_005", + "answer": { + "scene_setting": "dining table", + "target_item": "folded magazine lying flat on the dining table", + "goal_action": "pick up the folded magazine from the table", + "obstacles": [ + { + "name": "round wicker fruit basket placed directly on top of the magazine", + "why_blocking": "the basket is sitting on the magazine, pinning it to the table", + "removal_order": 2 + }, + { + "name": "bunch of green grapes draped over the rim of the basket onto the magazine", + "why_blocking": "the grapes hang over the basket rim onto the magazine; if the basket is lifted with the grapes draped, they will fall, so the grapes must be moved into the basket first", + "removal_order": 1 + } + ], + "non_obstacles": [ + "out-of-focus wine glass at the back-left corner", + "edge of a folded cloth napkin at the bottom-right corner" + ] + }, + "rubric": [ + "The target item (folded magazine lying flat on the dining table) and all listed obstacle items (round wicker fruit basket placed directly on top of the magazine; bunch of green grapes draped over the rim of the basket onto the magazine) are present and visually identifiable in the input scene as well as in the early frames of the output video. The goal action performed is: pick up the folded magazine from the table. By the final frame of the output video, this action is visibly complete on the target item.", + "All 2 obstacle item(s), round wicker fruit basket; bunch of green grapes, are recognized as blocking the goal action and are each visibly moved out of the way before the goal action is performed on the target.", + "Removal / handling order is physically sensible: (1) bunch of green grapes draped over the rim of the basket onto the magazine then (2) round wicker fruit basket placed directly on top of the magazine. Nothing is dropped, knocked over, spilled, broken, or otherwise mishandled, fragile / liquid / unstable items in the chain are handled carefully.", + "Hand(s) and/or body parts performing the action are all acceptable and not penalized.", + "The entire sequence is one continuous physical motion (hand(s) enter -> clear each blocking item in turn -> perform the goal action on the target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "The camera viewpoint, surface (table / shelf / floor / counter), background, and lighting stay fixed throughout the output. No labels, no text, no arrows, no debugging overlays, no extra annotations." + ] + }, + { + "id": "remove_obstacle_lv2_006", + "answer": { + "scene_setting": "child's study desk", + "target_item": "closed three-ring binder lying flat on the child's study desk", + "goal_action": "open the binder's front cover", + "obstacles": [ + { + "name": "small closed rectangular wooden pencil-sharpener box placed flat on top of the binder", + "why_blocking": "the wooden pencil-sharpener box sits on the binder, weighing the front cover down so it cannot be flipped open", + "removal_order": 2 + }, + { + "name": "loose pile of about six colored pencils stacked horizontally on top of the pencil-sharpener box", + "why_blocking": "the loose colored pencils are stacked on top of the pencil-sharpener box; the box cannot be moved without the pencils rolling off and scattering, so the pencils must be taken off first", + "removal_order": 1 + } + ], + "non_obstacles": [ + "out-of-focus clear plastic tape dispenser at the back-left corner", + "edge of a small grey solar calculator at the back-right corner" + ] + }, + "rubric": [ + "The target item (closed three-ring binder lying flat on the child's study desk) and all listed obstacle items (small closed rectangular wooden pencil-sharpener box placed flat on top of the binder; loose pile of about six colored pencils stacked horizontally on top of the pencil-sharpener box) are present and visually identifiable in the input scene as well as in the early frames of the output video. The goal action performed is: open the binder's front cover. By the final frame of the output video, this action is visibly complete on the target item.", + "All 2 obstacle item(s), small closed rectangular wooden pencil-sharpener box; loose pile of about six colored pencils stacked horizontally on top of the pencil-sharpener box, are recognized as blocking the goal action and are each visibly moved out of the way before the goal action is performed on the target.", + "Removal / handling order is physically sensible: (1) loose pile of about six colored pencils stacked horizontally on top of the pencil-sharpener box then (2) small closed rectangular wooden pencil-sharpener box placed flat on top of the binder. Nothing is dropped, knocked over, spilled, broken, or otherwise mishandled, fragile / liquid / unstable items in the chain are handled carefully.", + "Hand(s) and/or body parts performing the action are all acceptable and not penalized.", + "The entire sequence is one continuous physical motion (hand(s) enter -> clear each blocking item in turn -> perform the goal action on the target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "The camera viewpoint, surface (table / shelf / floor / counter), background, and lighting stay fixed throughout the output. No labels, no text, no arrows, no debugging overlays, no extra annotations." + ] + }, + { + "id": "remove_obstacle_lv2_007", + "answer": { + "scene_setting": "dining table", + "target_item": "rectangular plastic lunch box (lid clipped on) sitting on the dining table", + "goal_action": "unclip and lift the lunch box's lid off", + "obstacles": [ + { + "name": "round flat woven straw placemat lying flat on top of the lunch box's lid", + "why_blocking": "the placemat is laid flat over the lunch box's lid, hiding the side clips and preventing access to them", + "removal_order": 2 + }, + { + "name": "tall clear glass of water sitting on top of the woven placemat", + "why_blocking": "the full water glass stands on the placemat; the placemat cannot be lifted while the glass is on it without the glass tipping and spilling, so the glass must come off first (carefully)", + "removal_order": 1 + } + ], + "non_obstacles": [ + "out-of-focus wooden fruit bowl at the back-left corner", + "edge of a folded paper napkin at the bottom-right corner" + ] + }, + "rubric": [ + "The target item (rectangular plastic lunch box (lid clipped on) sitting on the dining table) and all listed obstacle items (round flat woven straw placemat lying flat on top of the lunch box's lid; tall clear glass of water sitting on top of the woven placemat) are present and visually identifiable in the input scene as well as in the early frames of the output video. The goal action performed is: unclip and lift the lunch box's lid off. By the final frame of the output video, this action is visibly complete on the target item.", + "All 2 obstacle item(s), round flat woven straw placemat; tall clear glass of water, are recognized as blocking the goal action and are each visibly moved out of the way before the goal action is performed on the target.", + "Removal / handling order is physically sensible: (1) tall clear glass of water sitting on top of the woven placemat then (2) round flat woven straw placemat lying flat on top of the lunch box's lid. Nothing is dropped, knocked over, spilled, broken, or otherwise mishandled, fragile / liquid / unstable items in the chain are handled carefully.", + "Hand(s) and/or body parts performing the action are all acceptable and not penalized.", + "The entire sequence is one continuous physical motion (hand(s) enter -> clear each blocking item in turn -> perform the goal action on the target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "The camera viewpoint, surface (table / shelf / floor / counter), background, and lighting stay fixed throughout the output. No labels, no text, no arrows, no debugging overlays, no extra annotations." + ] + }, + { + "id": "remove_obstacle_lv2_008", + "answer": { + "scene_setting": "kitchen counter", + "target_item": "wooden cutting board lying flat on the kitchen counter", + "goal_action": "pick up the wooden cutting board from the counter", + "obstacles": [ + { + "name": "heavy cast-iron skillet placed flat on top of the cutting board", + "why_blocking": "the heavy skillet sits directly on top of the cutting board, weighing it down and pinning it to the counter", + "removal_order": 2 + }, + { + "name": "open-top ceramic bowl full of loose cherry tomatoes resting inside the skillet", + "why_blocking": "the open bowl of loose cherry tomatoes sits in the skillet; the skillet cannot be lifted without the bowl sliding and the tomatoes scattering, so the bowl must be moved off first (carefully, loose contents)", + "removal_order": 1 + } + ], + "non_obstacles": [ + "out-of-focus wooden knife block with a few handles at the back-left corner", + "edge of a stainless-steel kettle at the back-right corner" + ] + }, + "rubric": [ + "The target item (wooden cutting board lying flat on the kitchen counter) and all listed obstacle items (heavy cast-iron skillet placed flat on top of the cutting board; open-top ceramic bowl full of loose cherry tomatoes resting inside the skillet) are present and visually identifiable in the input scene as well as in the early frames of the output video. The goal action performed is: pick up the wooden cutting board from the counter. By the final frame of the output video, this action is visibly complete on the target item.", + "All 2 obstacle item(s), heavy cast-iron skillet; open-top ceramic bowl full of loose cherry tomatoes, are recognized as blocking the goal action and are each visibly moved out of the way before the goal action is performed on the target.", + "Removal / handling order is physically sensible: (1) open-top ceramic bowl full of loose cherry tomatoes resting inside the skillet then (2) heavy cast-iron skillet placed flat on top of the cutting board. Nothing is dropped, knocked over, spilled, broken, or otherwise mishandled, fragile / liquid / unstable items in the chain are handled carefully.", + "Hand(s) and/or body parts performing the action are all acceptable and not penalized.", + "The entire sequence is one continuous physical motion (hand(s) enter -> clear each blocking item in turn -> perform the goal action on the target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "The camera viewpoint, surface (table / shelf / floor / counter), background, and lighting stay fixed throughout the output. No labels, no text, no arrows, no debugging overlays, no extra annotations." + ] + }, + { + "id": "remove_obstacle_lv2_009", + "answer": { + "scene_setting": "living-room sofa side-table", + "target_item": "black tablet lying flat on the sofa side-table", + "goal_action": "pick up the tablet from the side-table", + "obstacles": [ + { + "name": "folded knit throw blanket laid flat on top of the tablet, covering it", + "why_blocking": "the folded throw blanket sits on top of the tablet, covering and pinning it to the table", + "removal_order": 2 + }, + { + "name": "open-top wooden bowl full of loose popcorn resting on top of the folded blanket", + "why_blocking": "the open bowl of loose popcorn stands on the blanket; the blanket cannot be lifted without the bowl sliding and the popcorn scattering, so the bowl must be moved off first (carefully, loose contents)", + "removal_order": 1 + } + ], + "non_obstacles": [ + "out-of-focus small table lamp with a fabric shade at the back-left corner", + "edge of a coaster with a glass of water at the back-right corner" + ] + }, + "rubric": [ + "The target item (black tablet lying flat on the sofa side-table) and all listed obstacle items (folded knit throw blanket laid flat on top of the tablet, covering it; open-top wooden bowl full of loose popcorn resting on top of the folded blanket) are present and visually identifiable in the input scene as well as in the early frames of the output video. The goal action performed is: pick up the tablet from the side-table. By the final frame of the output video, this action is visibly complete on the target item.", + "All 2 obstacle item(s), folded knit throw blanket; open-top wooden bowl full of loose popcorn, are recognized as blocking the goal action and are each visibly moved out of the way before the goal action is performed on the target.", + "Removal / handling order is physically sensible: (1) open-top wooden bowl full of loose popcorn resting on top of the folded blanket then (2) folded knit throw blanket laid flat on top of the tablet, covering it. Nothing is dropped, knocked over, spilled, broken, or otherwise mishandled, fragile / liquid / unstable items in the chain are handled carefully.", + "Hand(s) and/or body parts performing the action are all acceptable and not penalized.", + "The entire sequence is one continuous physical motion (hand(s) enter -> clear each blocking item in turn -> perform the goal action on the target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "The camera viewpoint, surface (table / shelf / floor / counter), background, and lighting stay fixed throughout the output. No labels, no text, no arrows, no debugging overlays, no extra annotations." + ] + }, + { + "id": "remove_obstacle_lv2_010", + "answer": { + "scene_setting": "upright piano", + "target_item": "closed wooden fallboard (key cover) of an upright piano (the fallboard lifts/folds upward to uncover the keys)", + "goal_action": "open the piano's fallboard to uncover the keys (lift the key cover upward)", + "obstacles": [ + { + "name": "stack of sheet-music books laid flat on top of the closed fallboard", + "why_blocking": "the stack of sheet-music books sits flat on top of the closed fallboard, weighing it down so it cannot be lifted", + "removal_order": 2 + }, + { + "name": "open-top glass tumbler half full of water standing on top of the stack of sheet-music books", + "why_blocking": "the open tumbler of water stands on the stack of music books; the books cannot be lifted without the tumbler tipping and the water spilling, so the tumbler must be moved off first (carefully, open liquid)", + "removal_order": 1 + } + ], + "non_obstacles": [ + "out-of-focus metronome on the piano top at the back-left corner", + "edge of a framed photo standing on the piano top at the back-right corner" + ] + }, + "rubric": [ + "The target item (closed wooden fallboard (key cover) of an upright piano (the fallboard lifts/folds upward to uncover the keys)) and all listed obstacle items (stack of sheet-music books laid flat on top of the closed fallboard; open-top glass tumbler half full of water standing on top of the stack of sheet-music books) are present and visually identifiable in the input scene as well as in the early frames of the output video. The goal action performed is: open the piano's fallboard to uncover the keys (lift the key cover upward). By the final frame of the output video, this action is visibly complete on the target item.", + "All 2 obstacle item(s), stack of sheet-music books; open-top glass tumbler half full of water, are recognized as blocking the goal action and are each visibly moved out of the way before the goal action is performed on the target.", + "Removal / handling order is physically sensible: (1) open-top glass tumbler half full of water standing on top of the stack of sheet-music books then (2) stack of sheet-music books laid flat on top of the closed fallboard. Nothing is dropped, knocked over, spilled, broken, or otherwise mishandled, fragile / liquid / unstable items in the chain are handled carefully.", + "Hand(s) and/or body parts performing the action are all acceptable and not penalized.", + "The entire sequence is one continuous physical motion (hand(s) enter -> clear each blocking item in turn -> perform the goal action on the target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "The camera viewpoint, surface (table / shelf / floor / counter), background, and lighting stay fixed throughout the output. No labels, no text, no arrows, no debugging overlays, no extra annotations." + ] + }, + { + "id": "remove_obstacle_lv3_001", + "answer": { + "scene_setting": "kid's room floor", + "target_item": "closed lid of a wooden toy chest sitting on the kid's room floor (lid hinged at the back, lifts upward when opened)", + "goal_action": "open the closed lid of the toy chest (lift the lid upward)", + "obstacles": [ + { + "name": "large round soft beige bean-bag chair placed on top of the closed toy chest lid, weighing it down across the whole lid", + "why_blocking": "the heavy bean-bag chair sits on top of the toy chest lid, weighing it down so the lid cannot be lifted", + "removal_order": 3 + }, + { + "name": "open-top medium wicker basket full of about twenty loose colorful wooden toy blocks sitting on top of the bean-bag chair", + "why_blocking": "the open basket of loose toy blocks sits on the soft bean-bag chair; the bean-bag cannot be moved without the basket tipping and the loose blocks scattering, so the basket of blocks must be moved off first (carefully, loose contents)", + "removal_order": 2 + }, + { + "name": "small clear glass fishbowl half full of water with one small live orange goldfish swimming inside, balanced on top of the loose toy blocks in the basket", + "why_blocking": "the fishbowl with a live goldfish in water is balanced on the loose blocks in the basket; the basket cannot be moved without the fishbowl tipping and the water and live fish spilling out, so the fishbowl must be lifted off first (very carefully, live animal and open water)", + "removal_order": 1 + } + ], + "non_obstacles": [ + "out-of-focus stuffed white bunny rabbit toy at the back-left corner", + "edge of a small yellow plastic toy car at the bottom-right corner" + ] + }, + "rubric": [ + "The target item (closed lid of a wooden toy chest sitting on the kid's room floor (lid hinged at the back, lifts upward when opened)) and all listed obstacle items (large round soft beige bean-bag chair placed on top of the closed toy chest lid, weighing it down across the whole lid; open-top medium wicker basket full of about twenty loose colorful wooden toy blocks sitting on top of the bean-bag chair; small clear glass fishbowl half full of water with one small live orange goldfish swimming inside, balanced on top of the loose toy blocks in the basket) are present and visually identifiable in the input scene as well as in the early frames of the output video. The goal action performed is: open the closed lid of the toy chest (lift the lid upward). By the final frame of the output video, this action is visibly complete on the target item.", + "All 3 obstacle item(s), large round soft beige bean-bag chair; open-top medium wicker basket full of about twenty loose colorful wooden toy blocks; small clear glass fishbowl half full of water with one small live orange goldfish swimming inside,, are recognized as blocking the goal action and are each visibly moved out of the way before the goal action is performed on the target.", + "Removal / handling order is physically sensible: (1) small clear glass fishbowl half full of water with one small live orange goldfish swimming inside, balanced on top of the loose toy blocks in the basket then (2) open-top medium wicker basket full of about twenty loose colorful wooden toy blocks sitting on top of the bean-bag chair then (3) large round soft beige bean-bag chair placed on top of the closed toy chest lid, weighing it down across the whole lid. Nothing is dropped, knocked over, spilled, broken, or otherwise mishandled, fragile / liquid / unstable items in the chain are handled carefully.", + "Hand(s) and/or body parts performing the action are all acceptable and not penalized.", + "The entire sequence is one continuous physical motion (hand(s) enter -> clear each blocking item in turn -> perform the goal action on the target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "The camera viewpoint, surface (table / shelf / floor / counter), background, and lighting stay fixed throughout the output. No labels, no text, no arrows, no debugging overlays, no extra annotations." + ] + }, + { + "id": "remove_obstacle_lv3_002", + "answer": { + "scene_setting": "study desk", + "target_item": "closed silver laptop on the desk", + "goal_action": "open the laptop's lid", + "obstacles": [ + { + "name": "hardcover sketchbook lying flat on top of the laptop's closed lid", + "why_blocking": "the sketchbook is on top of the laptop lid, pinning it shut", + "removal_order": 3 + }, + { + "name": "open ceramic pen-holder cup tipped on its side on top of the sketchbook", + "why_blocking": "the cup is on the sketchbook; the sketchbook cannot be lifted without the cup rolling off, so the cup must come off first", + "removal_order": 2 + }, + { + "name": "open uncapped fountain pen lying inside / sticking out of the tipped pen-holder cup", + "why_blocking": "the uncapped fountain pen is loose inside the tipped cup; the cup cannot be moved without the pen falling out and the wet nib marking the desk, so the pen must be taken out and set aside first", + "removal_order": 1 + } + ], + "non_obstacles": [ + "out-of-focus white desk lamp head at the back-left corner", + "edge of a small rectangular tissue box at the back-right corner" + ] + }, + "rubric": [ + "The target item (closed silver laptop on the desk) and all listed obstacle items (hardcover sketchbook lying flat on top of the laptop's closed lid; open ceramic pen-holder cup tipped on its side on top of the sketchbook; open uncapped fountain pen lying inside / sticking out of the tipped pen-holder cup) are present and visually identifiable in the input scene as well as in the early frames of the output video. The goal action performed is: open the laptop's lid. By the final frame of the output video, this action is visibly complete on the target item.", + "All 3 obstacle item(s), hardcover sketchbook; open ceramic pen-holder cup; open uncapped fountain pen, are recognized as blocking the goal action and are each visibly moved out of the way before the goal action is performed on the target.", + "Removal / handling order is physically sensible: (1) open uncapped fountain pen lying inside / sticking out of the tipped pen-holder cup then (2) open ceramic pen-holder cup tipped on its side on top of the sketchbook then (3) hardcover sketchbook lying flat on top of the laptop's closed lid. Nothing is dropped, knocked over, spilled, broken, or otherwise mishandled, fragile / liquid / unstable items in the chain are handled carefully.", + "Hand(s) and/or body parts performing the action are all acceptable and not penalized.", + "The entire sequence is one continuous physical motion (hand(s) enter -> clear each blocking item in turn -> perform the goal action on the target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "The camera viewpoint, surface (table / shelf / floor / counter), background, and lighting stay fixed throughout the output. No labels, no text, no arrows, no debugging overlays, no extra annotations." + ] + }, + { + "id": "remove_obstacle_lv3_003", + "answer": { + "scene_setting": "living-room coffee table", + "target_item": "rectangular folded magazine lying flat on the coffee table", + "goal_action": "pick up the folded magazine from the coffee table", + "obstacles": [ + { + "name": "wide square wooden serving tray placed flat on top of the magazine", + "why_blocking": "the wide wooden serving tray sits on top of the magazine, covering and pinning it to the table", + "removal_order": 3 + }, + { + "name": "tall slim clear glass cylinder vase half-full of water with three upright fresh pink tulip stems standing in the middle of the wooden tray", + "why_blocking": "the slim vase of water with tulips stands on the tray; the tray cannot be moved without the vase tipping and the water spilling, so the vase must be lifted off first (carefully, open water)", + "removal_order": 2 + }, + { + "name": "loose cluster of three extra cut tulip stems lying horizontally across the rim of the slim glass vase (not yet placed inside the vase)", + "why_blocking": "the loose tulip stems are balanced across the rim of the vase; the vase cannot be moved without the loose stems sliding off and falling onto the tray, so the loose stems must be taken off the rim first", + "removal_order": 1 + } + ], + "non_obstacles": [ + "out-of-focus black TV remote control at the back-left corner", + "edge of a small ceramic bowl of round mints at the back-right corner" + ] + }, + "rubric": [ + "The target item (rectangular folded magazine lying flat on the coffee table) and all listed obstacle items (wide square wooden serving tray placed flat on top of the magazine; tall slim clear glass cylinder vase half-full of water with three upright fresh pink tulip stems standing in the middle of the wooden tray; loose cluster of three extra cut tulip stems lying horizontally across the rim of the slim glass vase (not yet placed inside the vase)) are present and visually identifiable in the input scene as well as in the early frames of the output video. The goal action performed is: pick up the folded magazine from the coffee table. By the final frame of the output video, this action is visibly complete on the target item.", + "All 3 obstacle item(s), wide square wooden serving tray; tall slim clear glass cylinder vase half-full of water with three upright fresh pink tulip stems; loose cluster of three extra cut tulip stems, are recognized as blocking the goal action and are each visibly moved out of the way before the goal action is performed on the target.", + "Removal / handling order is physically sensible: (1) loose cluster of three extra cut tulip stems lying horizontally across the rim of the slim glass vase (not yet placed inside the vase) then (2) tall slim clear glass cylinder vase half-full of water with three upright fresh pink tulip stems standing in the middle of the wooden tray then (3) wide square wooden serving tray placed flat on top of the magazine. Nothing is dropped, knocked over, spilled, broken, or otherwise mishandled, fragile / liquid / unstable items in the chain are handled carefully.", + "Hand(s) and/or body parts performing the action are all acceptable and not penalized.", + "The entire sequence is one continuous physical motion (hand(s) enter -> clear each blocking item in turn -> perform the goal action on the target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "The camera viewpoint, surface (table / shelf / floor / counter), background, and lighting stay fixed throughout the output. No labels, no text, no arrows, no debugging overlays, no extra annotations." + ] + }, + { + "id": "remove_obstacle_lv3_004", + "answer": { + "scene_setting": "office desk", + "target_item": "black mechanical keyboard on the desk", + "goal_action": "reveal the mechanical keyboard ready for typing (all keys visible and unobstructed)", + "obstacles": [ + { + "name": "open laptop lying flat (lid open at about 100 degrees) on top of the mechanical keyboard, with its base resting on the keys", + "why_blocking": "the open laptop's base sits on top of the keyboard, covering all the keys", + "removal_order": 3 + }, + { + "name": "ceramic coffee mug full of hot coffee resting on the laptop's keyboard area", + "why_blocking": "the full coffee mug sits on the laptop; the laptop cannot be lifted with the mug still on it without spilling, so the mug must be moved off first (carefully)", + "removal_order": 2 + }, + { + "name": "small flat ceramic saucer balanced on top of the coffee mug as a makeshift lid", + "why_blocking": "the saucer sits loosely on top of the mug; the mug cannot be lifted without the saucer sliding off, so the saucer must come off first", + "removal_order": 1 + } + ], + "non_obstacles": [ + "out-of-focus second monitor edge at the back-right corner", + "edge of a small framed desk photo at the back-left corner" + ] + }, + "rubric": [ + "The target item (black mechanical keyboard on the desk) and all listed obstacle items (open laptop lying flat (lid open at about 100 degrees) on top of the mechanical keyboard, with its base resting on the keys; ceramic coffee mug full of hot coffee resting on the laptop's keyboard area; small flat ceramic saucer balanced on top of the coffee mug as a makeshift lid) are present and visually identifiable in the input scene as well as in the early frames of the output video. The goal action performed is: reveal the mechanical keyboard ready for typing (all keys visible and unobstructed). By the final frame of the output video, this action is visibly complete on the target item.", + "All 3 obstacle item(s), open laptop; ceramic coffee mug full of hot coffee; small flat ceramic saucer, are recognized as blocking the goal action and are each visibly moved out of the way before the goal action is performed on the target.", + "Removal / handling order is physically sensible: (1) small flat ceramic saucer balanced on top of the coffee mug as a makeshift lid then (2) ceramic coffee mug full of hot coffee resting on the laptop's keyboard area then (3) open laptop lying flat (lid open at about 100 degrees) on top of the mechanical keyboard, with its base resting on the keys. Nothing is dropped, knocked over, spilled, broken, or otherwise mishandled, fragile / liquid / unstable items in the chain are handled carefully.", + "Hand(s) and/or body parts performing the action are all acceptable and not penalized.", + "The entire sequence is one continuous physical motion (hand(s) enter -> clear each blocking item in turn -> perform the goal action on the target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "The camera viewpoint, surface (table / shelf / floor / counter), background, and lighting stay fixed throughout the output. No labels, no text, no arrows, no debugging overlays, no extra annotations." + ] + }, + { + "id": "remove_obstacle_lv3_005", + "answer": { + "scene_setting": "bathroom counter", + "target_item": "wooden-handled hairbrush lying flat on the bathroom counter", + "goal_action": "pick up the wooden-handled hairbrush from the counter", + "obstacles": [ + { + "name": "folded large white bath towel laid flat on top of the hairbrush, covering it", + "why_blocking": "the folded bath towel sits on top of the hairbrush, covering and pinning it to the counter", + "removal_order": 3 + }, + { + "name": "open-top clear glass jar full of pink bath salts standing on top of the folded bath towel", + "why_blocking": "the open-top jar of loose bath salts stands on the towel; the towel cannot be lifted without the jar tipping and the salts spilling, so the jar must be moved off first (carefully, loose granular contents)", + "removal_order": 2 + }, + { + "name": "shallow open-top small ceramic dish containing about four gold jewelry rings balanced precariously across the rim of the open bath-salts jar", + "why_blocking": "the shallow dish of loose rings is balanced across the rim of the bath-salts jar; the jar cannot be moved without the dish tipping and the rings dropping into the salts, so the dish must come off first (carefully, loose small items)", + "removal_order": 1 + } + ], + "non_obstacles": [ + "out-of-focus pump-style lotion bottle at the back-left corner", + "edge of a small framed wall-art piece on the wall behind the counter at the back-right corner" + ] + }, + "rubric": [ + "The target item (wooden-handled hairbrush lying flat on the bathroom counter) and all listed obstacle items (folded large white bath towel laid flat on top of the hairbrush, covering it; open-top clear glass jar full of pink bath salts standing on top of the folded bath towel; shallow open-top small ceramic dish containing about four gold jewelry rings balanced precariously across the rim of the open bath-salts jar) are present and visually identifiable in the input scene as well as in the early frames of the output video. The goal action performed is: pick up the wooden-handled hairbrush from the counter. By the final frame of the output video, this action is visibly complete on the target item.", + "All 3 obstacle item(s), folded large white bath towel laid flat on top of the hairbrush, covering it; open-top clear glass jar full of pink bath salts; shallow open-top small ceramic dish containing about four gold jewelry rings, are recognized as blocking the goal action and are each visibly moved out of the way before the goal action is performed on the target.", + "Removal / handling order is physically sensible: (1) shallow open-top small ceramic dish containing about four gold jewelry rings balanced precariously across the rim of the open bath-salts jar then (2) open-top clear glass jar full of pink bath salts standing on top of the folded bath towel then (3) folded large white bath towel laid flat on top of the hairbrush, covering it. Nothing is dropped, knocked over, spilled, broken, or otherwise mishandled, fragile / liquid / unstable items in the chain are handled carefully.", + "Hand(s) and/or body parts performing the action are all acceptable and not penalized.", + "The entire sequence is one continuous physical motion (hand(s) enter -> clear each blocking item in turn -> perform the goal action on the target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "The camera viewpoint, surface (table / shelf / floor / counter), background, and lighting stay fixed throughout the output. No labels, no text, no arrows, no debugging overlays, no extra annotations." + ] + }, + { + "id": "remove_obstacle_lv3_006", + "answer": { + "scene_setting": "living-room TV shelf", + "target_item": "black TV remote control on the middle of a wooden TV shelf", + "goal_action": "pick up the TV remote control from the shelf", + "obstacles": [ + { + "name": "tall ceramic vase with water and fresh tulip stems standing on the shelf in front of the remote", + "why_blocking": "the vase stands directly in front of the remote, partly covering it; the remote cannot be grasped until the vase is moved aside", + "removal_order": 3 + }, + { + "name": "stack of three coffee-table books piled in front of the vase on the shelf", + "why_blocking": "the book stack is wedged between the front edge of the shelf and the vase, preventing the vase from being slid sideways; the stack must be removed first", + "removal_order": 2 + }, + { + "name": "fragile thin-stemmed wine glass balanced on top of the book stack", + "why_blocking": "the glass is balanced on the book stack; the books cannot be moved while the glass is on them, so the glass must come off first and very carefully", + "removal_order": 1 + } + ], + "non_obstacles": [ + "out-of-focus picture frame leaning at the back-right corner", + "edge of a woven floor basket holding a folded blanket at the bottom-left corner" + ] + }, + "rubric": [ + "The target item (black TV remote control on the middle of a wooden TV shelf) and all listed obstacle items (tall ceramic vase with water and fresh tulip stems standing on the shelf in front of the remote; stack of three coffee-table books piled in front of the vase on the shelf; fragile thin-stemmed wine glass balanced on top of the book stack) are present and visually identifiable in the input scene as well as in the early frames of the output video. The goal action performed is: pick up the TV remote control from the shelf. By the final frame of the output video, this action is visibly complete on the target item.", + "All 3 obstacle item(s), tall ceramic vase with water and fresh tulip stems; stack of three coffee-table books; fragile thin-stemmed wine glass, are recognized as blocking the goal action and are each visibly moved out of the way before the goal action is performed on the target.", + "Removal / handling order is physically sensible: (1) fragile thin-stemmed wine glass balanced on top of the book stack then (2) stack of three coffee-table books piled in front of the vase on the shelf then (3) tall ceramic vase with water and fresh tulip stems standing on the shelf in front of the remote. Nothing is dropped, knocked over, spilled, broken, or otherwise mishandled, fragile / liquid / unstable items in the chain are handled carefully.", + "Hand(s) and/or body parts performing the action are all acceptable and not penalized.", + "The entire sequence is one continuous physical motion (hand(s) enter -> clear each blocking item in turn -> perform the goal action on the target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "The camera viewpoint, surface (table / shelf / floor / counter), background, and lighting stay fixed throughout the output. No labels, no text, no arrows, no debugging overlays, no extra annotations." + ] + }, + { + "id": "remove_obstacle_lv3_007", + "answer": { + "scene_setting": "garage shelf", + "target_item": "black metal flashlight lying flat on a garage storage shelf", + "goal_action": "pick up the flashlight from the garage shelf", + "obstacles": [ + { + "name": "translucent plastic storage bin (closed lid) placed on the shelf directly in front of the flashlight", + "why_blocking": "the translucent plastic storage bin stands on the shelf flush against the front of the flashlight; the flashlight cannot be reached or grasped without first moving the storage bin aside", + "removal_order": 3 + }, + { + "name": "open-top rectangular metal paint tray with leftover wet blue paint pooled in its well, placed on top of the closed storage bin", + "why_blocking": "the open paint tray with wet blue paint sits on top of the storage bin; the storage bin cannot be moved without the paint tray sliding and the wet paint sloshing out, so the paint tray must be lifted off first (carefully, open wet paint)", + "removal_order": 2 + }, + { + "name": "wet paint roller (foam roller-head saturated with dripping blue paint) resting across the rim of the open paint tray", + "why_blocking": "the wet paint roller is balanced across the rim of the open paint tray; the tray cannot be lifted without the roller sliding off and dripping wet paint everywhere, so the roller must be removed first (carefully, dripping wet paint)", + "removal_order": 1 + } + ], + "non_obstacles": [ + "out-of-focus coiled rope on a wall hook at the top-left corner", + "edge of a straw broom leaning at the bottom-right corner" + ] + }, + "rubric": [ + "The target item (black metal flashlight lying flat on a garage storage shelf) and all listed obstacle items (translucent plastic storage bin (closed lid) placed on the shelf directly in front of the flashlight; open-top rectangular metal paint tray with leftover wet blue paint pooled in its well, placed on top of the closed storage bin; wet paint roller (foam roller-head saturated with dripping blue paint) resting across the rim of the open paint tray) are present and visually identifiable in the input scene as well as in the early frames of the output video. The goal action performed is: pick up the flashlight from the garage shelf. By the final frame of the output video, this action is visibly complete on the target item.", + "All 3 obstacle item(s), translucent plastic storage bin (closed lid); open-top rectangular metal paint tray with leftover wet blue paint pooled in its well,; wet paint roller (foam roller-head saturated with dripping blue paint), are recognized as blocking the goal action and are each visibly moved out of the way before the goal action is performed on the target.", + "Removal / handling order is physically sensible: (1) wet paint roller (foam roller-head saturated with dripping blue paint) resting across the rim of the open paint tray then (2) open-top rectangular metal paint tray with leftover wet blue paint pooled in its well, placed on top of the closed storage bin then (3) translucent plastic storage bin (closed lid) placed on the shelf directly in front of the flashlight. Nothing is dropped, knocked over, spilled, broken, or otherwise mishandled, fragile / liquid / unstable items in the chain are handled carefully.", + "Hand(s) and/or body parts performing the action are all acceptable and not penalized.", + "The entire sequence is one continuous physical motion (hand(s) enter -> clear each blocking item in turn -> perform the goal action on the target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "The camera viewpoint, surface (table / shelf / floor / counter), background, and lighting stay fixed throughout the output. No labels, no text, no arrows, no debugging overlays, no extra annotations." + ] + }, + { + "id": "remove_obstacle_lv3_008", + "answer": { + "scene_setting": "kitchen stovetop", + "target_item": "closed lid of a stockpot sitting on a stovetop burner (the lid lifts straight upward by its knob)", + "goal_action": "lift the lid off the stockpot (raise the lid upward by its knob)", + "obstacles": [ + { + "name": "wooden cutting board laid flat across the top of the stockpot, covering the lid", + "why_blocking": "the cutting board lies flat across the pot over the lid, blocking the lid from being lifted by its knob", + "removal_order": 3 + }, + { + "name": "open-top ceramic bowl full of loose chopped vegetables resting on top of the cutting board", + "why_blocking": "the open bowl of loose chopped vegetables sits on the cutting board; the board cannot be lifted without the bowl sliding and the vegetables scattering, so the bowl must be moved off first (carefully, loose contents)", + "removal_order": 2 + }, + { + "name": "open-top glass measuring jug half full of milk standing on the cutting board beside the bowl", + "why_blocking": "the open jug of milk stands on the cutting board; the board cannot be cleared and lifted without the jug tipping and the milk spilling, so the jug must be moved off first (carefully, open liquid)", + "removal_order": 1 + } + ], + "non_obstacles": [ + "out-of-focus bottle of cooking oil at the back-left corner", + "edge of a hanging rack of ladles at the back-right corner" + ] + }, + "rubric": [ + "The target item (closed lid of a stockpot sitting on a stovetop burner (the lid lifts straight upward by its knob)) and all listed obstacle items (wooden cutting board laid flat across the top of the stockpot, covering the lid; open-top ceramic bowl full of loose chopped vegetables resting on top of the cutting board; open-top glass measuring jug half full of milk standing on the cutting board beside the bowl) are present and visually identifiable in the input scene as well as in the early frames of the output video. The goal action performed is: lift the lid off the stockpot (raise the lid upward by its knob). By the final frame of the output video, this action is visibly complete on the target item.", + "All 3 obstacle item(s), wooden cutting board; open-top ceramic bowl full of loose chopped vegetables; open-top glass measuring jug half full of milk, are recognized as blocking the goal action and are each visibly moved out of the way before the goal action is performed on the target.", + "Removal / handling order is physically sensible: (1) open-top glass measuring jug half full of milk standing on the cutting board beside the bowl then (2) open-top ceramic bowl full of loose chopped vegetables resting on top of the cutting board then (3) wooden cutting board laid flat across the top of the stockpot, covering the lid. Nothing is dropped, knocked over, spilled, broken, or otherwise mishandled, fragile / liquid / unstable items in the chain are handled carefully.", + "Hand(s) and/or body parts performing the action are all acceptable and not penalized.", + "The entire sequence is one continuous physical motion (hand(s) enter -> clear each blocking item in turn -> perform the goal action on the target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "The camera viewpoint, surface (table / shelf / floor / counter), background, and lighting stay fixed throughout the output. No labels, no text, no arrows, no debugging overlays, no extra annotations." + ] + }, + { + "id": "remove_obstacle_lv3_009", + "answer": { + "scene_setting": "laundry room top-loader washing machine", + "target_item": "closed lid of a white top-loading washing machine (the lid hinges upward at the back to open)", + "goal_action": "open the lid of the top-loading washing machine (lift the lid upward)", + "obstacles": [ + { + "name": "woven laundry basket full of folded clothes placed on top of the closed washing-machine lid", + "why_blocking": "the full laundry basket sits on top of the closed lid, weighing it down so the lid cannot be lifted", + "removal_order": 3 + }, + { + "name": "cardboard box of loose detergent pods resting on top of the folded clothes in the basket", + "why_blocking": "the box of loose pods sits on the soft folded clothes in the basket; the basket cannot be lifted without the box sliding and the pods spilling, so the box must be moved off first (carefully, loose contents)", + "removal_order": 2 + }, + { + "name": "open-top bottle of liquid fabric softener (cap off) standing on top of the box of detergent pods", + "why_blocking": "the uncapped bottle of liquid fabric softener stands on the box; the box cannot be moved without the open bottle tipping and the softener spilling, so the bottle must be lifted off first (carefully, open liquid)", + "removal_order": 1 + } + ], + "non_obstacles": [ + "out-of-focus folded ironing board leaning against the wall at the back-left corner", + "edge of a wall shelf of cleaning sprays at the back-right corner" + ] + }, + "rubric": [ + "The target item (closed lid of a white top-loading washing machine (the lid hinges upward at the back to open)) and all listed obstacle items (woven laundry basket full of folded clothes placed on top of the closed washing-machine lid; cardboard box of loose detergent pods resting on top of the folded clothes in the basket; open-top bottle of liquid fabric softener (cap off) standing on top of the box of detergent pods) are present and visually identifiable in the input scene as well as in the early frames of the output video. The goal action performed is: open the lid of the top-loading washing machine (lift the lid upward). By the final frame of the output video, this action is visibly complete on the target item.", + "All 3 obstacle item(s), woven laundry basket full of folded clothes; cardboard box of loose detergent pods; open-top bottle of liquid fabric softener (cap off), are recognized as blocking the goal action and are each visibly moved out of the way before the goal action is performed on the target.", + "Removal / handling order is physically sensible: (1) open-top bottle of liquid fabric softener (cap off) standing on top of the box of detergent pods then (2) cardboard box of loose detergent pods resting on top of the folded clothes in the basket then (3) woven laundry basket full of folded clothes placed on top of the closed washing-machine lid. Nothing is dropped, knocked over, spilled, broken, or otherwise mishandled, fragile / liquid / unstable items in the chain are handled carefully.", + "Hand(s) and/or body parts performing the action are all acceptable and not penalized.", + "The entire sequence is one continuous physical motion (hand(s) enter -> clear each blocking item in turn -> perform the goal action on the target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "The camera viewpoint, surface (table / shelf / floor / counter), background, and lighting stay fixed throughout the output. No labels, no text, no arrows, no debugging overlays, no extra annotations." + ] + }, + { + "id": "remove_obstacle_lv3_010", + "answer": { + "scene_setting": "kitchen pantry shelf", + "target_item": "glass jar of honey sitting on a kitchen pantry shelf", + "goal_action": "take the jar of honey off the pantry shelf", + "obstacles": [ + { + "name": "rectangular tin of biscuits placed on the shelf directly in front of the honey jar", + "why_blocking": "the biscuit tin stands flush in front of the honey jar; the jar cannot be reached or slid forward without first moving the tin aside", + "removal_order": 3 + }, + { + "name": "small sealed bag of flour resting flat on top of the biscuit tin", + "why_blocking": "the bag of flour sits on top of the biscuit tin; the tin cannot be moved without the bag sliding off, so the bag must be taken off first", + "removal_order": 2 + }, + { + "name": "open-top jar full of loose dry lentils standing on top of the bag of flour", + "why_blocking": "the open jar of loose lentils stands on the soft bag of flour; the bag cannot be moved without the jar tipping and the lentils scattering, so the jar must be lifted off first (carefully, loose contents)", + "removal_order": 1 + } + ], + "non_obstacles": [ + "out-of-focus row of spice jars on a higher shelf at the top-left corner", + "edge of a stack of folded paper towels at the bottom-right corner" + ] + }, + "rubric": [ + "The target item (glass jar of honey sitting on a kitchen pantry shelf) and all listed obstacle items (rectangular tin of biscuits placed on the shelf directly in front of the honey jar; small sealed bag of flour resting flat on top of the biscuit tin; open-top jar full of loose dry lentils standing on top of the bag of flour) are present and visually identifiable in the input scene as well as in the early frames of the output video. The goal action performed is: take the jar of honey off the pantry shelf. By the final frame of the output video, this action is visibly complete on the target item.", + "All 3 obstacle item(s), rectangular tin of biscuits; small sealed bag of flour; open-top jar full of loose dry lentils, are recognized as blocking the goal action and are each visibly moved out of the way before the goal action is performed on the target.", + "Removal / handling order is physically sensible: (1) open-top jar full of loose dry lentils standing on top of the bag of flour then (2) small sealed bag of flour resting flat on top of the biscuit tin then (3) rectangular tin of biscuits placed on the shelf directly in front of the honey jar. Nothing is dropped, knocked over, spilled, broken, or otherwise mishandled, fragile / liquid / unstable items in the chain are handled carefully.", + "Hand(s) and/or body parts performing the action are all acceptable and not penalized.", + "The entire sequence is one continuous physical motion (hand(s) enter -> clear each blocking item in turn -> perform the goal action on the target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "The camera viewpoint, surface (table / shelf / floor / counter), background, and lighting stay fixed throughout the output. No labels, no text, no arrows, no debugging overlays, no extra annotations." + ] + } +] \ No newline at end of file diff --git a/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv1_001.txt b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv1_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..e8053111d79a8532e886099ea9bb41ed77e8bf51 --- /dev/null +++ b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv1_001.txt @@ -0,0 +1,10 @@ +The input shows a closed white kitchen base-cabinet door with a horizontal pull handle, a stainless-steel mop bucket standing on the floor pressed against the cabinet door, and a wooden-handled mop laid across the top of the bucket. A striped kitchen rug edge and the front of a stainless-steel dishwasher sit at the frame edges. The input shows no hand. +Goal: open the kitchen base-cabinet door outward, by the end of the video the door should be visibly swung open enough that the inside of the cabinet is partly visible. +The model must figure out which item(s) in the scene physically block the goal action and remove them out of the way first, in whatever order is physically safe; only then perform the goal action. +One or both human hands enter the frame from off-screen, pick up and set aside (off the target area, still on the same surface or just out of frame) any item judged to be blocking, and then perform the goal action on the target. After completing the goal action the hand(s) exit the frame. +Mandatory: +- Only normal human hand(s) (one or both, as needed) are visible, entering from a frame edge; no body, no face, no extra person, no extra object ever appears. +- Only the items judged to be blocking AND the target item ever move. Every other item in the scene (including the lifelike background props at the frame edges) stays perfectly still in its original position and orientation. +- One continuous physical motion (hand(s) enter -> clear blocking item(s) -> perform goal action on target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames. +- Nothing is dropped, spilled, broken, or knocked over. Fragile / liquid / unstable items are handled carefully. +- The camera viewpoint, table / shelf / floor, background, and lighting stay fixed throughout. No labels, no text, no arrows, no debugging overlays, no glitches. diff --git a/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv1_002.txt b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv1_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..09b59593af67e597659d78f4c521542ea7195715 --- /dev/null +++ b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv1_002.txt @@ -0,0 +1,10 @@ +The input shows an entryway console table with a metal key ring of several house keys, and a small closed wooden jewelry box placed directly on top of the key ring. A woven mail tray and a scented candle in a glass jar sit at the back corners. The input shows no hand. +Goal: pick up the key ring from the entryway console table so it ends up held cleanly in the hand. +The model must figure out which item(s) in the scene physically block the goal action and remove them out of the way first, in whatever order is physically safe; only then perform the goal action. +One or both human hands enter the frame from off-screen, pick up and set aside (off the target area, still on the same surface or just out of frame) any item judged to be blocking, and then perform the goal action on the target. After completing the goal action the hand(s) exit the frame. +Mandatory: +- Only normal human hand(s) (one or both, as needed) are visible, entering from a frame edge; no body, no face, no extra person, no extra object ever appears. +- Only the items judged to be blocking AND the target item ever move. Every other item in the scene (including the lifelike background props at the frame edges) stays perfectly still in its original position and orientation. +- One continuous physical motion (hand(s) enter -> clear blocking item(s) -> perform goal action on target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames. +- Nothing is dropped, spilled, broken, or knocked over. Fragile / liquid / unstable items are handled carefully. +- The camera viewpoint, table / shelf / floor, background, and lighting stay fixed throughout. No labels, no text, no arrows, no debugging overlays, no glitches. diff --git a/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv1_003.txt b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv1_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..321cd7f4cfed520b18b4db80ecb43abae558a757 --- /dev/null +++ b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv1_003.txt @@ -0,0 +1,10 @@ +The input shows an office desk with a black wireless keyboard, with an open spiral notebook lying face-down across the middle of the keys. A white coffee cup and the edge of a closed silver laptop sit at the back corners. The input shows no hand. +Goal: leave the keyboard fully revealed and ready for typing, with every key visible and nothing on top of it. +The model must figure out which item(s) in the scene physically block the goal action and remove them out of the way first, in whatever order is physically safe; only then perform the goal action. +One or both human hands enter the frame from off-screen, pick up and set aside (off the target area, still on the same surface or just out of frame) any item judged to be blocking, and then perform the goal action on the target. After completing the goal action the hand(s) exit the frame. +Mandatory: +- Only normal human hand(s) (one or both, as needed) are visible, entering from a frame edge; no body, no face, no extra person, no extra object ever appears. +- Only the items judged to be blocking AND the target item ever move. Every other item in the scene (including the lifelike background props at the frame edges) stays perfectly still in its original position and orientation. +- One continuous physical motion (hand(s) enter -> clear blocking item(s) -> perform goal action on target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames. +- Nothing is dropped, spilled, broken, or knocked over. Fragile / liquid / unstable items are handled carefully. +- The camera viewpoint, table / shelf / floor, background, and lighting stay fixed throughout. No labels, no text, no arrows, no debugging overlays, no glitches. diff --git a/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv1_004.txt b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv1_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..82e4d2c5c20c3bb2e203251cd3624bfd760ecc8c --- /dev/null +++ b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv1_004.txt @@ -0,0 +1,10 @@ +The input shows a study desk with a closed paperback novel lying flat, an open-style flat metal pencil case lying on top of the novel, and a pair of round wire-frame eyeglasses resting on top of the pencil case. A white desk-lamp head and a small cactus pot sit at the back corners. The input shows no hand. +Goal: pick up the paperback novel from the desk so it ends up held cleanly in the hand. +The model must figure out which item(s) in the scene physically block the goal action and remove them out of the way first, in whatever order is physically safe; only then perform the goal action. +One or both human hands enter the frame from off-screen, pick up and set aside (off the target area, still on the same surface or just out of frame) any item judged to be blocking, and then perform the goal action on the target. After completing the goal action the hand(s) exit the frame. +Mandatory: +- Only normal human hand(s) (one or both, as needed) are visible, entering from a frame edge; no body, no face, no extra person, no extra object ever appears. +- Only the items judged to be blocking AND the target item ever move. Every other item in the scene (including the lifelike background props at the frame edges) stays perfectly still in its original position and orientation. +- One continuous physical motion (hand(s) enter -> clear blocking item(s) -> perform goal action on target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames. +- Nothing is dropped, spilled, broken, or knocked over. Fragile / liquid / unstable items are handled carefully. +- The camera viewpoint, table / shelf / floor, background, and lighting stay fixed throughout. No labels, no text, no arrows, no debugging overlays, no glitches. diff --git a/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv1_005.txt b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv1_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..a6c0ddf7bead8c0938db588e57826e285138e950 --- /dev/null +++ b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv1_005.txt @@ -0,0 +1,10 @@ +The input shows a study desk with a thin spiral-bound notebook lying flat, and a tall closed metal water bottle standing upright on top of the notebook. A ceramic pen cup with pens and black wireless headphones sit at the back corners. The input shows no hand. +Goal: pick up the thin spiral-bound notebook from the desk so it ends up held cleanly in the hand. +The model must figure out which item(s) in the scene physically block the goal action and remove them out of the way first, in whatever order is physically safe; only then perform the goal action. +One or both human hands enter the frame from off-screen, pick up and set aside (off the target area, still on the same surface or just out of frame) any item judged to be blocking, and then perform the goal action on the target. After completing the goal action the hand(s) exit the frame. +Mandatory: +- Only normal human hand(s) (one or both, as needed) are visible, entering from a frame edge; no body, no face, no extra person, no extra object ever appears. +- Only the items judged to be blocking AND the target item ever move. Every other item in the scene (including the lifelike background props at the frame edges) stays perfectly still in its original position and orientation. +- One continuous physical motion (hand(s) enter -> clear blocking item(s) -> perform goal action on target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames. +- Nothing is dropped, spilled, broken, or knocked over. Fragile / liquid / unstable items are handled carefully. +- The camera viewpoint, table / shelf / floor, background, and lighting stay fixed throughout. No labels, no text, no arrows, no debugging overlays, no glitches. diff --git a/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv1_006.txt b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv1_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..0ac2ef967ccd8d905612841b47ff72ab5747ceda --- /dev/null +++ b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv1_006.txt @@ -0,0 +1,10 @@ +The input shows a wooden bedroom dresser with a closed top drawer (horizontal brass bar pull). A tall narrow floor lamp with a cylindrical white fabric shade stands on the floor pressed flush against the drawer face, in the drawer's pull-out path. A small framed photo and a glass perfume bottle on the dresser top sit at the back corners. The input shows no hand. +Goal: a person walks in from off-screen, moves the blocking item aside, and then pulls the top drawer of the dresser straight out toward themselves, by the end of the video the drawer should be visibly slid outward by several centimeters so its interior is partly visible. +The model must figure out which item(s) in the scene physically block the goal action and remove them out of the way first, in whatever order is physically safe; only then perform the goal action. +One or both human hands enter the frame from off-screen, pick up and set aside (off the target area, still on the same surface or just out of frame) any item judged to be blocking, and then perform the goal action on the target. After completing the goal action the hand(s) exit the frame. +Mandatory: +- Only normal human hand(s) (one or both, as needed) are visible, entering from a frame edge; no body, no face, no extra person, no extra object ever appears. +- Only the items judged to be blocking AND the target item ever move. Every other item in the scene (including the lifelike background props at the frame edges) stays perfectly still in its original position and orientation. +- One continuous physical motion (hand(s) enter -> clear blocking item(s) -> perform goal action on target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames. +- Nothing is dropped, spilled, broken, or knocked over. Fragile / liquid / unstable items are handled carefully. +- The camera viewpoint, table / shelf / floor, background, and lighting stay fixed throughout. No labels, no text, no arrows, no debugging overlays, no glitches. diff --git a/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv1_007.txt b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv1_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..726d869b3d85c913ac18889902b2ee4fea11c69f --- /dev/null +++ b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv1_007.txt @@ -0,0 +1,10 @@ +The input shows a study desk with a closed silver laptop, with a thick hardcover dictionary placed flat on top of the laptop's lid. A black desk-lamp arm and a small potted leafy plant sit at the back corners. The input shows no hand. +Goal: open the laptop's lid, by the end of the video the lid should be visibly hinged open at roughly a normal typing angle. +The model must figure out which item(s) in the scene physically block the goal action and remove them out of the way first, in whatever order is physically safe; only then perform the goal action. +One or both human hands enter the frame from off-screen, pick up and set aside (off the target area, still on the same surface or just out of frame) any item judged to be blocking, and then perform the goal action on the target. After completing the goal action the hand(s) exit the frame. +Mandatory: +- Only normal human hand(s) (one or both, as needed) are visible, entering from a frame edge; no body, no face, no extra person, no extra object ever appears. +- Only the items judged to be blocking AND the target item ever move. Every other item in the scene (including the lifelike background props at the frame edges) stays perfectly still in its original position and orientation. +- One continuous physical motion (hand(s) enter -> clear blocking item(s) -> perform goal action on target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames. +- Nothing is dropped, spilled, broken, or knocked over. Fragile / liquid / unstable items are handled carefully. +- The camera viewpoint, table / shelf / floor, background, and lighting stay fixed throughout. No labels, no text, no arrows, no debugging overlays, no glitches. diff --git a/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv1_008.txt b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv1_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..1eccf400e35c7c670dccf410b8d8dbf472da115e --- /dev/null +++ b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv1_008.txt @@ -0,0 +1,10 @@ +The input shows a bathroom counter with a white electric toothbrush standing in a small ceramic holder, with a small folded white hand towel draped over the top of the toothbrush and its holder. A pump hand-soap bottle and a round cosmetic mirror sit at the back corners. The input shows no hand. +Goal: take the electric toothbrush out of its holder so it ends up held cleanly in the hand. +The model must figure out which item(s) in the scene physically block the goal action and remove them out of the way first, in whatever order is physically safe; only then perform the goal action. +One or both human hands enter the frame from off-screen, pick up and set aside (off the target area, still on the same surface or just out of frame) any item judged to be blocking, and then perform the goal action on the target. After completing the goal action the hand(s) exit the frame. +Mandatory: +- Only normal human hand(s) (one or both, as needed) are visible, entering from a frame edge; no body, no face, no extra person, no extra object ever appears. +- Only the items judged to be blocking AND the target item ever move. Every other item in the scene (including the lifelike background props at the frame edges) stays perfectly still in its original position and orientation. +- One continuous physical motion (hand(s) enter -> clear blocking item(s) -> perform goal action on target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames. +- Nothing is dropped, spilled, broken, or knocked over. Fragile / liquid / unstable items are handled carefully. +- The camera viewpoint, table / shelf / floor, background, and lighting stay fixed throughout. No labels, no text, no arrows, no debugging overlays, no glitches. diff --git a/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv1_009.txt b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv1_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..cb70488520f66d173733dd366164b58ce17b7c9d --- /dev/null +++ b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv1_009.txt @@ -0,0 +1,10 @@ +The input shows an open-front kitchen cabinet niche with a clear glass jar of dry pasta sitting on a shelf, with a large round wicker bread basket placed on the shelf directly in front of the glass jar. A row of spice tins on a higher shelf and a wooden mortar sit at the frame corners. The input shows no hand. +Goal: take the clear glass jar of dry pasta off the shelf so it ends up held cleanly in the hand. +The model must figure out which item(s) in the scene physically block the goal action and remove them out of the way first, in whatever order is physically safe; only then perform the goal action. +One or both human hands enter the frame from off-screen, pick up and set aside (off the target area, still on the same surface or just out of frame) any item judged to be blocking, and then perform the goal action on the target. After completing the goal action the hand(s) exit the frame. +Mandatory: +- Only normal human hand(s) (one or both, as needed) are visible, entering from a frame edge; no body, no face, no extra person, no extra object ever appears. +- Only the items judged to be blocking AND the target item ever move. Every other item in the scene (including the lifelike background props at the frame edges) stays perfectly still in its original position and orientation. +- One continuous physical motion (hand(s) enter -> clear blocking item(s) -> perform goal action on target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames. +- Nothing is dropped, spilled, broken, or knocked over. Fragile / liquid / unstable items are handled carefully. +- The camera viewpoint, table / shelf / floor, background, and lighting stay fixed throughout. No labels, no text, no arrows, no debugging overlays, no glitches. diff --git a/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv1_010.txt b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv1_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..2e362f8ed00c8a9d78fed2e84822ac2645baf8de --- /dev/null +++ b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv1_010.txt @@ -0,0 +1,10 @@ +The input shows a kid's room floor with a child's hardcover storybook lying flat, and a medium-sized brown plush teddy bear sitting upright on top of the storybook. Scattered wooden alphabet blocks and a small red toy truck sit at the frame corners. The input shows no hand. +Goal: pick up the child's storybook from the floor so it ends up held cleanly in the hand. +The model must figure out which item(s) in the scene physically block the goal action and remove them out of the way first, in whatever order is physically safe; only then perform the goal action. +One or both human hands enter the frame from off-screen, pick up and set aside (off the target area, still on the same surface or just out of frame) any item judged to be blocking, and then perform the goal action on the target. After completing the goal action the hand(s) exit the frame. +Mandatory: +- Only normal human hand(s) (one or both, as needed) are visible, entering from a frame edge; no body, no face, no extra person, no extra object ever appears. +- Only the items judged to be blocking AND the target item ever move. Every other item in the scene (including the lifelike background props at the frame edges) stays perfectly still in its original position and orientation. +- One continuous physical motion (hand(s) enter -> clear blocking item(s) -> perform goal action on target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames. +- Nothing is dropped, spilled, broken, or knocked over. Fragile / liquid / unstable items are handled carefully. +- The camera viewpoint, table / shelf / floor, background, and lighting stay fixed throughout. No labels, no text, no arrows, no debugging overlays, no glitches. diff --git a/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv2_001.txt b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv2_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..d30e6170611c0c0fa589cd4f3a0418a4852b509c --- /dev/null +++ b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv2_001.txt @@ -0,0 +1,10 @@ +The input shows a kitchen counter with a shallow ceramic fruit bowl, with a red apple inside it, and an upside-down small ceramic cereal bowl placed mouth-down inside the fruit bowl, covering the apple like a dome. A pair of glass salt-and-pepper shakers and a folded paper napkin sit at the frame corners. The input shows no hand. +Goal: take the red apple out of the fruit bowl so it ends up held cleanly in the hand. +The model must figure out which item(s) in the scene physically block the goal action and remove them out of the way first, in whatever order is physically safe; only then perform the goal action. +One or both human hands enter the frame from off-screen, pick up and set aside (off the target area, still on the same surface or just out of frame) any item judged to be blocking, and then perform the goal action on the target. After completing the goal action the hand(s) exit the frame. +Mandatory: +- Only normal human hand(s) (one or both, as needed) are visible, entering from a frame edge; no body, no face, no extra person, no extra object ever appears. +- Only the items judged to be blocking AND the target item ever move. Every other item in the scene (including the lifelike background props at the frame edges) stays perfectly still in its original position and orientation. +- One continuous physical motion (hand(s) enter -> clear blocking item(s) -> perform goal action on target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames. +- Nothing is dropped, spilled, broken, or knocked over. Fragile / liquid / unstable items are handled carefully. +- The camera viewpoint, table / shelf / floor, background, and lighting stay fixed throughout. No labels, no text, no arrows, no debugging overlays, no glitches. diff --git a/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv2_002.txt b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv2_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..77cbaacb48966e576095ba511fb8375b02dc60cc --- /dev/null +++ b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv2_002.txt @@ -0,0 +1,10 @@ +The input shows a study desk with a closed silver laptop, a hardcover sketchbook lying flat on top of the laptop's lid, a ceramic pen-holder cup tipped on its side on top of the sketchbook, and an uncapped fountain pen lying inside / sticking out of that tipped cup. A white desk-lamp head and a tissue box corner sit at the back corners. The input shows no hand. +Goal: open the laptop's lid, by the end of the video the lid should be visibly hinged open at roughly a normal typing angle. +The model must figure out which item(s) in the scene physically block the goal action and remove them out of the way first, in whatever order is physically safe; only then perform the goal action. +One or both human hands enter the frame from off-screen, pick up and set aside (off the target area, still on the same surface or just out of frame) any item judged to be blocking, and then perform the goal action on the target. After completing the goal action the hand(s) exit the frame. +Mandatory: +- Only normal human hand(s) (one or both, as needed) are visible, entering from a frame edge; no body, no face, no extra person, no extra object ever appears. +- Only the items judged to be blocking AND the target item ever move. Every other item in the scene (including the lifelike background props at the frame edges) stays perfectly still in its original position and orientation. +- One continuous physical motion (hand(s) enter -> clear blocking item(s) -> perform goal action on target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames. +- Nothing is dropped, spilled, broken, or knocked over. Fragile / liquid / unstable items are handled carefully. +- The camera viewpoint, table / shelf / floor, background, and lighting stay fixed throughout. No labels, no text, no arrows, no debugging overlays, no glitches. diff --git a/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv2_003.txt b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv2_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..74e64b02249e456bf0cbb113a7440dcf909349ac --- /dev/null +++ b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv2_003.txt @@ -0,0 +1,10 @@ +The input shows a coffee table with a folded magazine lying flat, a wide square wooden serving tray placed flat on top of the magazine, a tall slim glass cylinder vase half-full of water with three upright fresh pink tulip stems standing in the middle of the wooden tray, and a loose cluster of three extra cut tulip stems lying horizontally across the rim of the vase. A black TV remote and a small bowl of mints sit at the back corners. The input shows no hand. +Goal: pick up the folded magazine from the coffee table so it ends up held cleanly in the hand. +The model must figure out which item(s) in the scene physically block the goal action and remove them out of the way first, in whatever order is physically safe; only then perform the goal action. +One or both human hands enter the frame from off-screen, pick up and set aside (off the target area, still on the same surface or just out of frame) any item judged to be blocking, and then perform the goal action on the target. After completing the goal action the hand(s) exit the frame. +Mandatory: +- Only normal human hand(s) (one or both, as needed) are visible, entering from a frame edge; no body, no face, no extra person, no extra object ever appears. +- Only the items judged to be blocking AND the target item ever move. Every other item in the scene (including the lifelike background props at the frame edges) stays perfectly still in its original position and orientation. +- One continuous physical motion (hand(s) enter -> clear blocking item(s) -> perform goal action on target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames. +- Nothing is dropped, spilled, broken, or knocked over. Fragile / liquid / unstable items are handled carefully. +- The camera viewpoint, table / shelf / floor, background, and lighting stay fixed throughout. No labels, no text, no arrows, no debugging overlays, no glitches. diff --git a/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv2_004.txt b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv2_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..8bbd3c0c43ecd4971a2d5b590e26fbd388d33828 --- /dev/null +++ b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv2_004.txt @@ -0,0 +1,10 @@ +The input shows a bathroom counter with a wooden-handled hairbrush lying flat, a folded large white bath towel laid flat on top of the hairbrush covering it, an open-top clear glass jar full of pink bath salts standing on top of the folded bath towel, and a shallow open-top small ceramic dish containing about four gold jewelry rings balanced precariously across the rim of the open bath-salts jar. A pump lotion bottle and a small framed wall-art piece sit at the back corners. The input shows no hand. +Goal: pick up the wooden-handled hairbrush from the counter so it ends up held cleanly in the hand. +The model must figure out which item(s) in the scene physically block the goal action and remove them out of the way first, in whatever order is physically safe; only then perform the goal action. +One or both human hands enter the frame from off-screen, pick up and set aside (off the target area, still on the same surface or just out of frame) any item judged to be blocking, and then perform the goal action on the target. After completing the goal action the hand(s) exit the frame. +Mandatory: +- Only normal human hand(s) (one or both, as needed) are visible, entering from a frame edge; no body, no face, no extra person, no extra object ever appears. +- Only the items judged to be blocking AND the target item ever move. Every other item in the scene (including the lifelike background props at the frame edges) stays perfectly still in its original position and orientation. +- One continuous physical motion (hand(s) enter -> clear blocking item(s) -> perform goal action on target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames. +- Nothing is dropped, spilled, broken, or knocked over. Fragile / liquid / unstable items are handled carefully. +- The camera viewpoint, table / shelf / floor, background, and lighting stay fixed throughout. No labels, no text, no arrows, no debugging overlays, no glitches. diff --git a/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv2_005.txt b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv2_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..e1df54f1a676701f2d07c42187c63f876cde1a7b --- /dev/null +++ b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv2_005.txt @@ -0,0 +1,10 @@ +The input shows a dining table with a folded magazine lying flat, a round wicker fruit basket placed directly on top of the magazine, and a bunch of green grapes draped over the rim of the basket onto the magazine. A wine glass and a folded napkin sit at the frame corners. The input shows no hand. +Goal: pick up the folded magazine from the table so it ends up held cleanly in the hand. +The model must figure out which item(s) in the scene physically block the goal action and remove them out of the way first, in whatever order is physically safe; only then perform the goal action. +One or both human hands enter the frame from off-screen, pick up and set aside (off the target area, still on the same surface or just out of frame) any item judged to be blocking, and then perform the goal action on the target. After completing the goal action the hand(s) exit the frame. +Mandatory: +- Only normal human hand(s) (one or both, as needed) are visible, entering from a frame edge; no body, no face, no extra person, no extra object ever appears. +- Only the items judged to be blocking AND the target item ever move. Every other item in the scene (including the lifelike background props at the frame edges) stays perfectly still in its original position and orientation. +- One continuous physical motion (hand(s) enter -> clear blocking item(s) -> perform goal action on target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames. +- Nothing is dropped, spilled, broken, or knocked over. Fragile / liquid / unstable items are handled carefully. +- The camera viewpoint, table / shelf / floor, background, and lighting stay fixed throughout. No labels, no text, no arrows, no debugging overlays, no glitches. diff --git a/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv2_006.txt b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv2_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..56bd3cf65ac704ce81e7c0c21b3031037182fce4 --- /dev/null +++ b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv2_006.txt @@ -0,0 +1,10 @@ +The input shows a child's study desk with a closed red three-ring binder lying flat, a small closed rectangular wooden pencil-sharpener box placed flat on top of the binder, and a loose pile of about six colored pencils stacked horizontally on top of the pencil-sharpener box. A clear plastic tape dispenser and a small grey solar calculator sit at the back corners. The input shows no hand. +Goal: open the binder's front cover, by the end of the video the binder's front cover should be visibly flipped open to roughly 90 degrees so its first inside page is partly visible. +The model must figure out which item(s) in the scene physically block the goal action and remove them out of the way first, in whatever order is physically safe; only then perform the goal action. +One or both human hands enter the frame from off-screen, pick up and set aside (off the target area, still on the same surface or just out of frame) any item judged to be blocking, and then perform the goal action on the target. After completing the goal action the hand(s) exit the frame. +Mandatory: +- Only normal human hand(s) (one or both, as needed) are visible, entering from a frame edge; no body, no face, no extra person, no extra object ever appears. +- Only the items judged to be blocking AND the target item ever move. Every other item in the scene (including the lifelike background props at the frame edges) stays perfectly still in its original position and orientation. +- One continuous physical motion (hand(s) enter -> clear blocking item(s) -> perform goal action on target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames. +- Nothing is dropped, spilled, broken, or knocked over. Fragile / liquid / unstable items are handled carefully. +- The camera viewpoint, table / shelf / floor, background, and lighting stay fixed throughout. No labels, no text, no arrows, no debugging overlays, no glitches. diff --git a/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv2_007.txt b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv2_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..66f605896d1bfc2d4d95ac34e8efa78d80f663f9 --- /dev/null +++ b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv2_007.txt @@ -0,0 +1,10 @@ +The input shows a dining table with a rectangular plastic lunch box with its lid clipped on, a round flat woven straw placemat lying flat on top of the lunch box's lid, and a tall clear glass of water sitting on top of the woven placemat. A wooden fruit bowl and a folded paper napkin sit at the frame corners. The input shows no hand. +Goal: unclip and lift the lunch box's lid off, by the end of the video the lid should be visibly separated from the box and set aside, with the inside of the box partly visible. +The model must figure out which item(s) in the scene physically block the goal action and remove them out of the way first, in whatever order is physically safe; only then perform the goal action. +One or both human hands enter the frame from off-screen, pick up and set aside (off the target area, still on the same surface or just out of frame) any item judged to be blocking, and then perform the goal action on the target. After completing the goal action the hand(s) exit the frame. +Mandatory: +- Only normal human hand(s) (one or both, as needed) are visible, entering from a frame edge; no body, no face, no extra person, no extra object ever appears. +- Only the items judged to be blocking AND the target item ever move. Every other item in the scene (including the lifelike background props at the frame edges) stays perfectly still in its original position and orientation. +- One continuous physical motion (hand(s) enter -> clear blocking item(s) -> perform goal action on target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames. +- Nothing is dropped, spilled, broken, or knocked over. Fragile / liquid / unstable items are handled carefully. +- The camera viewpoint, table / shelf / floor, background, and lighting stay fixed throughout. No labels, no text, no arrows, no debugging overlays, no glitches. diff --git a/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv2_008.txt b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv2_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..da3d0c65f9783f775008325c6b4171c4b9b4ab49 --- /dev/null +++ b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv2_008.txt @@ -0,0 +1,10 @@ +The input shows a kitchen counter with a wooden cutting board lying flat, a heavy cast-iron skillet placed flat on top of the cutting board, and an open-top ceramic bowl full of loose cherry tomatoes resting inside the skillet. A wooden knife block and a stainless-steel kettle sit at the back corners. The input shows no hand. +Goal: pick up the wooden cutting board from the counter so it ends up held cleanly in the hand. +The model must figure out which item(s) in the scene physically block the goal action and remove them out of the way first, in whatever order is physically safe; only then perform the goal action. +One or both human hands enter the frame from off-screen, pick up and set aside (off the target area, still on the same surface or just out of frame) any item judged to be blocking, and then perform the goal action on the target. After completing the goal action the hand(s) exit the frame. +Mandatory: +- Only normal human hand(s) (one or both, as needed) are visible, entering from a frame edge; no body, no face, no extra person, no extra object ever appears. +- Only the items judged to be blocking AND the target item ever move. Every other item in the scene (including the lifelike background props at the frame edges) stays perfectly still in its original position and orientation. +- One continuous physical motion (hand(s) enter -> clear blocking item(s) -> perform goal action on target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames. +- Nothing is dropped, spilled, broken, or knocked over. Fragile / liquid / unstable items are handled carefully. +- The camera viewpoint, table / shelf / floor, background, and lighting stay fixed throughout. No labels, no text, no arrows, no debugging overlays, no glitches. diff --git a/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv2_009.txt b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv2_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..9d0cc3447c7b05b1339898874fe1ee2b3bb9e5a9 --- /dev/null +++ b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv2_009.txt @@ -0,0 +1,10 @@ +The input shows a living-room sofa side-table with a black tablet lying flat, a folded knit throw blanket laid flat on top of the tablet covering it, and an open-top wooden bowl full of loose popcorn resting on top of the folded blanket. A small table lamp and a coaster with a glass of water sit at the back corners. The input shows no hand. +Goal: pick up the tablet from the side-table so it ends up held cleanly in the hand. +The model must figure out which item(s) in the scene physically block the goal action and remove them out of the way first, in whatever order is physically safe; only then perform the goal action. +One or both human hands enter the frame from off-screen, pick up and set aside (off the target area, still on the same surface or just out of frame) any item judged to be blocking, and then perform the goal action on the target. After completing the goal action the hand(s) exit the frame. +Mandatory: +- Only normal human hand(s) (one or both, as needed) are visible, entering from a frame edge; no body, no face, no extra person, no extra object ever appears. +- Only the items judged to be blocking AND the target item ever move. Every other item in the scene (including the lifelike background props at the frame edges) stays perfectly still in its original position and orientation. +- One continuous physical motion (hand(s) enter -> clear blocking item(s) -> perform goal action on target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames. +- Nothing is dropped, spilled, broken, or knocked over. Fragile / liquid / unstable items are handled carefully. +- The camera viewpoint, table / shelf / floor, background, and lighting stay fixed throughout. No labels, no text, no arrows, no debugging overlays, no glitches. diff --git a/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv2_010.txt b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv2_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..7eda4a091d9da0c53c67a1693f34f04b7a80da25 --- /dev/null +++ b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv2_010.txt @@ -0,0 +1,10 @@ +The input shows an upright piano with its closed wooden fallboard (key cover) covering the keys, a stack of sheet-music books laid flat on top of the closed fallboard, and an open-top glass tumbler half full of water standing on top of the stack of sheet-music books. A metronome and a framed photo on the piano top sit at the back corners. The input shows no hand. +Goal: open the piano's fallboard to uncover the keys by lifting the key cover upward, by the end of the video the keys should be visibly exposed. +The model must figure out which item(s) in the scene physically block the goal action and remove them out of the way first, in whatever order is physically safe; only then perform the goal action. +One or both human hands enter the frame from off-screen, pick up and set aside (off the target area, still on the same surface or just out of frame) any item judged to be blocking, and then perform the goal action on the target. After completing the goal action the hand(s) exit the frame. +Mandatory: +- Only normal human hand(s) (one or both, as needed) are visible, entering from a frame edge; no body, no face, no extra person, no extra object ever appears. +- Only the items judged to be blocking AND the target item ever move. Every other item in the scene (including the lifelike background props at the frame edges) stays perfectly still in its original position and orientation. +- One continuous physical motion (hand(s) enter -> clear blocking item(s) -> perform goal action on target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames. +- Nothing is dropped, spilled, broken, or knocked over. Fragile / liquid / unstable items are handled carefully. +- The camera viewpoint, table / shelf / floor, background, and lighting stay fixed throughout. No labels, no text, no arrows, no debugging overlays, no glitches. diff --git a/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv3_001.txt b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv3_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..df6d2779f6c11ac20c1ce835bb1619ae61d6cf59 --- /dev/null +++ b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv3_001.txt @@ -0,0 +1,10 @@ +The input shows a kid's room floor with a wooden toy chest whose closed lid (hinged at the back) is the target; a large round soft beige bean-bag chair sits on top of the closed lid weighing it down; an open-top medium wicker basket full of about twenty loose colorful wooden toy blocks sits on top of the bean-bag chair; and a small clear glass fishbowl half full of water with one small live orange goldfish swimming inside is balanced on top of the loose toy blocks in the basket. A stuffed bunny toy and a small yellow toy car sit at the frame corners. The input shows no hand. +Goal: open the closed lid of the toy chest by lifting it upward, by the end of the video the lid should be visibly hinged open so the inside of the chest is partly visible. +The model must figure out which item(s) in the scene physically block the goal action and remove them out of the way first, in whatever order is physically safe; only then perform the goal action. +One or both human hands enter the frame from off-screen, pick up and set aside (off the target area, still on the same surface or just out of frame) any item judged to be blocking, and then perform the goal action on the target. After completing the goal action the hand(s) exit the frame. +Mandatory: +- Only normal human hand(s) (one or both, as needed) are visible, entering from a frame edge; no body, no face, no extra person, no extra object ever appears. +- Only the items judged to be blocking AND the target item ever move. Every other item in the scene (including the lifelike background props at the frame edges) stays perfectly still in its original position and orientation. +- One continuous physical motion (hand(s) enter -> clear blocking item(s) -> perform goal action on target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames. +- Nothing is dropped, spilled, broken, or knocked over. Fragile / liquid / unstable items are handled carefully. +- The camera viewpoint, table / shelf / floor, background, and lighting stay fixed throughout. No labels, no text, no arrows, no debugging overlays, no glitches. diff --git a/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv3_002.txt b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv3_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..be4624fd65a26ee94a15e0ed13b72db5b980f2e3 --- /dev/null +++ b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv3_002.txt @@ -0,0 +1,10 @@ +The input shows a kitchen counter with a hardcover book lying flat, and a full ceramic mug of black coffee resting on top of the book. A toaster and a folded dish towel sit at the corners of the frame. The input shows no hand. +Goal: take / lift the hardcover book off the counter so it ends up cleanly in the hand or set down beside the original spot, fully uncovered. +The model must figure out which item(s) in the scene physically block the goal action and remove them out of the way first, in whatever order is physically safe; only then perform the goal action. +One or both human hands enter the frame from off-screen, pick up and set aside (off the target area, still on the same surface or just out of frame) any item judged to be blocking, and then perform the goal action on the target. After completing the goal action the hand(s) exit the frame. +Mandatory: +- Only normal human hand(s) (one or both, as needed) are visible, entering from a frame edge; no body, no face, no extra person, no extra object ever appears. +- Only the items judged to be blocking AND the target item ever move. Every other item in the scene (including the lifelike background props at the frame edges) stays perfectly still in its original position and orientation. +- One continuous physical motion (hand(s) enter -> clear blocking item(s) -> perform goal action on target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames. +- Nothing is dropped, spilled, broken, or knocked over. Fragile / liquid / unstable items are handled carefully. +- The camera viewpoint, table / shelf / floor, background, and lighting stay fixed throughout. No labels, no text, no arrows, no debugging overlays, no glitches. diff --git a/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv3_003.txt b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv3_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..25e2a1d2e4a9297495b437816622765f1a691b8d --- /dev/null +++ b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv3_003.txt @@ -0,0 +1,10 @@ +The input shows a bathroom counter with a hair dryer lying flat, a folded large white bath towel laid flat on top of the hair dryer covering it, and an open-top glass jar full of loose round cotton balls standing on top of the folded bath towel. A pump hand-soap bottle and a round cosmetic mirror sit at the back corners. The input shows no hand. +Goal: pick up the hair dryer from the bathroom counter so it ends up held cleanly in the hand. +The model must figure out which item(s) in the scene physically block the goal action and remove them out of the way first, in whatever order is physically safe; only then perform the goal action. +One or both human hands enter the frame from off-screen, pick up and set aside (off the target area, still on the same surface or just out of frame) any item judged to be blocking, and then perform the goal action on the target. After completing the goal action the hand(s) exit the frame. +Mandatory: +- Only normal human hand(s) (one or both, as needed) are visible, entering from a frame edge; no body, no face, no extra person, no extra object ever appears. +- Only the items judged to be blocking AND the target item ever move. Every other item in the scene (including the lifelike background props at the frame edges) stays perfectly still in its original position and orientation. +- One continuous physical motion (hand(s) enter -> clear blocking item(s) -> perform goal action on target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames. +- Nothing is dropped, spilled, broken, or knocked over. Fragile / liquid / unstable items are handled carefully. +- The camera viewpoint, table / shelf / floor, background, and lighting stay fixed throughout. No labels, no text, no arrows, no debugging overlays, no glitches. diff --git a/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv3_004.txt b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv3_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..06c317e9400a22c5988193f28166a551db1f3bda --- /dev/null +++ b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv3_004.txt @@ -0,0 +1,10 @@ +The input shows an office desk with a black mechanical keyboard; an open laptop (lid open ~100 deg) lies flat on top of the mechanical keyboard with its base resting on the keys; a ceramic mug full of hot coffee sits on the laptop's keyboard area; and a small flat ceramic saucer is balanced on top of the mug as a makeshift lid. A second monitor edge and a small framed desk photo sit at the back corners. The input shows no hand. +Goal: leave the mechanical keyboard fully revealed and ready for typing, with every key visible and nothing on top of it. +The model must figure out which item(s) in the scene physically block the goal action and remove them out of the way first, in whatever order is physically safe; only then perform the goal action. +One or both human hands enter the frame from off-screen, pick up and set aside (off the target area, still on the same surface or just out of frame) any item judged to be blocking, and then perform the goal action on the target. After completing the goal action the hand(s) exit the frame. +Mandatory: +- Only normal human hand(s) (one or both, as needed) are visible, entering from a frame edge; no body, no face, no extra person, no extra object ever appears. +- Only the items judged to be blocking AND the target item ever move. Every other item in the scene (including the lifelike background props at the frame edges) stays perfectly still in its original position and orientation. +- One continuous physical motion (hand(s) enter -> clear blocking item(s) -> perform goal action on target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames. +- Nothing is dropped, spilled, broken, or knocked over. Fragile / liquid / unstable items are handled carefully. +- The camera viewpoint, table / shelf / floor, background, and lighting stay fixed throughout. No labels, no text, no arrows, no debugging overlays, no glitches. diff --git a/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv3_005.txt b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv3_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..422873e122f6fa48c1943f40bed264ffc5ac74f0 --- /dev/null +++ b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv3_005.txt @@ -0,0 +1,10 @@ +The input shows a closed white hallway door, hinged on the indoor side (visible indoor-side hinges) so that it can only swing INWARD toward the camera. A rolled-up beige rug stands on its end on the indoor floor inside the door's inward-swing arc, with a cardboard moving box balanced on top of the rolled rug. Hanging coats and a pair of slippers sit at the frame corners. The input shows no hand. +Goal: a person walking up to the door from the indoor side opens the hallway door INWARD ONLY (toward the camera / indoor side), by the end of the video the door should be visibly swung open inward enough that the space beyond is partly visible. The door must not swing outward. +The model must figure out which item(s) in the scene physically block the goal action and remove them out of the way first, in whatever order is physically safe; only then perform the goal action. +One or both human hands enter the frame from off-screen, pick up and set aside (off the target area, still on the same surface or just out of frame) any item judged to be blocking, and then perform the goal action on the target. After completing the goal action the hand(s) exit the frame. +Mandatory: +- Only normal human hand(s) (one or both, as needed) are visible, entering from a frame edge; no body, no face, no extra person, no extra object ever appears. +- Only the items judged to be blocking AND the target item ever move. Every other item in the scene (including the lifelike background props at the frame edges) stays perfectly still in its original position and orientation. +- One continuous physical motion (hand(s) enter -> clear blocking item(s) -> perform goal action on target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames. +- Nothing is dropped, spilled, broken, or knocked over. Fragile / liquid / unstable items are handled carefully. +- The camera viewpoint, table / shelf / floor, background, and lighting stay fixed throughout. No labels, no text, no arrows, no debugging overlays, no glitches. diff --git a/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv3_006.txt b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv3_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..5c508c32053b7ea8932c3eb01f864461b4dfcba7 --- /dev/null +++ b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv3_006.txt @@ -0,0 +1,10 @@ +The input shows a wooden TV shelf with a black TV remote control on it, a tall ceramic vase with fresh tulips standing on the shelf in front of the remote, a stack of three hardcover coffee-table books piled in front of the vase, and a fragile wine glass balanced on top of that book stack. A leaning picture frame and a floor basket sit at the frame corners. The input shows no hand. +Goal: pick up the black TV remote control from the shelf so it ends up held cleanly in the hand. +The model must figure out which item(s) in the scene physically block the goal action and remove them out of the way first, in whatever order is physically safe; only then perform the goal action. +One or both human hands enter the frame from off-screen, pick up and set aside (off the target area, still on the same surface or just out of frame) any item judged to be blocking, and then perform the goal action on the target. After completing the goal action the hand(s) exit the frame. +Mandatory: +- Only normal human hand(s) (one or both, as needed) are visible, entering from a frame edge; no body, no face, no extra person, no extra object ever appears. +- Only the items judged to be blocking AND the target item ever move. Every other item in the scene (including the lifelike background props at the frame edges) stays perfectly still in its original position and orientation. +- One continuous physical motion (hand(s) enter -> clear blocking item(s) -> perform goal action on target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames. +- Nothing is dropped, spilled, broken, or knocked over. Fragile / liquid / unstable items are handled carefully. +- The camera viewpoint, table / shelf / floor, background, and lighting stay fixed throughout. No labels, no text, no arrows, no debugging overlays, no glitches. diff --git a/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv3_007.txt b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv3_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..4d3476c5d89b63959d19ed788d660b3f21a7dfc4 --- /dev/null +++ b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv3_007.txt @@ -0,0 +1,10 @@ +The input shows a garage storage shelf with a black metal flashlight lying flat on it; a translucent plastic storage bin (closed lid) stands on the shelf directly in front of the flashlight; an open-top rectangular metal paint tray with leftover wet blue paint pooled in its well is placed on top of the closed storage bin; and a wet paint roller (foam roller-head saturated with dripping blue paint) rests across the rim of the open paint tray. A coiled rope on a wall hook and a leaning straw broom sit at the frame corners. The input shows no hand. +Goal: pick up the black metal flashlight from the garage shelf so it ends up held cleanly in the hand. +The model must figure out which item(s) in the scene physically block the goal action and remove them out of the way first, in whatever order is physically safe; only then perform the goal action. +One or both human hands enter the frame from off-screen, pick up and set aside (off the target area, still on the same surface or just out of frame) any item judged to be blocking, and then perform the goal action on the target. After completing the goal action the hand(s) exit the frame. +Mandatory: +- Only normal human hand(s) (one or both, as needed) are visible, entering from a frame edge; no body, no face, no extra person, no extra object ever appears. +- Only the items judged to be blocking AND the target item ever move. Every other item in the scene (including the lifelike background props at the frame edges) stays perfectly still in its original position and orientation. +- One continuous physical motion (hand(s) enter -> clear blocking item(s) -> perform goal action on target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames. +- Nothing is dropped, spilled, broken, or knocked over. Fragile / liquid / unstable items are handled carefully. +- The camera viewpoint, table / shelf / floor, background, and lighting stay fixed throughout. No labels, no text, no arrows, no debugging overlays, no glitches. diff --git a/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv3_008.txt b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv3_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..6f2658a03e39484ac36c87751e5920a6510ad1c3 --- /dev/null +++ b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv3_008.txt @@ -0,0 +1,10 @@ +The input shows a kitchen stovetop with a stockpot on a burner whose closed lid lifts upward by its knob, a wooden cutting board laid flat across the top of the stockpot covering the lid, an open-top ceramic bowl full of loose chopped vegetables resting on top of the cutting board, and an open-top glass measuring jug half full of milk standing on the cutting board beside the bowl. A bottle of cooking oil and a hanging rack of ladles sit at the back corners. The input shows no hand. +Goal: lift the lid off the stockpot by raising it upward by its knob, by the end of the video the lid should be visibly off the pot so the inside of the pot is partly visible. +The model must figure out which item(s) in the scene physically block the goal action and remove them out of the way first, in whatever order is physically safe; only then perform the goal action. +One or both human hands enter the frame from off-screen, pick up and set aside (off the target area, still on the same surface or just out of frame) any item judged to be blocking, and then perform the goal action on the target. After completing the goal action the hand(s) exit the frame. +Mandatory: +- Only normal human hand(s) (one or both, as needed) are visible, entering from a frame edge; no body, no face, no extra person, no extra object ever appears. +- Only the items judged to be blocking AND the target item ever move. Every other item in the scene (including the lifelike background props at the frame edges) stays perfectly still in its original position and orientation. +- One continuous physical motion (hand(s) enter -> clear blocking item(s) -> perform goal action on target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames. +- Nothing is dropped, spilled, broken, or knocked over. Fragile / liquid / unstable items are handled carefully. +- The camera viewpoint, table / shelf / floor, background, and lighting stay fixed throughout. No labels, no text, no arrows, no debugging overlays, no glitches. diff --git a/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv3_009.txt b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv3_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..1f6a098d0d0ad0ec4c1b21fe7f009728642c9bbb --- /dev/null +++ b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv3_009.txt @@ -0,0 +1,10 @@ +The input shows a laundry room with a white top-loading washing machine whose closed lid hinges upward at the back, a woven laundry basket full of folded clothes placed on top of the closed lid, a cardboard box of loose detergent pods resting on top of the folded clothes in the basket, and an open-top bottle of liquid fabric softener (cap off) standing on top of the box of detergent pods. A folded ironing board and a wall shelf of cleaning sprays sit at the back corners. The input shows no hand. +Goal: open the lid of the top-loading washing machine by lifting it upward, by the end of the video the lid should be visibly hinged open so the inside of the drum is partly visible. +The model must figure out which item(s) in the scene physically block the goal action and remove them out of the way first, in whatever order is physically safe; only then perform the goal action. +One or both human hands enter the frame from off-screen, pick up and set aside (off the target area, still on the same surface or just out of frame) any item judged to be blocking, and then perform the goal action on the target. After completing the goal action the hand(s) exit the frame. +Mandatory: +- Only normal human hand(s) (one or both, as needed) are visible, entering from a frame edge; no body, no face, no extra person, no extra object ever appears. +- Only the items judged to be blocking AND the target item ever move. Every other item in the scene (including the lifelike background props at the frame edges) stays perfectly still in its original position and orientation. +- One continuous physical motion (hand(s) enter -> clear blocking item(s) -> perform goal action on target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames. +- Nothing is dropped, spilled, broken, or knocked over. Fragile / liquid / unstable items are handled carefully. +- The camera viewpoint, table / shelf / floor, background, and lighting stay fixed throughout. No labels, no text, no arrows, no debugging overlays, no glitches. diff --git a/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv3_010.txt b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv3_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..3bd785265fb016ff575b7c774dd19536bffdaed0 --- /dev/null +++ b/bench_data/remove_obstacle/prompt/video_gen_prompt/remove_obstacle_lv3_010.txt @@ -0,0 +1,10 @@ +The input shows a kitchen pantry shelf with a glass jar of honey sitting on it, a rectangular tin of biscuits placed on the shelf directly in front of the honey jar, a small sealed bag of flour resting flat on top of the biscuit tin, and an open-top jar full of loose dry lentils standing on top of the bag of flour. A row of spice jars on a higher shelf and a stack of folded paper towels sit at the frame corners. The input shows no hand. +Goal: take the jar of honey off the pantry shelf so it ends up held cleanly in the hand. +The model must figure out which item(s) in the scene physically block the goal action and remove them out of the way first, in whatever order is physically safe; only then perform the goal action. +One or both human hands enter the frame from off-screen, pick up and set aside (off the target area, still on the same surface or just out of frame) any item judged to be blocking, and then perform the goal action on the target. After completing the goal action the hand(s) exit the frame. +Mandatory: +- Only normal human hand(s) (one or both, as needed) are visible, entering from a frame edge; no body, no face, no extra person, no extra object ever appears. +- Only the items judged to be blocking AND the target item ever move. Every other item in the scene (including the lifelike background props at the frame edges) stays perfectly still in its original position and orientation. +- One continuous physical motion (hand(s) enter -> clear blocking item(s) -> perform goal action on target -> hand(s) exit). No jump cuts, no teleporting, no morphing, no fade frames. +- Nothing is dropped, spilled, broken, or knocked over. Fragile / liquid / unstable items are handled carefully. +- The camera viewpoint, table / shelf / floor, background, and lighting stay fixed throughout. No labels, no text, no arrows, no debugging overlays, no glitches. diff --git a/bench_data/rolling_dice/input_image/lv1/rolling_dice_lv1_001.png b/bench_data/rolling_dice/input_image/lv1/rolling_dice_lv1_001.png new file mode 100644 index 0000000000000000000000000000000000000000..3d6cb6b21615318b8bf203cfc62b7036b9f68ccf --- /dev/null +++ b/bench_data/rolling_dice/input_image/lv1/rolling_dice_lv1_001.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:973ba19c9c2c7de13186e51a65ecbcdf26f806e2a5d0a8c84265b50a4dad3952 +size 2146560 diff --git a/bench_data/rolling_dice/input_image/lv1/rolling_dice_lv1_002.png b/bench_data/rolling_dice/input_image/lv1/rolling_dice_lv1_002.png new file mode 100644 index 0000000000000000000000000000000000000000..9511a09faa045bf69c88f635ec163c64fb57bff9 --- /dev/null +++ b/bench_data/rolling_dice/input_image/lv1/rolling_dice_lv1_002.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:9608fc1f0ee4759e88c83e7a4f045a8b049b9f68c7616f3a426f289a41a02033 +size 2027434 diff --git a/bench_data/rolling_dice/input_image/lv1/rolling_dice_lv1_003.png b/bench_data/rolling_dice/input_image/lv1/rolling_dice_lv1_003.png new file mode 100644 index 0000000000000000000000000000000000000000..4e7cb2817de7345c7b425d22dcac531255a22b1b --- /dev/null +++ b/bench_data/rolling_dice/input_image/lv1/rolling_dice_lv1_003.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:723a5d8877ed49736f4bca3373d32dbdc6e951e0d808a15c1e65ecb7e6f791c5 +size 1968229 diff --git a/bench_data/rolling_dice/input_image/lv1/rolling_dice_lv1_004.png b/bench_data/rolling_dice/input_image/lv1/rolling_dice_lv1_004.png new file mode 100644 index 0000000000000000000000000000000000000000..29d6f1f0c390d0b1a329dc17642cfd37107f0de9 --- /dev/null +++ b/bench_data/rolling_dice/input_image/lv1/rolling_dice_lv1_004.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:7ec84f70966af96d16e5377c8328cfcb725054aac366e640168aa4ff67ee263e +size 1708404 diff --git a/bench_data/rolling_dice/input_image/lv1/rolling_dice_lv1_005.png b/bench_data/rolling_dice/input_image/lv1/rolling_dice_lv1_005.png new file mode 100644 index 0000000000000000000000000000000000000000..5a1b6b4b1bfbf4194aa52a2bfc3a5c13570c0e19 --- /dev/null +++ b/bench_data/rolling_dice/input_image/lv1/rolling_dice_lv1_005.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:c4d4331304be209a01fb1db2386c2b96db2c3b75b8c37f919b23764e179a2685 +size 1799577 diff --git a/bench_data/rolling_dice/input_image/lv1/rolling_dice_lv1_006.png b/bench_data/rolling_dice/input_image/lv1/rolling_dice_lv1_006.png new file mode 100644 index 0000000000000000000000000000000000000000..56c455265cfb526a4916c8b637a5bb277d5e1a0f --- /dev/null +++ b/bench_data/rolling_dice/input_image/lv1/rolling_dice_lv1_006.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:86c3ae48e41ea92799a7011b794d8f4ace73e508d3d154cb3d89ff882423ad8f +size 2169285 diff --git a/bench_data/rolling_dice/input_image/lv1/rolling_dice_lv1_007.png b/bench_data/rolling_dice/input_image/lv1/rolling_dice_lv1_007.png new file mode 100644 index 0000000000000000000000000000000000000000..f9fa58eaddaf1fed94c7362f6d119a24765c9352 --- /dev/null +++ b/bench_data/rolling_dice/input_image/lv1/rolling_dice_lv1_007.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4dd8a6cf25d63f510dcf9ac5f89cdf96ceb0178c5bcd38f89002141f2b560742 +size 1574764 diff --git a/bench_data/rolling_dice/input_image/lv1/rolling_dice_lv1_008.png b/bench_data/rolling_dice/input_image/lv1/rolling_dice_lv1_008.png new file mode 100644 index 0000000000000000000000000000000000000000..f9167d148a61cda671cea250c4b3a387535b8316 --- /dev/null +++ b/bench_data/rolling_dice/input_image/lv1/rolling_dice_lv1_008.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid 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sha256:6ea795397f4de75183e3f0cd26993d7468802cd95f6b00a171abe5ee00323e1d +size 2014448 diff --git a/bench_data/rolling_dice/judge_spec/_completeness_judge.txt b/bench_data/rolling_dice/judge_spec/_completeness_judge.txt new file mode 100644 index 0000000000000000000000000000000000000000..d02a7b2717b44f629a414c02ab72c4ea62f126d4 --- /dev/null +++ b/bench_data/rolling_dice/judge_spec/_completeness_judge.txt @@ -0,0 +1,8 @@ +Completeness scoring, three tiers (0 / 1 / 2), by how far the goal was carried out. +Tier 2 does NOT require flawless / perfect execution: near-complete (goal essentially reached, minor imperfections allowed) still counts as 2. +OVERRIDE (applies to every task): if the output changes drastically from the input image, unrelated new elements suddenly appear, or the scene differs wholesale from the input, score 0, regardless of any apparent task progress. +GUIDING PRINCIPLE: generated video is uncontrollable and may sprout odd elements. As a rule of thumb, if the procedure is carried out step by step but the final answer is simply wrong, give 1 (not 0). Reserve 0 for: the procedure is not attempted at all, or the output breaks / deviates drastically from the input (see OVERRIDE). + +0: The die flies off / disappears / the scene differs greatly from the input, or there is no real tumbling at all (just sliding / static). +1: The die performs reasonable tip-over (tumbling) motion but ends at the wrong top face / orientation. +2: The die tumbles and ends at the correct top face / orientation. diff --git a/bench_data/rolling_dice/judge_spec/_judge_rubric_rolling_dice.json b/bench_data/rolling_dice/judge_spec/_judge_rubric_rolling_dice.json new file mode 100644 index 0000000000000000000000000000000000000000..482d0dc481d14f034072868a9e38e74da943499e --- /dev/null +++ b/bench_data/rolling_dice/judge_spec/_judge_rubric_rolling_dice.json @@ -0,0 +1,350 @@ +[ + { + "id": "rolling_dice_lv1_001", + "rubric": [ + "The die has finished rolling,it has executed exactly the 2-step sequence described in the task prompt and now rests flat at the position those rolls produce.", + "Exactly one die is visible, sitting flat on the table,not duplicated, not airborne, not tilted between two faces.", + "Pip counts are unambiguous standard die patterns; no missing pips, no extra pips, no merged blobs.", + "After step 1 (rolling right): top shows 6 pips, left-visible side shows 3 pips, right-visible side shows 2 pips.", + "After step 2 (rolling right): top shows 5 pips, left-visible side shows 3 pips, right-visible side shows 6 pips." + ] + }, + { + "id": "rolling_dice_lv1_002", + "rubric": [ + "The die has finished rolling,it has executed exactly the 1-step sequence described in the task prompt and now rests flat at the position those rolls produce.", + "Exactly one die is visible, sitting flat on the table,not duplicated, not airborne, not tilted between two faces.", + "Pip counts are unambiguous standard die patterns; no missing pips, no extra pips, no merged blobs.", + "After step 1 (rolling right): top shows 6 pips, left-visible side shows 2 pips, right-visible side shows 4 pips." + ] + }, + { + "id": "rolling_dice_lv1_003", + "rubric": [ + "The die has finished rolling,it has executed exactly the 2-step sequence described in the task prompt and now rests flat at the position those rolls produce.", + "Exactly one die is visible, sitting flat on the table,not duplicated, not airborne, not tilted between two faces.", + "Pip counts are unambiguous standard die patterns; no missing pips, no extra pips, no merged blobs.", + "After step 1 (rolling forward): top shows 1 pip, left-visible side shows 2 pips, right-visible side shows 3 pips.", + "After step 2 (rolling right): top shows 4 pips, left-visible side shows 2 pips, right-visible side shows 1 pip." + ] + }, + { + "id": "rolling_dice_lv1_004", + "rubric": [ + "The die has finished rolling,it has executed exactly the 2-step sequence described in the task prompt and now rests flat at the position those rolls produce.", + "Exactly one die is visible, sitting flat on the table,not duplicated, not airborne, not tilted between two faces.", + "Pip counts are unambiguous standard die patterns; no missing pips, no extra pips, no merged blobs.", + "After step 1 (rolling forward): top shows 6 pips, left-visible side shows 4 pips, right-visible side shows 5 pips.", + "After step 2 (rolling right): top shows 2 pips, left-visible side shows 4 pips, right-visible side shows 6 pips." + ] + }, + { + "id": "rolling_dice_lv1_005", + "rubric": [ + "The die has finished rolling,it has executed exactly the 1-step sequence described in the task prompt and now rests flat at the position those rolls produce.", + "Exactly one die is visible, sitting flat on the table,not duplicated, not airborne, not tilted between two faces.", + "Pip counts are unambiguous standard die patterns; no missing pips, no extra pips, no merged blobs.", + "After step 1 (rolling right): top shows 4 pips, left-visible side shows 1 pip, right-visible side shows 5 pips." + ] + }, + { + "id": "rolling_dice_lv1_006", + "rubric": [ + "The die has finished rolling,it has executed exactly the 2-step sequence described in the task prompt and now rests flat at the position those rolls produce.", + "Exactly one die is visible, sitting flat on the table,not duplicated, not airborne, not tilted between two faces.", + "Pip counts are unambiguous standard die patterns; no missing pips, no extra pips, no merged blobs.", + "After step 1 (rolling forward): top shows 1 pip, left-visible side shows 2 pips, right-visible side shows 3 pips.", + "After step 2 (rolling right): top shows 4 pips, left-visible side shows 2 pips, right-visible side shows 1 pip." + ] + }, + { + "id": "rolling_dice_lv1_007", + "rubric": [ + "The die has finished rolling,it has executed exactly the 1-step sequence described in the task prompt and now rests flat at the position those rolls produce.", + "Exactly one die is visible, sitting flat on the table,not duplicated, not airborne, not tilted between two faces.", + "Pip counts are unambiguous standard die patterns; no missing pips, no extra pips, no merged blobs.", + "After step 1 (rolling right): top shows 4 pips, left-visible side shows 5 pips, right-visible side shows 6 pips." + ] + }, + { + "id": "rolling_dice_lv1_008", + "rubric": [ + "The die has finished rolling,it has executed exactly the 1-step sequence described in the task prompt and now rests flat at the position those rolls produce.", + "Exactly one die is visible, sitting flat on the table,not duplicated, not airborne, not tilted between two faces.", + "Pip counts are unambiguous standard die patterns; no missing pips, no extra pips, no merged blobs.", + "After step 1 (rolling right): top shows 3 pips, left-visible side shows 6 pips, right-visible side shows 5 pips." + ] + }, + { + "id": "rolling_dice_lv1_009", + "rubric": [ + "The die has finished rolling,it has executed exactly the 2-step sequence described in the task prompt and now rests flat at the position those rolls produce.", + "Exactly one die is visible, sitting flat on the table,not duplicated, not airborne, not tilted between two faces.", + "Pip counts are unambiguous standard die patterns; no missing pips, no extra pips, no merged blobs.", + "After step 1 (rolling right): top shows 4 pips, left-visible side shows 5 pips, right-visible side shows 6 pips.", + "After step 2 (rolling backward): top shows 5 pips, left-visible side shows 3 pips, right-visible side shows 6 pips." + ] + }, + { + "id": "rolling_dice_lv1_010", + "rubric": [ + "The die has finished rolling,it has executed exactly the 1-step sequence described in the task prompt and now rests flat at the position those rolls produce.", + "Exactly one die is visible, sitting flat on the table,not duplicated, not airborne, not tilted between two faces.", + "Pip counts are unambiguous standard die patterns; no missing pips, no extra pips, no merged blobs.", + "After step 1 (rolling right): top shows 5 pips, left-visible side shows 1 pip, right-visible side shows 3 pips." + ] + }, + { + "id": "rolling_dice_lv2_001", + "rubric": [ + "The die has finished rolling,it has executed exactly the 4-step sequence described in the task prompt and now rests flat at the position those rolls produce.", + "Exactly one die is visible, sitting flat on the table,not duplicated, not airborne, not tilted between two faces.", + "Pip counts are unambiguous standard die patterns; no missing pips, no extra pips, no merged blobs.", + "After step 1 (rolling forward): top shows 2 pips, left-visible side shows 3 pips, right-visible side shows 1 pip.", + "After step 2 (rolling right): top shows 6 pips, left-visible side shows 3 pips, right-visible side shows 2 pips.", + "After step 3 (rolling right): top shows 5 pips, left-visible side shows 3 pips, right-visible side shows 6 pips.", + "After step 4 (rolling backward): top shows 3 pips, left-visible side shows 2 pips, right-visible side shows 6 pips." + ] + }, + { + "id": "rolling_dice_lv2_002", + "rubric": [ + "The die has finished rolling,it has executed exactly the 4-step sequence described in the task prompt and now rests flat at the position those rolls produce.", + "Exactly one die is visible, sitting flat on the table,not duplicated, not airborne, not tilted between two faces.", + "Pip counts are unambiguous standard die patterns; no missing pips, no extra pips, no merged blobs.", + "After step 1 (rolling forward): top shows 1 pip, left-visible side shows 2 pips, right-visible side shows 3 pips.", + "After step 2 (rolling right): top shows 4 pips, left-visible side shows 2 pips, right-visible side shows 1 pip.", + "After step 3 (rolling right): top shows 6 pips, left-visible side shows 2 pips, right-visible side shows 4 pips.", + "After step 4 (rolling right): top shows 3 pips, left-visible side shows 2 pips, right-visible side shows 6 pips." + ] + }, + { + "id": "rolling_dice_lv2_003", + "rubric": [ + "The die has finished rolling,it has executed exactly the 4-step sequence described in the task prompt and now rests flat at the position those rolls produce.", + "Exactly one die is visible, sitting flat on the table,not duplicated, not airborne, not tilted between two faces.", + "Pip counts are unambiguous standard die patterns; no missing pips, no extra pips, no merged blobs.", + "After step 1 (rolling forward): top shows 5 pips, left-visible side shows 4 pips, right-visible side shows 1 pip.", + "After step 2 (rolling right): top shows 6 pips, left-visible side shows 4 pips, right-visible side shows 5 pips.", + "After step 3 (rolling backward): top shows 4 pips, left-visible side shows 1 pip, right-visible side shows 5 pips.", + "After step 4 (rolling right): top shows 2 pips, left-visible side shows 1 pip, right-visible side shows 4 pips." + ] + }, + { + "id": "rolling_dice_lv2_004", + "rubric": [ + "The die has finished rolling,it has executed exactly the 4-step sequence described in the task prompt and now rests flat at the position those rolls produce.", + "Exactly one die is visible, sitting flat on the table,not duplicated, not airborne, not tilted between two faces.", + "Pip counts are unambiguous standard die patterns; no missing pips, no extra pips, no merged blobs.", + "After step 1 (rolling right): top shows 1 pip, left-visible side shows 3 pips, right-visible side shows 5 pips.", + "After step 2 (rolling right): top shows 2 pips, left-visible side shows 3 pips, right-visible side shows 1 pip.", + "After step 3 (rolling backward): top shows 3 pips, left-visible side shows 5 pips, right-visible side shows 1 pip.", + "After step 4 (rolling left): top shows 1 pip, left-visible side shows 5 pips, right-visible side shows 4 pips." + ] + }, + { + "id": "rolling_dice_lv2_005", + "rubric": [ + "The die has finished rolling,it has executed exactly the 4-step sequence described in the task prompt and now rests flat at the position those rolls produce.", + "Exactly one die is visible, sitting flat on the table,not duplicated, not airborne, not tilted between two faces.", + "Pip counts are unambiguous standard die patterns; no missing pips, no extra pips, no merged blobs.", + "After step 1 (rolling forward): top shows 3 pips, left-visible side shows 5 pips, right-visible side shows 1 pip.", + "After step 2 (rolling forward): top shows 2 pips, left-visible side shows 3 pips, right-visible side shows 1 pip.", + "After step 3 (rolling forward): top shows 4 pips, left-visible side shows 2 pips, right-visible side shows 1 pip.", + "After step 4 (rolling right): top shows 6 pips, left-visible side shows 2 pips, right-visible side shows 4 pips." + ] + }, + { + "id": "rolling_dice_lv2_006", + "rubric": [ + "The die has finished rolling,it has executed exactly the 3-step sequence described in the task prompt and now rests flat at the position those rolls produce.", + "Exactly one die is visible, sitting flat on the table,not duplicated, not airborne, not tilted between two faces.", + "Pip counts are unambiguous standard die patterns; no missing pips, no extra pips, no merged blobs.", + "After step 1 (rolling right): top shows 4 pips, left-visible side shows 5 pips, right-visible side shows 6 pips.", + "After step 2 (rolling right): top shows 1 pip, left-visible side shows 5 pips, right-visible side shows 4 pips.", + "After step 3 (rolling backward): top shows 5 pips, left-visible side shows 6 pips, right-visible side shows 4 pips." + ] + }, + { + "id": "rolling_dice_lv2_007", + "rubric": [ + "The die has finished rolling,it has executed exactly the 4-step sequence described in the task prompt and now rests flat at the position those rolls produce.", + "Exactly one die is visible, sitting flat on the table,not duplicated, not airborne, not tilted between two faces.", + "Pip counts are unambiguous standard die patterns; no missing pips, no extra pips, no merged blobs.", + "After step 1 (rolling forward): top shows 1 pip, left-visible side shows 4 pips, right-visible side shows 2 pips.", + "After step 2 (rolling right): top shows 5 pips, left-visible side shows 4 pips, right-visible side shows 1 pip.", + "After step 3 (rolling forward): top shows 3 pips, left-visible side shows 5 pips, right-visible side shows 1 pip.", + "After step 4 (rolling forward): top shows 2 pips, left-visible side shows 3 pips, right-visible side shows 1 pip." + ] + }, + { + "id": "rolling_dice_lv2_008", + "rubric": [ + "The die has finished rolling,it has executed exactly the 4-step sequence described in the task prompt and now rests flat at the position those rolls produce.", + "Exactly one die is visible, sitting flat on the table,not duplicated, not airborne, not tilted between two faces.", + "Pip counts are unambiguous standard die patterns; no missing pips, no extra pips, no merged blobs.", + "After step 1 (rolling right): top shows 5 pips, left-visible side shows 4 pips, right-visible side shows 1 pip.", + "After step 2 (rolling right): top shows 6 pips, left-visible side shows 4 pips, right-visible side shows 5 pips.", + "After step 3 (rolling backward): top shows 4 pips, left-visible side shows 1 pip, right-visible side shows 5 pips.", + "After step 4 (rolling backward): top shows 1 pip, left-visible side shows 3 pips, right-visible side shows 5 pips." + ] + }, + { + "id": "rolling_dice_lv2_009", + "rubric": [ + "The die has finished rolling,it has executed exactly the 3-step sequence described in the task prompt and now rests flat at the position those rolls produce.", + "Exactly one die is visible, sitting flat on the table,not duplicated, not airborne, not tilted between two faces.", + "Pip counts are unambiguous standard die patterns; no missing pips, no extra pips, no merged blobs.", + "After step 1 (rolling right): top shows 5 pips, left-visible side shows 3 pips, right-visible side shows 6 pips.", + "After step 2 (rolling backward): top shows 3 pips, left-visible side shows 2 pips, right-visible side shows 6 pips.", + "After step 3 (rolling right): top shows 1 pip, left-visible side shows 2 pips, right-visible side shows 3 pips." + ] + }, + { + "id": "rolling_dice_lv2_010", + "rubric": [ + "The die has finished rolling,it has executed exactly the 6-step sequence described in the task prompt and now rests flat at the position those rolls produce.", + "Exactly one die is visible, sitting flat on the table,not duplicated, not airborne, not tilted between two faces.", + "Pip counts are unambiguous standard die patterns; no missing pips, no extra pips, no merged blobs.", + "After step 1 (rolling right): top shows 1 pip, left-visible side shows 2 pips, right-visible side shows 3 pips.", + "After step 2 (rolling right): top shows 4 pips, left-visible side shows 2 pips, right-visible side shows 1 pip.", + "After step 3 (rolling backward): top shows 2 pips, left-visible side shows 3 pips, right-visible side shows 1 pip.", + "After step 4 (rolling right): top shows 6 pips, left-visible side shows 3 pips, right-visible side shows 2 pips.", + "After step 5 (rolling forward): top shows 4 pips, left-visible side shows 6 pips, right-visible side shows 2 pips.", + "After step 6 (rolling right): top shows 5 pips, left-visible side shows 6 pips, right-visible side shows 4 pips." + ] + }, + { + "id": "rolling_dice_lv3_001", + "rubric": [ + "The die has finished rolling,it has executed exactly the 5-step sequence described in the task prompt and now rests flat at the position those rolls produce.", + "Exactly one die is visible, sitting flat on the table,not duplicated, not airborne, not tilted between two faces.", + "Pip counts are unambiguous standard die patterns; no missing pips, no extra pips, no merged blobs.", + "After step 1 (rolling right): top shows 5 pips, left-visible side shows 6 pips, right-visible side shows 4 pips.", + "After step 2 (rolling forward): top shows 1 pip, left-visible side shows 5 pips, right-visible side shows 4 pips.", + "After step 3 (rolling left): top shows 4 pips, left-visible side shows 5 pips, right-visible side shows 6 pips.", + "After step 4 (rolling backward): top shows 5 pips, left-visible side shows 3 pips, right-visible side shows 6 pips.", + "After step 5 (rolling right): top shows 1 pip, left-visible side shows 3 pips, right-visible side shows 5 pips." + ] + }, + { + "id": "rolling_dice_lv3_002", + "rubric": [ + "The die has finished rolling,it has executed exactly the 5-step sequence described in the task prompt and now rests flat at the position those rolls produce.", + "Exactly one die is visible, sitting flat on the table,not duplicated, not airborne, not tilted between two faces.", + "Pip counts are unambiguous standard die patterns; no missing pips, no extra pips, no merged blobs.", + "After step 1 (rolling forward): top shows 2 pips, left-visible side shows 3 pips, right-visible side shows 1 pip.", + "After step 2 (rolling right): top shows 6 pips, left-visible side shows 3 pips, right-visible side shows 2 pips.", + "After step 3 (rolling backward): top shows 3 pips, left-visible side shows 1 pip, right-visible side shows 2 pips.", + "After step 4 (rolling right): top shows 5 pips, left-visible side shows 1 pip, right-visible side shows 3 pips.", + "After step 5 (rolling right): top shows 4 pips, left-visible side shows 1 pip, right-visible side shows 5 pips." + ] + }, + { + "id": "rolling_dice_lv3_003", + "rubric": [ + "The die has finished rolling,it has executed exactly the 5-step sequence described in the task prompt and now rests flat at the position those rolls produce.", + "Exactly one die is visible, sitting flat on the table,not duplicated, not airborne, not tilted between two faces.", + "Pip counts are unambiguous standard die patterns; no missing pips, no extra pips, no merged blobs.", + "After step 1 (rolling right): top shows 4 pips, left-visible side shows 2 pips, right-visible side shows 1 pip.", + "After step 2 (rolling right): top shows 6 pips, left-visible side shows 2 pips, right-visible side shows 4 pips.", + "After step 3 (rolling right): top shows 3 pips, left-visible side shows 2 pips, right-visible side shows 6 pips.", + "After step 4 (rolling right): top shows 1 pip, left-visible side shows 2 pips, right-visible side shows 3 pips.", + "After step 5 (rolling right): top shows 4 pips, left-visible side shows 2 pips, right-visible side shows 1 pip." + ] + }, + { + "id": "rolling_dice_lv3_004", + "rubric": [ + "The die has finished rolling,it has executed exactly the 5-step sequence described in the task prompt and now rests flat at the position those rolls produce.", + "Exactly one die is visible, sitting flat on the table,not duplicated, not airborne, not tilted between two faces.", + "Pip counts are unambiguous standard die patterns; no missing pips, no extra pips, no merged blobs.", + "After step 1 (rolling right): top shows 6 pips, left-visible side shows 2 pips, right-visible side shows 4 pips.", + "After step 2 (rolling backward): top shows 2 pips, left-visible side shows 1 pip, right-visible side shows 4 pips.", + "After step 3 (rolling right): top shows 3 pips, left-visible side shows 1 pip, right-visible side shows 2 pips.", + "After step 4 (rolling right): top shows 5 pips, left-visible side shows 1 pip, right-visible side shows 3 pips.", + "After step 5 (rolling forward): top shows 6 pips, left-visible side shows 5 pips, right-visible side shows 3 pips." + ] + }, + { + "id": "rolling_dice_lv3_005", + "rubric": [ + "The die has finished rolling,it has executed exactly the 5-step sequence described in the task prompt and now rests flat at the position those rolls produce.", + "Exactly one die is visible, sitting flat on the table,not duplicated, not airborne, not tilted between two faces.", + "Pip counts are unambiguous standard die patterns; no missing pips, no extra pips, no merged blobs.", + "After step 1 (rolling forward): top shows 1 pip, left-visible side shows 5 pips, right-visible side shows 4 pips.", + "After step 2 (rolling right): top shows 3 pips, left-visible side shows 5 pips, right-visible side shows 1 pip.", + "After step 3 (rolling right): top shows 6 pips, left-visible side shows 5 pips, right-visible side shows 3 pips.", + "After step 4 (rolling backward): top shows 5 pips, left-visible side shows 1 pip, right-visible side shows 3 pips.", + "After step 5 (rolling left): top shows 3 pips, left-visible side shows 1 pip, right-visible side shows 2 pips." + ] + }, + { + "id": "rolling_dice_lv3_006", + "rubric": [ + "The die has finished rolling,it has executed exactly the 6-step sequence described in the task prompt and now rests flat at the position those rolls produce.", + "Exactly one die is visible, sitting flat on the table,not duplicated, not airborne, not tilted between two faces.", + "Pip counts are unambiguous standard die patterns; no missing pips, no extra pips, no merged blobs.", + "After step 1 (rolling right): top shows 4 pips, left-visible side shows 2 pips, right-visible side shows 1 pip.", + "After step 2 (rolling right): top shows 6 pips, left-visible side shows 2 pips, right-visible side shows 4 pips.", + "After step 3 (rolling forward): top shows 5 pips, left-visible side shows 6 pips, right-visible side shows 4 pips.", + "After step 4 (rolling right): top shows 3 pips, left-visible side shows 6 pips, right-visible side shows 5 pips.", + "After step 5 (rolling backward): top shows 6 pips, left-visible side shows 4 pips, right-visible side shows 5 pips.", + "After step 6 (rolling right): top shows 2 pips, left-visible side shows 4 pips, right-visible side shows 6 pips." + ] + }, + { + "id": "rolling_dice_lv3_007", + "rubric": [ + "The die has finished rolling,it has executed exactly the 5-step sequence described in the task prompt and now rests flat at the position those rolls produce.", + "Exactly one die is visible, sitting flat on the table,not duplicated, not airborne, not tilted between two faces.", + "Pip counts are unambiguous standard die patterns; no missing pips, no extra pips, no merged blobs.", + "After step 1 (rolling right): top shows 3 pips, left-visible side shows 1 pip, right-visible side shows 2 pips.", + "After step 2 (rolling backward): top shows 1 pip, left-visible side shows 4 pips, right-visible side shows 2 pips.", + "After step 3 (rolling right): top shows 5 pips, left-visible side shows 4 pips, right-visible side shows 1 pip.", + "After step 4 (rolling backward): top shows 4 pips, left-visible side shows 2 pips, right-visible side shows 1 pip.", + "After step 5 (rolling right): top shows 6 pips, left-visible side shows 2 pips, right-visible side shows 4 pips." + ] + }, + { + "id": "rolling_dice_lv3_008", + "rubric": [ + "The die has finished rolling,it has executed exactly the 5-step sequence described in the task prompt and now rests flat at the position those rolls produce.", + "Exactly one die is visible, sitting flat on the table,not duplicated, not airborne, not tilted between two faces.", + "Pip counts are unambiguous standard die patterns; no missing pips, no extra pips, no merged blobs.", + "After step 1 (rolling right): top shows 6 pips, left-visible side shows 2 pips, right-visible side shows 4 pips.", + "After step 2 (rolling right): top shows 3 pips, left-visible side shows 2 pips, right-visible side shows 6 pips.", + "After step 3 (rolling right): top shows 1 pip, left-visible side shows 2 pips, right-visible side shows 3 pips.", + "After step 4 (rolling backward): top shows 2 pips, left-visible side shows 6 pips, right-visible side shows 3 pips.", + "After step 5 (rolling right): top shows 4 pips, left-visible side shows 6 pips, right-visible side shows 2 pips." + ] + }, + { + "id": "rolling_dice_lv3_009", + "rubric": [ + "The die has finished rolling,it has executed exactly the 6-step sequence described in the task prompt and now rests flat at the position those rolls produce.", + "Exactly one die is visible, sitting flat on the table,not duplicated, not airborne, not tilted between two faces.", + "Pip counts are unambiguous standard die patterns; no missing pips, no extra pips, no merged blobs.", + "After step 1 (rolling forward): top shows 5 pips, left-visible side shows 4 pips, right-visible side shows 1 pip.", + "After step 2 (rolling right): top shows 6 pips, left-visible side shows 4 pips, right-visible side shows 5 pips.", + "After step 3 (rolling backward): top shows 4 pips, left-visible side shows 1 pip, right-visible side shows 5 pips.", + "After step 4 (rolling left): top shows 5 pips, left-visible side shows 1 pip, right-visible side shows 3 pips.", + "After step 5 (rolling forward): top shows 6 pips, left-visible side shows 5 pips, right-visible side shows 3 pips.", + "After step 6 (rolling right): top shows 4 pips, left-visible side shows 5 pips, right-visible side shows 6 pips." + ] + }, + { + "id": "rolling_dice_lv3_010", + "rubric": [ + "The die has finished rolling,it has executed exactly the 6-step sequence described in the task prompt and now rests flat at the position those rolls produce.", + "Exactly one die is visible, sitting flat on the table,not duplicated, not airborne, not tilted between two faces.", + "Pip counts are unambiguous standard die patterns; no missing pips, no extra pips, no merged blobs.", + "After step 1 (rolling forward): top shows 1 pip, left-visible side shows 5 pips, right-visible side shows 4 pips.", + "After step 2 (rolling right): top shows 3 pips, left-visible side shows 5 pips, right-visible side shows 1 pip.", + "After step 3 (rolling right): top shows 6 pips, left-visible side shows 5 pips, right-visible side shows 3 pips.", + "After step 4 (rolling right): top shows 4 pips, left-visible side shows 5 pips, right-visible side shows 6 pips.", + "After step 5 (rolling right): top shows 1 pip, left-visible side shows 5 pips, right-visible side shows 4 pips.", + "After step 6 (rolling right): top shows 3 pips, left-visible side shows 5 pips, right-visible side shows 1 pip." + ] + } +] \ No newline at end of file diff --git a/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv1_001.txt b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv1_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..f2c489f6c473dd3153026bb951116256bab08f69 --- /dev/null +++ b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv1_001.txt @@ -0,0 +1,20 @@ +Generate a single image showing the final state of a standard six-sided Western die after it has completed the roll sequence below, starting from the orientation shown in the input image. Output one still frame of the die at rest at its final tile position with its final face shown up. + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a 90 deg tip-over: the die rotates over its bottom edge so a NEW face lands flat on the table, then advances exactly one tile-length in that direction. After the complete sequence the die settles flat with its final face on top. + +Roll sequence (4 steps, execute in this exact order): + step 1: roll forward + step 2: roll right + step 3: roll right + step 4: roll right + +Output requirements: +1. Exactly ONE die in the scene, sitting flat at its final tile, no duplicates / ghosts / partial dice. +2. The face shown up matches the cumulative effect of every roll in the sequence above; the pip pattern (1-6) on every visible face must be a valid standard Western die (opposite faces sum to 7). +3. Same table, same lighting, same camera viewpoint as the input. No annotations, no arrows, no path trails, no text. +4. No hands or tools. diff --git a/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv1_002.txt b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv1_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..4b92b6c2e704b93886ba1655066ebb55cc0bfb57 --- /dev/null +++ b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv1_002.txt @@ -0,0 +1,20 @@ +Generate a single image showing the final state of a standard six-sided Western die after it has completed the roll sequence below, starting from the orientation shown in the input image. Output one still frame of the die at rest at its final tile position with its final face shown up. + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a 90 deg tip-over: the die rotates over its bottom edge so a NEW face lands flat on the table, then advances exactly one tile-length in that direction. After the complete sequence the die settles flat with its final face on top. + +Roll sequence (4 steps, execute in this exact order): + step 1: roll forward + step 2: roll right + step 3: roll backward + step 4: roll right + +Output requirements: +1. Exactly ONE die in the scene, sitting flat at its final tile, no duplicates / ghosts / partial dice. +2. The face shown up matches the cumulative effect of every roll in the sequence above; the pip pattern (1-6) on every visible face must be a valid standard Western die (opposite faces sum to 7). +3. Same table, same lighting, same camera viewpoint as the input. No annotations, no arrows, no path trails, no text. +4. No hands or tools. diff --git a/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv1_003.txt b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv1_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..cdbaea8c4c9d227f96c19e0a4346884798c75c51 --- /dev/null +++ b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv1_003.txt @@ -0,0 +1,21 @@ +Generate a single image showing the final state of a standard six-sided Western die after it has completed the roll sequence below, starting from the orientation shown in the input image. Output one still frame of the die at rest at its final tile position with its final face shown up. + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a 90 deg tip-over: the die rotates over its bottom edge so a NEW face lands flat on the table, then advances exactly one tile-length in that direction. After the complete sequence the die settles flat with its final face on top. + +Roll sequence (5 steps, execute in this exact order): + step 1: roll right + step 2: roll forward + step 3: roll left + step 4: roll backward + step 5: roll right + +Output requirements: +1. Exactly ONE die in the scene, sitting flat at its final tile, no duplicates / ghosts / partial dice. +2. The face shown up matches the cumulative effect of every roll in the sequence above; the pip pattern (1-6) on every visible face must be a valid standard Western die (opposite faces sum to 7). +3. Same table, same lighting, same camera viewpoint as the input. No annotations, no arrows, no path trails, no text. +4. No hands or tools. diff --git a/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv1_004.txt b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv1_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..095fceae029820a4f0ca98448bc1d23de63fd34b --- /dev/null +++ b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv1_004.txt @@ -0,0 +1,18 @@ +Generate a single image showing the final state of a standard six-sided Western die after it has completed the roll sequence below, starting from the orientation shown in the input image. Output one still frame of the die at rest at its final tile position with its final face shown up. + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a 90 deg tip-over: the die rotates over its bottom edge so a NEW face lands flat on the table, then advances exactly one tile-length in that direction. After the complete sequence the die settles flat with its final face on top. + +Roll sequence (2 steps, execute in this exact order): + step 1: roll forward + step 2: roll right + +Output requirements: +1. Exactly ONE die in the scene, sitting flat at its final tile, no duplicates / ghosts / partial dice. +2. The face shown up matches the cumulative effect of every roll in the sequence above; the pip pattern (1-6) on every visible face must be a valid standard Western die (opposite faces sum to 7). +3. Same table, same lighting, same camera viewpoint as the input. No annotations, no arrows, no path trails, no text. +4. No hands or tools. diff --git a/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv1_005.txt b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv1_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..7936113425e7025bf490123c635b38f73211754d --- /dev/null +++ b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv1_005.txt @@ -0,0 +1,21 @@ +Generate a single image showing the final state of a standard six-sided Western die after it has completed the roll sequence below, starting from the orientation shown in the input image. Output one still frame of the die at rest at its final tile position with its final face shown up. + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a 90 deg tip-over: the die rotates over its bottom edge so a NEW face lands flat on the table, then advances exactly one tile-length in that direction. After the complete sequence the die settles flat with its final face on top. + +Roll sequence (5 steps, execute in this exact order): + step 1: roll forward + step 2: roll right + step 3: roll backward + step 4: roll right + step 5: roll right + +Output requirements: +1. Exactly ONE die in the scene, sitting flat at its final tile, no duplicates / ghosts / partial dice. +2. The face shown up matches the cumulative effect of every roll in the sequence above; the pip pattern (1-6) on every visible face must be a valid standard Western die (opposite faces sum to 7). +3. Same table, same lighting, same camera viewpoint as the input. No annotations, no arrows, no path trails, no text. +4. No hands or tools. diff --git a/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv1_006.txt b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv1_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..095fceae029820a4f0ca98448bc1d23de63fd34b --- /dev/null +++ b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv1_006.txt @@ -0,0 +1,18 @@ +Generate a single image showing the final state of a standard six-sided Western die after it has completed the roll sequence below, starting from the orientation shown in the input image. Output one still frame of the die at rest at its final tile position with its final face shown up. + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a 90 deg tip-over: the die rotates over its bottom edge so a NEW face lands flat on the table, then advances exactly one tile-length in that direction. After the complete sequence the die settles flat with its final face on top. + +Roll sequence (2 steps, execute in this exact order): + step 1: roll forward + step 2: roll right + +Output requirements: +1. Exactly ONE die in the scene, sitting flat at its final tile, no duplicates / ghosts / partial dice. +2. The face shown up matches the cumulative effect of every roll in the sequence above; the pip pattern (1-6) on every visible face must be a valid standard Western die (opposite faces sum to 7). +3. Same table, same lighting, same camera viewpoint as the input. No annotations, no arrows, no path trails, no text. +4. No hands or tools. diff --git a/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv1_007.txt b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv1_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..3b932897aeefa60b4a24ef55feffa85e818d835b --- /dev/null +++ b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv1_007.txt @@ -0,0 +1,17 @@ +Generate a single image showing the final state of a standard six-sided Western die after it has completed the roll sequence below, starting from the orientation shown in the input image. Output one still frame of the die at rest at its final tile position with its final face shown up. + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a 90 deg tip-over: the die rotates over its bottom edge so a NEW face lands flat on the table, then advances exactly one tile-length in that direction. After the complete sequence the die settles flat with its final face on top. + +Roll sequence (1 steps, execute in this exact order): + step 1: roll right + +Output requirements: +1. Exactly ONE die in the scene, sitting flat at its final tile, no duplicates / ghosts / partial dice. +2. The face shown up matches the cumulative effect of every roll in the sequence above; the pip pattern (1-6) on every visible face must be a valid standard Western die (opposite faces sum to 7). +3. Same table, same lighting, same camera viewpoint as the input. No annotations, no arrows, no path trails, no text. +4. No hands or tools. diff --git a/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv1_008.txt b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv1_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..3b932897aeefa60b4a24ef55feffa85e818d835b --- /dev/null +++ b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv1_008.txt @@ -0,0 +1,17 @@ +Generate a single image showing the final state of a standard six-sided Western die after it has completed the roll sequence below, starting from the orientation shown in the input image. Output one still frame of the die at rest at its final tile position with its final face shown up. + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a 90 deg tip-over: the die rotates over its bottom edge so a NEW face lands flat on the table, then advances exactly one tile-length in that direction. After the complete sequence the die settles flat with its final face on top. + +Roll sequence (1 steps, execute in this exact order): + step 1: roll right + +Output requirements: +1. Exactly ONE die in the scene, sitting flat at its final tile, no duplicates / ghosts / partial dice. +2. The face shown up matches the cumulative effect of every roll in the sequence above; the pip pattern (1-6) on every visible face must be a valid standard Western die (opposite faces sum to 7). +3. Same table, same lighting, same camera viewpoint as the input. No annotations, no arrows, no path trails, no text. +4. No hands or tools. diff --git a/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv1_009.txt b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv1_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..3dac9a9013e490f321e300b8c8be0d8d0f170352 --- /dev/null +++ b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv1_009.txt @@ -0,0 +1,18 @@ +Generate a single image showing the final state of a standard six-sided Western die after it has completed the roll sequence below, starting from the orientation shown in the input image. Output one still frame of the die at rest at its final tile position with its final face shown up. + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a 90 deg tip-over: the die rotates over its bottom edge so a NEW face lands flat on the table, then advances exactly one tile-length in that direction. After the complete sequence the die settles flat with its final face on top. + +Roll sequence (2 steps, execute in this exact order): + step 1: roll right + step 2: roll backward + +Output requirements: +1. Exactly ONE die in the scene, sitting flat at its final tile, no duplicates / ghosts / partial dice. +2. The face shown up matches the cumulative effect of every roll in the sequence above; the pip pattern (1-6) on every visible face must be a valid standard Western die (opposite faces sum to 7). +3. Same table, same lighting, same camera viewpoint as the input. No annotations, no arrows, no path trails, no text. +4. No hands or tools. diff --git a/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv1_010.txt b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv1_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..3b932897aeefa60b4a24ef55feffa85e818d835b --- /dev/null +++ b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv1_010.txt @@ -0,0 +1,17 @@ +Generate a single image showing the final state of a standard six-sided Western die after it has completed the roll sequence below, starting from the orientation shown in the input image. Output one still frame of the die at rest at its final tile position with its final face shown up. + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a 90 deg tip-over: the die rotates over its bottom edge so a NEW face lands flat on the table, then advances exactly one tile-length in that direction. After the complete sequence the die settles flat with its final face on top. + +Roll sequence (1 steps, execute in this exact order): + step 1: roll right + +Output requirements: +1. Exactly ONE die in the scene, sitting flat at its final tile, no duplicates / ghosts / partial dice. +2. The face shown up matches the cumulative effect of every roll in the sequence above; the pip pattern (1-6) on every visible face must be a valid standard Western die (opposite faces sum to 7). +3. Same table, same lighting, same camera viewpoint as the input. No annotations, no arrows, no path trails, no text. +4. No hands or tools. diff --git a/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv2_001.txt b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv2_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..791e30d51705ac28c4c877a30f778150ee1651a6 --- /dev/null +++ b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv2_001.txt @@ -0,0 +1,18 @@ +Generate a single image showing the final state of a standard six-sided Western die after it has completed the roll sequence below, starting from the orientation shown in the input image. Output one still frame of the die at rest at its final tile position with its final face shown up. + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a 90 deg tip-over: the die rotates over its bottom edge so a NEW face lands flat on the table, then advances exactly one tile-length in that direction. After the complete sequence the die settles flat with its final face on top. + +Roll sequence (2 steps, execute in this exact order): + step 1: roll right + step 2: roll right + +Output requirements: +1. Exactly ONE die in the scene, sitting flat at its final tile, no duplicates / ghosts / partial dice. +2. The face shown up matches the cumulative effect of every roll in the sequence above; the pip pattern (1-6) on every visible face must be a valid standard Western die (opposite faces sum to 7). +3. Same table, same lighting, same camera viewpoint as the input. No annotations, no arrows, no path trails, no text. +4. No hands or tools. diff --git a/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv2_002.txt b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv2_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..095fceae029820a4f0ca98448bc1d23de63fd34b --- /dev/null +++ b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv2_002.txt @@ -0,0 +1,18 @@ +Generate a single image showing the final state of a standard six-sided Western die after it has completed the roll sequence below, starting from the orientation shown in the input image. Output one still frame of the die at rest at its final tile position with its final face shown up. + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a 90 deg tip-over: the die rotates over its bottom edge so a NEW face lands flat on the table, then advances exactly one tile-length in that direction. After the complete sequence the die settles flat with its final face on top. + +Roll sequence (2 steps, execute in this exact order): + step 1: roll forward + step 2: roll right + +Output requirements: +1. Exactly ONE die in the scene, sitting flat at its final tile, no duplicates / ghosts / partial dice. +2. The face shown up matches the cumulative effect of every roll in the sequence above; the pip pattern (1-6) on every visible face must be a valid standard Western die (opposite faces sum to 7). +3. Same table, same lighting, same camera viewpoint as the input. No annotations, no arrows, no path trails, no text. +4. No hands or tools. diff --git a/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv2_003.txt b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv2_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..3b932897aeefa60b4a24ef55feffa85e818d835b --- /dev/null +++ b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv2_003.txt @@ -0,0 +1,17 @@ +Generate a single image showing the final state of a standard six-sided Western die after it has completed the roll sequence below, starting from the orientation shown in the input image. Output one still frame of the die at rest at its final tile position with its final face shown up. + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a 90 deg tip-over: the die rotates over its bottom edge so a NEW face lands flat on the table, then advances exactly one tile-length in that direction. After the complete sequence the die settles flat with its final face on top. + +Roll sequence (1 steps, execute in this exact order): + step 1: roll right + +Output requirements: +1. Exactly ONE die in the scene, sitting flat at its final tile, no duplicates / ghosts / partial dice. +2. The face shown up matches the cumulative effect of every roll in the sequence above; the pip pattern (1-6) on every visible face must be a valid standard Western die (opposite faces sum to 7). +3. Same table, same lighting, same camera viewpoint as the input. No annotations, no arrows, no path trails, no text. +4. No hands or tools. diff --git a/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv2_004.txt b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv2_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..a5e4500e144242e611099f881608903c673561c4 --- /dev/null +++ b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv2_004.txt @@ -0,0 +1,20 @@ +Generate a single image showing the final state of a standard six-sided Western die after it has completed the roll sequence below, starting from the orientation shown in the input image. Output one still frame of the die at rest at its final tile position with its final face shown up. + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a 90 deg tip-over: the die rotates over its bottom edge so a NEW face lands flat on the table, then advances exactly one tile-length in that direction. After the complete sequence the die settles flat with its final face on top. + +Roll sequence (4 steps, execute in this exact order): + step 1: roll right + step 2: roll right + step 3: roll backward + step 4: roll left + +Output requirements: +1. Exactly ONE die in the scene, sitting flat at its final tile, no duplicates / ghosts / partial dice. +2. The face shown up matches the cumulative effect of every roll in the sequence above; the pip pattern (1-6) on every visible face must be a valid standard Western die (opposite faces sum to 7). +3. Same table, same lighting, same camera viewpoint as the input. No annotations, no arrows, no path trails, no text. +4. No hands or tools. diff --git a/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv2_005.txt b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv2_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..3aa306f110c6fbf729799fc585799121b49090f5 --- /dev/null +++ b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv2_005.txt @@ -0,0 +1,20 @@ +Generate a single image showing the final state of a standard six-sided Western die after it has completed the roll sequence below, starting from the orientation shown in the input image. Output one still frame of the die at rest at its final tile position with its final face shown up. + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a 90 deg tip-over: the die rotates over its bottom edge so a NEW face lands flat on the table, then advances exactly one tile-length in that direction. After the complete sequence the die settles flat with its final face on top. + +Roll sequence (4 steps, execute in this exact order): + step 1: roll forward + step 2: roll forward + step 3: roll forward + step 4: roll right + +Output requirements: +1. Exactly ONE die in the scene, sitting flat at its final tile, no duplicates / ghosts / partial dice. +2. The face shown up matches the cumulative effect of every roll in the sequence above; the pip pattern (1-6) on every visible face must be a valid standard Western die (opposite faces sum to 7). +3. Same table, same lighting, same camera viewpoint as the input. No annotations, no arrows, no path trails, no text. +4. No hands or tools. diff --git a/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv2_006.txt b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv2_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..5854ca294ec488c3ba87c439ebc911db15bf25d1 --- /dev/null +++ b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv2_006.txt @@ -0,0 +1,19 @@ +Generate a single image showing the final state of a standard six-sided Western die after it has completed the roll sequence below, starting from the orientation shown in the input image. Output one still frame of the die at rest at its final tile position with its final face shown up. + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a 90 deg tip-over: the die rotates over its bottom edge so a NEW face lands flat on the table, then advances exactly one tile-length in that direction. After the complete sequence the die settles flat with its final face on top. + +Roll sequence (3 steps, execute in this exact order): + step 1: roll right + step 2: roll right + step 3: roll backward + +Output requirements: +1. Exactly ONE die in the scene, sitting flat at its final tile, no duplicates / ghosts / partial dice. +2. The face shown up matches the cumulative effect of every roll in the sequence above; the pip pattern (1-6) on every visible face must be a valid standard Western die (opposite faces sum to 7). +3. Same table, same lighting, same camera viewpoint as the input. No annotations, no arrows, no path trails, no text. +4. No hands or tools. diff --git a/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv2_007.txt b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv2_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..1c854d70d57ce419a307c4e8c5076d1c05bff36c --- /dev/null +++ b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv2_007.txt @@ -0,0 +1,20 @@ +Generate a single image showing the final state of a standard six-sided Western die after it has completed the roll sequence below, starting from the orientation shown in the input image. Output one still frame of the die at rest at its final tile position with its final face shown up. + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a 90 deg tip-over: the die rotates over its bottom edge so a NEW face lands flat on the table, then advances exactly one tile-length in that direction. After the complete sequence the die settles flat with its final face on top. + +Roll sequence (4 steps, execute in this exact order): + step 1: roll forward + step 2: roll right + step 3: roll forward + step 4: roll forward + +Output requirements: +1. Exactly ONE die in the scene, sitting flat at its final tile, no duplicates / ghosts / partial dice. +2. The face shown up matches the cumulative effect of every roll in the sequence above; the pip pattern (1-6) on every visible face must be a valid standard Western die (opposite faces sum to 7). +3. Same table, same lighting, same camera viewpoint as the input. No annotations, no arrows, no path trails, no text. +4. No hands or tools. diff --git a/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv2_008.txt b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv2_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..780125eae1a13d1a9d14ecda31383c0cbd43b2e6 --- /dev/null +++ b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv2_008.txt @@ -0,0 +1,20 @@ +Generate a single image showing the final state of a standard six-sided Western die after it has completed the roll sequence below, starting from the orientation shown in the input image. Output one still frame of the die at rest at its final tile position with its final face shown up. + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a 90 deg tip-over: the die rotates over its bottom edge so a NEW face lands flat on the table, then advances exactly one tile-length in that direction. After the complete sequence the die settles flat with its final face on top. + +Roll sequence (4 steps, execute in this exact order): + step 1: roll right + step 2: roll right + step 3: roll backward + step 4: roll backward + +Output requirements: +1. Exactly ONE die in the scene, sitting flat at its final tile, no duplicates / ghosts / partial dice. +2. The face shown up matches the cumulative effect of every roll in the sequence above; the pip pattern (1-6) on every visible face must be a valid standard Western die (opposite faces sum to 7). +3. Same table, same lighting, same camera viewpoint as the input. No annotations, no arrows, no path trails, no text. +4. No hands or tools. diff --git a/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv2_009.txt b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv2_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..69e96812cb35960619be6103ccb5e3dd21bff86e --- /dev/null +++ b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv2_009.txt @@ -0,0 +1,19 @@ +Generate a single image showing the final state of a standard six-sided Western die after it has completed the roll sequence below, starting from the orientation shown in the input image. Output one still frame of the die at rest at its final tile position with its final face shown up. + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a 90 deg tip-over: the die rotates over its bottom edge so a NEW face lands flat on the table, then advances exactly one tile-length in that direction. After the complete sequence the die settles flat with its final face on top. + +Roll sequence (3 steps, execute in this exact order): + step 1: roll right + step 2: roll backward + step 3: roll right + +Output requirements: +1. Exactly ONE die in the scene, sitting flat at its final tile, no duplicates / ghosts / partial dice. +2. The face shown up matches the cumulative effect of every roll in the sequence above; the pip pattern (1-6) on every visible face must be a valid standard Western die (opposite faces sum to 7). +3. Same table, same lighting, same camera viewpoint as the input. No annotations, no arrows, no path trails, no text. +4. No hands or tools. diff --git a/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv2_010.txt b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv2_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..da5056ee5afecdb10afbf7b0a53f97f875e511e5 --- /dev/null +++ b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv2_010.txt @@ -0,0 +1,22 @@ +Generate a single image showing the final state of a standard six-sided Western die after it has completed the roll sequence below, starting from the orientation shown in the input image. Output one still frame of the die at rest at its final tile position with its final face shown up. + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a 90 deg tip-over: the die rotates over its bottom edge so a NEW face lands flat on the table, then advances exactly one tile-length in that direction. After the complete sequence the die settles flat with its final face on top. + +Roll sequence (6 steps, execute in this exact order): + step 1: roll right + step 2: roll right + step 3: roll backward + step 4: roll right + step 5: roll forward + step 6: roll right + +Output requirements: +1. Exactly ONE die in the scene, sitting flat at its final tile, no duplicates / ghosts / partial dice. +2. The face shown up matches the cumulative effect of every roll in the sequence above; the pip pattern (1-6) on every visible face must be a valid standard Western die (opposite faces sum to 7). +3. Same table, same lighting, same camera viewpoint as the input. No annotations, no arrows, no path trails, no text. +4. No hands or tools. diff --git a/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv3_001.txt b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv3_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..3b932897aeefa60b4a24ef55feffa85e818d835b --- /dev/null +++ b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv3_001.txt @@ -0,0 +1,17 @@ +Generate a single image showing the final state of a standard six-sided Western die after it has completed the roll sequence below, starting from the orientation shown in the input image. Output one still frame of the die at rest at its final tile position with its final face shown up. + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a 90 deg tip-over: the die rotates over its bottom edge so a NEW face lands flat on the table, then advances exactly one tile-length in that direction. After the complete sequence the die settles flat with its final face on top. + +Roll sequence (1 steps, execute in this exact order): + step 1: roll right + +Output requirements: +1. Exactly ONE die in the scene, sitting flat at its final tile, no duplicates / ghosts / partial dice. +2. The face shown up matches the cumulative effect of every roll in the sequence above; the pip pattern (1-6) on every visible face must be a valid standard Western die (opposite faces sum to 7). +3. Same table, same lighting, same camera viewpoint as the input. No annotations, no arrows, no path trails, no text. +4. No hands or tools. diff --git a/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv3_002.txt b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv3_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..209d4757304bd510de9c6d305717d111afbb26a9 --- /dev/null +++ b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv3_002.txt @@ -0,0 +1,20 @@ +Generate a single image showing the final state of a standard six-sided Western die after it has completed the roll sequence below, starting from the orientation shown in the input image. Output one still frame of the die at rest at its final tile position with its final face shown up. + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a 90 deg tip-over: the die rotates over its bottom edge so a NEW face lands flat on the table, then advances exactly one tile-length in that direction. After the complete sequence the die settles flat with its final face on top. + +Roll sequence (4 steps, execute in this exact order): + step 1: roll forward + step 2: roll right + step 3: roll right + step 4: roll backward + +Output requirements: +1. Exactly ONE die in the scene, sitting flat at its final tile, no duplicates / ghosts / partial dice. +2. The face shown up matches the cumulative effect of every roll in the sequence above; the pip pattern (1-6) on every visible face must be a valid standard Western die (opposite faces sum to 7). +3. Same table, same lighting, same camera viewpoint as the input. No annotations, no arrows, no path trails, no text. +4. No hands or tools. diff --git a/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv3_003.txt b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv3_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..ea6797f511e021fdea8101f021f8e44e53d807d8 --- /dev/null +++ b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv3_003.txt @@ -0,0 +1,21 @@ +Generate a single image showing the final state of a standard six-sided Western die after it has completed the roll sequence below, starting from the orientation shown in the input image. Output one still frame of the die at rest at its final tile position with its final face shown up. + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a 90 deg tip-over: the die rotates over its bottom edge so a NEW face lands flat on the table, then advances exactly one tile-length in that direction. After the complete sequence the die settles flat with its final face on top. + +Roll sequence (5 steps, execute in this exact order): + step 1: roll right + step 2: roll right + step 3: roll right + step 4: roll right + step 5: roll right + +Output requirements: +1. Exactly ONE die in the scene, sitting flat at its final tile, no duplicates / ghosts / partial dice. +2. The face shown up matches the cumulative effect of every roll in the sequence above; the pip pattern (1-6) on every visible face must be a valid standard Western die (opposite faces sum to 7). +3. Same table, same lighting, same camera viewpoint as the input. No annotations, no arrows, no path trails, no text. +4. No hands or tools. diff --git a/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv3_004.txt b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv3_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..40df6c172ce11c89c6a797e88e70b730092a22e4 --- /dev/null +++ b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv3_004.txt @@ -0,0 +1,21 @@ +Generate a single image showing the final state of a standard six-sided Western die after it has completed the roll sequence below, starting from the orientation shown in the input image. Output one still frame of the die at rest at its final tile position with its final face shown up. + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a 90 deg tip-over: the die rotates over its bottom edge so a NEW face lands flat on the table, then advances exactly one tile-length in that direction. After the complete sequence the die settles flat with its final face on top. + +Roll sequence (5 steps, execute in this exact order): + step 1: roll right + step 2: roll backward + step 3: roll right + step 4: roll right + step 5: roll forward + +Output requirements: +1. Exactly ONE die in the scene, sitting flat at its final tile, no duplicates / ghosts / partial dice. +2. The face shown up matches the cumulative effect of every roll in the sequence above; the pip pattern (1-6) on every visible face must be a valid standard Western die (opposite faces sum to 7). +3. Same table, same lighting, same camera viewpoint as the input. No annotations, no arrows, no path trails, no text. +4. No hands or tools. diff --git a/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv3_005.txt b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv3_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..a1570c5d55666fd02d26080344d6d20b126ece95 --- /dev/null +++ b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv3_005.txt @@ -0,0 +1,21 @@ +Generate a single image showing the final state of a standard six-sided Western die after it has completed the roll sequence below, starting from the orientation shown in the input image. Output one still frame of the die at rest at its final tile position with its final face shown up. + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a 90 deg tip-over: the die rotates over its bottom edge so a NEW face lands flat on the table, then advances exactly one tile-length in that direction. After the complete sequence the die settles flat with its final face on top. + +Roll sequence (5 steps, execute in this exact order): + step 1: roll forward + step 2: roll right + step 3: roll right + step 4: roll backward + step 5: roll left + +Output requirements: +1. Exactly ONE die in the scene, sitting flat at its final tile, no duplicates / ghosts / partial dice. +2. The face shown up matches the cumulative effect of every roll in the sequence above; the pip pattern (1-6) on every visible face must be a valid standard Western die (opposite faces sum to 7). +3. Same table, same lighting, same camera viewpoint as the input. No annotations, no arrows, no path trails, no text. +4. No hands or tools. diff --git a/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv3_006.txt b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv3_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..31c98dcfdb987184d148c26b90777a234b8bbc37 --- /dev/null +++ b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv3_006.txt @@ -0,0 +1,22 @@ +Generate a single image showing the final state of a standard six-sided Western die after it has completed the roll sequence below, starting from the orientation shown in the input image. Output one still frame of the die at rest at its final tile position with its final face shown up. + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a 90 deg tip-over: the die rotates over its bottom edge so a NEW face lands flat on the table, then advances exactly one tile-length in that direction. After the complete sequence the die settles flat with its final face on top. + +Roll sequence (6 steps, execute in this exact order): + step 1: roll right + step 2: roll right + step 3: roll forward + step 4: roll right + step 5: roll backward + step 6: roll right + +Output requirements: +1. Exactly ONE die in the scene, sitting flat at its final tile, no duplicates / ghosts / partial dice. +2. The face shown up matches the cumulative effect of every roll in the sequence above; the pip pattern (1-6) on every visible face must be a valid standard Western die (opposite faces sum to 7). +3. Same table, same lighting, same camera viewpoint as the input. No annotations, no arrows, no path trails, no text. +4. No hands or tools. diff --git a/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv3_007.txt b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv3_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..56edf78ee42b49cbd633ee5f194d8b6096418c27 --- /dev/null +++ b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv3_007.txt @@ -0,0 +1,21 @@ +Generate a single image showing the final state of a standard six-sided Western die after it has completed the roll sequence below, starting from the orientation shown in the input image. Output one still frame of the die at rest at its final tile position with its final face shown up. + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a 90 deg tip-over: the die rotates over its bottom edge so a NEW face lands flat on the table, then advances exactly one tile-length in that direction. After the complete sequence the die settles flat with its final face on top. + +Roll sequence (5 steps, execute in this exact order): + step 1: roll right + step 2: roll backward + step 3: roll right + step 4: roll backward + step 5: roll right + +Output requirements: +1. Exactly ONE die in the scene, sitting flat at its final tile, no duplicates / ghosts / partial dice. +2. The face shown up matches the cumulative effect of every roll in the sequence above; the pip pattern (1-6) on every visible face must be a valid standard Western die (opposite faces sum to 7). +3. Same table, same lighting, same camera viewpoint as the input. No annotations, no arrows, no path trails, no text. +4. No hands or tools. diff --git a/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv3_008.txt b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv3_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..d5af758f1bf700478b1db9b11558152f9a8e8bc1 --- /dev/null +++ b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv3_008.txt @@ -0,0 +1,21 @@ +Generate a single image showing the final state of a standard six-sided Western die after it has completed the roll sequence below, starting from the orientation shown in the input image. Output one still frame of the die at rest at its final tile position with its final face shown up. + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a 90 deg tip-over: the die rotates over its bottom edge so a NEW face lands flat on the table, then advances exactly one tile-length in that direction. After the complete sequence the die settles flat with its final face on top. + +Roll sequence (5 steps, execute in this exact order): + step 1: roll right + step 2: roll right + step 3: roll right + step 4: roll backward + step 5: roll right + +Output requirements: +1. Exactly ONE die in the scene, sitting flat at its final tile, no duplicates / ghosts / partial dice. +2. The face shown up matches the cumulative effect of every roll in the sequence above; the pip pattern (1-6) on every visible face must be a valid standard Western die (opposite faces sum to 7). +3. Same table, same lighting, same camera viewpoint as the input. No annotations, no arrows, no path trails, no text. +4. No hands or tools. diff --git a/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv3_009.txt b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv3_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..ca86246626172be4b64801a240c745b9789849c1 --- /dev/null +++ b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv3_009.txt @@ -0,0 +1,22 @@ +Generate a single image showing the final state of a standard six-sided Western die after it has completed the roll sequence below, starting from the orientation shown in the input image. Output one still frame of the die at rest at its final tile position with its final face shown up. + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a 90 deg tip-over: the die rotates over its bottom edge so a NEW face lands flat on the table, then advances exactly one tile-length in that direction. After the complete sequence the die settles flat with its final face on top. + +Roll sequence (6 steps, execute in this exact order): + step 1: roll forward + step 2: roll right + step 3: roll backward + step 4: roll left + step 5: roll forward + step 6: roll right + +Output requirements: +1. Exactly ONE die in the scene, sitting flat at its final tile, no duplicates / ghosts / partial dice. +2. The face shown up matches the cumulative effect of every roll in the sequence above; the pip pattern (1-6) on every visible face must be a valid standard Western die (opposite faces sum to 7). +3. Same table, same lighting, same camera viewpoint as the input. No annotations, no arrows, no path trails, no text. +4. No hands or tools. diff --git a/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv3_010.txt b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv3_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..ce2ca8d7df108ee51d0a4f423ec083336c39970c --- /dev/null +++ b/bench_data/rolling_dice/prompt/image_gen_prompt/rolling_dice_lv3_010.txt @@ -0,0 +1,22 @@ +Generate a single image showing the final state of a standard six-sided Western die after it has completed the roll sequence below, starting from the orientation shown in the input image. Output one still frame of the die at rest at its final tile position with its final face shown up. + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a 90 deg tip-over: the die rotates over its bottom edge so a NEW face lands flat on the table, then advances exactly one tile-length in that direction. After the complete sequence the die settles flat with its final face on top. + +Roll sequence (6 steps, execute in this exact order): + step 1: roll forward + step 2: roll right + step 3: roll right + step 4: roll right + step 5: roll right + step 6: roll right + +Output requirements: +1. Exactly ONE die in the scene, sitting flat at its final tile, no duplicates / ghosts / partial dice. +2. The face shown up matches the cumulative effect of every roll in the sequence above; the pip pattern (1-6) on every visible face must be a valid standard Western die (opposite faces sum to 7). +3. Same table, same lighting, same camera viewpoint as the input. No annotations, no arrows, no path trails, no text. +4. No hands or tools. diff --git a/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv1_001.txt b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv1_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..ae255bea5c2696295b471b9bcb90bfadd3e025b2 --- /dev/null +++ b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv1_001.txt @@ -0,0 +1,18 @@ +Standard Western six-sided die layout (opposite faces sum to 7): the face opposite 1 is 6, opposite 2 is 5, opposite 3 is 4. + +Generate a video of a standard six-sided Western die rolling on a bare table. The die starts in the orientation shown in the input image; the camera viewpoint stays fixed throughout (only the die moves). + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a real physical TIP-OVER ROLL: the die rotates 90° about the corresponding bottom edge, pivoting over that edge so a NEW face lands on the table. The die must actually TUMBLE / TOPPLE over its edge, it must NOT slide, glide, or translate flat across the table while keeping the same face down. After each tumble it advances exactly one tile-length in that direction and settles flat before the next roll. + +Roll sequence (4 steps, execute in this exact order): + step 1: roll forward + step 2: roll right + step 3: roll right + step 4: roll right + +There is exactly one die in the scene at all times. The die must NOT suddenly disappear, blink / flash in and out, teleport, or split into two dice at any point in the video. diff --git a/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv1_002.txt b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv1_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..9cfb0b8986087e553c5140409aa3d9d95265eb59 --- /dev/null +++ b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv1_002.txt @@ -0,0 +1,18 @@ +Standard Western six-sided die layout (opposite faces sum to 7): the face opposite 1 is 6, opposite 2 is 5, opposite 3 is 4. + +Generate a video of a standard six-sided Western die rolling on a bare table. The die starts in the orientation shown in the input image; the camera viewpoint stays fixed throughout (only the die moves). + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a real physical TIP-OVER ROLL: the die rotates 90° about the corresponding bottom edge, pivoting over that edge so a NEW face lands on the table. The die must actually TUMBLE / TOPPLE over its edge, it must NOT slide, glide, or translate flat across the table while keeping the same face down. After each tumble it advances exactly one tile-length in that direction and settles flat before the next roll. + +Roll sequence (4 steps, execute in this exact order): + step 1: roll forward + step 2: roll right + step 3: roll backward + step 4: roll right + +There is exactly one die in the scene at all times. The die must NOT suddenly disappear, blink / flash in and out, teleport, or split into two dice at any point in the video. diff --git a/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv1_003.txt b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv1_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..e63dbb7b8d2e5e39d12352ae0a323baed36dedd7 --- /dev/null +++ b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv1_003.txt @@ -0,0 +1,19 @@ +Standard Western six-sided die layout (opposite faces sum to 7): the face opposite 1 is 6, opposite 2 is 5, opposite 3 is 4. + +Generate a video of a standard six-sided Western die rolling on a bare table. The die starts in the orientation shown in the input image; the camera viewpoint stays fixed throughout (only the die moves). + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a real physical TIP-OVER ROLL: the die rotates 90° about the corresponding bottom edge, pivoting over that edge so a NEW face lands on the table. The die must actually TUMBLE / TOPPLE over its edge, it must NOT slide, glide, or translate flat across the table while keeping the same face down. After each tumble it advances exactly one tile-length in that direction and settles flat before the next roll. + +Roll sequence (5 steps, execute in this exact order): + step 1: roll right + step 2: roll forward + step 3: roll left + step 4: roll backward + step 5: roll right + +There is exactly one die in the scene at all times. The die must NOT suddenly disappear, blink / flash in and out, teleport, or split into two dice at any point in the video. diff --git a/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv1_004.txt b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv1_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..0107155bab3a06c2a5e8101793549c3506a9570c --- /dev/null +++ b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv1_004.txt @@ -0,0 +1,16 @@ +Standard Western six-sided die layout (opposite faces sum to 7): the face opposite 1 is 6, opposite 2 is 5, opposite 3 is 4. + +Generate a video of a standard six-sided Western die rolling on a bare table. The die starts in the orientation shown in the input image; the camera viewpoint stays fixed throughout (only the die moves). + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a real physical TIP-OVER ROLL: the die rotates 90° about the corresponding bottom edge, pivoting over that edge so a NEW face lands on the table. The die must actually TUMBLE / TOPPLE over its edge, it must NOT slide, glide, or translate flat across the table while keeping the same face down. After each tumble it advances exactly one tile-length in that direction and settles flat before the next roll. + +Roll sequence (2 steps, execute in this exact order): + step 1: roll forward + step 2: roll right + +There is exactly one die in the scene at all times. The die must NOT suddenly disappear, blink / flash in and out, teleport, or split into two dice at any point in the video. diff --git a/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv1_005.txt b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv1_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..13c6f5e23f0ad7d2eca3be7d8b1d5c5eeebab53e --- /dev/null +++ b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv1_005.txt @@ -0,0 +1,19 @@ +Standard Western six-sided die layout (opposite faces sum to 7): the face opposite 1 is 6, opposite 2 is 5, opposite 3 is 4. + +Generate a video of a standard six-sided Western die rolling on a bare table. The die starts in the orientation shown in the input image; the camera viewpoint stays fixed throughout (only the die moves). + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a real physical TIP-OVER ROLL: the die rotates 90° about the corresponding bottom edge, pivoting over that edge so a NEW face lands on the table. The die must actually TUMBLE / TOPPLE over its edge, it must NOT slide, glide, or translate flat across the table while keeping the same face down. After each tumble it advances exactly one tile-length in that direction and settles flat before the next roll. + +Roll sequence (5 steps, execute in this exact order): + step 1: roll forward + step 2: roll right + step 3: roll backward + step 4: roll right + step 5: roll right + +There is exactly one die in the scene at all times. The die must NOT suddenly disappear, blink / flash in and out, teleport, or split into two dice at any point in the video. diff --git a/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv1_006.txt b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv1_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..0107155bab3a06c2a5e8101793549c3506a9570c --- /dev/null +++ b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv1_006.txt @@ -0,0 +1,16 @@ +Standard Western six-sided die layout (opposite faces sum to 7): the face opposite 1 is 6, opposite 2 is 5, opposite 3 is 4. + +Generate a video of a standard six-sided Western die rolling on a bare table. The die starts in the orientation shown in the input image; the camera viewpoint stays fixed throughout (only the die moves). + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a real physical TIP-OVER ROLL: the die rotates 90° about the corresponding bottom edge, pivoting over that edge so a NEW face lands on the table. The die must actually TUMBLE / TOPPLE over its edge, it must NOT slide, glide, or translate flat across the table while keeping the same face down. After each tumble it advances exactly one tile-length in that direction and settles flat before the next roll. + +Roll sequence (2 steps, execute in this exact order): + step 1: roll forward + step 2: roll right + +There is exactly one die in the scene at all times. The die must NOT suddenly disappear, blink / flash in and out, teleport, or split into two dice at any point in the video. diff --git a/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv1_007.txt b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv1_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..e49361f46366781a226db6ab6f0f569eb76523db --- /dev/null +++ b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv1_007.txt @@ -0,0 +1,15 @@ +Standard Western six-sided die layout (opposite faces sum to 7): the face opposite 1 is 6, opposite 2 is 5, opposite 3 is 4. + +Generate a video of a standard six-sided Western die rolling on a bare table. The die starts in the orientation shown in the input image; the camera viewpoint stays fixed throughout (only the die moves). + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a real physical TIP-OVER ROLL: the die rotates 90° about the corresponding bottom edge, pivoting over that edge so a NEW face lands on the table. The die must actually TUMBLE / TOPPLE over its edge, it must NOT slide, glide, or translate flat across the table while keeping the same face down. After each tumble it advances exactly one tile-length in that direction and settles flat before the next roll. + +Roll sequence (1 steps, execute in this exact order): + step 1: roll right + +There is exactly one die in the scene at all times. The die must NOT suddenly disappear, blink / flash in and out, teleport, or split into two dice at any point in the video. diff --git a/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv1_008.txt b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv1_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..e49361f46366781a226db6ab6f0f569eb76523db --- /dev/null +++ b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv1_008.txt @@ -0,0 +1,15 @@ +Standard Western six-sided die layout (opposite faces sum to 7): the face opposite 1 is 6, opposite 2 is 5, opposite 3 is 4. + +Generate a video of a standard six-sided Western die rolling on a bare table. The die starts in the orientation shown in the input image; the camera viewpoint stays fixed throughout (only the die moves). + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a real physical TIP-OVER ROLL: the die rotates 90° about the corresponding bottom edge, pivoting over that edge so a NEW face lands on the table. The die must actually TUMBLE / TOPPLE over its edge, it must NOT slide, glide, or translate flat across the table while keeping the same face down. After each tumble it advances exactly one tile-length in that direction and settles flat before the next roll. + +Roll sequence (1 steps, execute in this exact order): + step 1: roll right + +There is exactly one die in the scene at all times. The die must NOT suddenly disappear, blink / flash in and out, teleport, or split into two dice at any point in the video. diff --git a/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv1_009.txt b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv1_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..89f32e1f187d05714cca6a2ddd395671c5d684af --- /dev/null +++ b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv1_009.txt @@ -0,0 +1,16 @@ +Standard Western six-sided die layout (opposite faces sum to 7): the face opposite 1 is 6, opposite 2 is 5, opposite 3 is 4. + +Generate a video of a standard six-sided Western die rolling on a bare table. The die starts in the orientation shown in the input image; the camera viewpoint stays fixed throughout (only the die moves). + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a real physical TIP-OVER ROLL: the die rotates 90° about the corresponding bottom edge, pivoting over that edge so a NEW face lands on the table. The die must actually TUMBLE / TOPPLE over its edge, it must NOT slide, glide, or translate flat across the table while keeping the same face down. After each tumble it advances exactly one tile-length in that direction and settles flat before the next roll. + +Roll sequence (2 steps, execute in this exact order): + step 1: roll right + step 2: roll backward + +There is exactly one die in the scene at all times. The die must NOT suddenly disappear, blink / flash in and out, teleport, or split into two dice at any point in the video. diff --git a/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv1_010.txt b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv1_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..e49361f46366781a226db6ab6f0f569eb76523db --- /dev/null +++ b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv1_010.txt @@ -0,0 +1,15 @@ +Standard Western six-sided die layout (opposite faces sum to 7): the face opposite 1 is 6, opposite 2 is 5, opposite 3 is 4. + +Generate a video of a standard six-sided Western die rolling on a bare table. The die starts in the orientation shown in the input image; the camera viewpoint stays fixed throughout (only the die moves). + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a real physical TIP-OVER ROLL: the die rotates 90° about the corresponding bottom edge, pivoting over that edge so a NEW face lands on the table. The die must actually TUMBLE / TOPPLE over its edge, it must NOT slide, glide, or translate flat across the table while keeping the same face down. After each tumble it advances exactly one tile-length in that direction and settles flat before the next roll. + +Roll sequence (1 steps, execute in this exact order): + step 1: roll right + +There is exactly one die in the scene at all times. The die must NOT suddenly disappear, blink / flash in and out, teleport, or split into two dice at any point in the video. diff --git a/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv2_001.txt b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv2_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..55a97e2e8e3899a29ca80b0f29cfc7eca71cccf1 --- /dev/null +++ b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv2_001.txt @@ -0,0 +1,16 @@ +Standard Western six-sided die layout (opposite faces sum to 7): the face opposite 1 is 6, opposite 2 is 5, opposite 3 is 4. + +Generate a video of a standard six-sided Western die rolling on a bare table. The die starts in the orientation shown in the input image; the camera viewpoint stays fixed throughout (only the die moves). + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a real physical TIP-OVER ROLL: the die rotates 90° about the corresponding bottom edge, pivoting over that edge so a NEW face lands on the table. The die must actually TUMBLE / TOPPLE over its edge, it must NOT slide, glide, or translate flat across the table while keeping the same face down. After each tumble it advances exactly one tile-length in that direction and settles flat before the next roll. + +Roll sequence (2 steps, execute in this exact order): + step 1: roll right + step 2: roll right + +There is exactly one die in the scene at all times. The die must NOT suddenly disappear, blink / flash in and out, teleport, or split into two dice at any point in the video. diff --git a/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv2_002.txt b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv2_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..0107155bab3a06c2a5e8101793549c3506a9570c --- /dev/null +++ b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv2_002.txt @@ -0,0 +1,16 @@ +Standard Western six-sided die layout (opposite faces sum to 7): the face opposite 1 is 6, opposite 2 is 5, opposite 3 is 4. + +Generate a video of a standard six-sided Western die rolling on a bare table. The die starts in the orientation shown in the input image; the camera viewpoint stays fixed throughout (only the die moves). + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a real physical TIP-OVER ROLL: the die rotates 90° about the corresponding bottom edge, pivoting over that edge so a NEW face lands on the table. The die must actually TUMBLE / TOPPLE over its edge, it must NOT slide, glide, or translate flat across the table while keeping the same face down. After each tumble it advances exactly one tile-length in that direction and settles flat before the next roll. + +Roll sequence (2 steps, execute in this exact order): + step 1: roll forward + step 2: roll right + +There is exactly one die in the scene at all times. The die must NOT suddenly disappear, blink / flash in and out, teleport, or split into two dice at any point in the video. diff --git a/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv2_003.txt b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv2_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..e49361f46366781a226db6ab6f0f569eb76523db --- /dev/null +++ b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv2_003.txt @@ -0,0 +1,15 @@ +Standard Western six-sided die layout (opposite faces sum to 7): the face opposite 1 is 6, opposite 2 is 5, opposite 3 is 4. + +Generate a video of a standard six-sided Western die rolling on a bare table. The die starts in the orientation shown in the input image; the camera viewpoint stays fixed throughout (only the die moves). + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a real physical TIP-OVER ROLL: the die rotates 90° about the corresponding bottom edge, pivoting over that edge so a NEW face lands on the table. The die must actually TUMBLE / TOPPLE over its edge, it must NOT slide, glide, or translate flat across the table while keeping the same face down. After each tumble it advances exactly one tile-length in that direction and settles flat before the next roll. + +Roll sequence (1 steps, execute in this exact order): + step 1: roll right + +There is exactly one die in the scene at all times. The die must NOT suddenly disappear, blink / flash in and out, teleport, or split into two dice at any point in the video. diff --git a/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv2_004.txt b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv2_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..6260a413ce95889db27fbdd24b197520966667df --- /dev/null +++ b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv2_004.txt @@ -0,0 +1,18 @@ +Standard Western six-sided die layout (opposite faces sum to 7): the face opposite 1 is 6, opposite 2 is 5, opposite 3 is 4. + +Generate a video of a standard six-sided Western die rolling on a bare table. The die starts in the orientation shown in the input image; the camera viewpoint stays fixed throughout (only the die moves). + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a real physical TIP-OVER ROLL: the die rotates 90° about the corresponding bottom edge, pivoting over that edge so a NEW face lands on the table. The die must actually TUMBLE / TOPPLE over its edge, it must NOT slide, glide, or translate flat across the table while keeping the same face down. After each tumble it advances exactly one tile-length in that direction and settles flat before the next roll. + +Roll sequence (4 steps, execute in this exact order): + step 1: roll right + step 2: roll right + step 3: roll backward + step 4: roll left + +There is exactly one die in the scene at all times. The die must NOT suddenly disappear, blink / flash in and out, teleport, or split into two dice at any point in the video. diff --git a/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv2_005.txt b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv2_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..4e18decfa6a4e675f823a04480e5df7cb3310c41 --- /dev/null +++ b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv2_005.txt @@ -0,0 +1,18 @@ +Standard Western six-sided die layout (opposite faces sum to 7): the face opposite 1 is 6, opposite 2 is 5, opposite 3 is 4. + +Generate a video of a standard six-sided Western die rolling on a bare table. The die starts in the orientation shown in the input image; the camera viewpoint stays fixed throughout (only the die moves). + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a real physical TIP-OVER ROLL: the die rotates 90° about the corresponding bottom edge, pivoting over that edge so a NEW face lands on the table. The die must actually TUMBLE / TOPPLE over its edge, it must NOT slide, glide, or translate flat across the table while keeping the same face down. After each tumble it advances exactly one tile-length in that direction and settles flat before the next roll. + +Roll sequence (4 steps, execute in this exact order): + step 1: roll forward + step 2: roll forward + step 3: roll forward + step 4: roll right + +There is exactly one die in the scene at all times. The die must NOT suddenly disappear, blink / flash in and out, teleport, or split into two dice at any point in the video. diff --git a/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv2_006.txt b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv2_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..97a5dbdc2c2681fd033b5e60af04c26e0ae4b159 --- /dev/null +++ b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv2_006.txt @@ -0,0 +1,17 @@ +Standard Western six-sided die layout (opposite faces sum to 7): the face opposite 1 is 6, opposite 2 is 5, opposite 3 is 4. + +Generate a video of a standard six-sided Western die rolling on a bare table. The die starts in the orientation shown in the input image; the camera viewpoint stays fixed throughout (only the die moves). + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a real physical TIP-OVER ROLL: the die rotates 90° about the corresponding bottom edge, pivoting over that edge so a NEW face lands on the table. The die must actually TUMBLE / TOPPLE over its edge, it must NOT slide, glide, or translate flat across the table while keeping the same face down. After each tumble it advances exactly one tile-length in that direction and settles flat before the next roll. + +Roll sequence (3 steps, execute in this exact order): + step 1: roll right + step 2: roll right + step 3: roll backward + +There is exactly one die in the scene at all times. The die must NOT suddenly disappear, blink / flash in and out, teleport, or split into two dice at any point in the video. diff --git a/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv2_007.txt b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv2_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..075ba4c974830e2aa70cd5a0ec0f47198338f84d --- /dev/null +++ b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv2_007.txt @@ -0,0 +1,18 @@ +Standard Western six-sided die layout (opposite faces sum to 7): the face opposite 1 is 6, opposite 2 is 5, opposite 3 is 4. + +Generate a video of a standard six-sided Western die rolling on a bare table. The die starts in the orientation shown in the input image; the camera viewpoint stays fixed throughout (only the die moves). + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a real physical TIP-OVER ROLL: the die rotates 90° about the corresponding bottom edge, pivoting over that edge so a NEW face lands on the table. The die must actually TUMBLE / TOPPLE over its edge, it must NOT slide, glide, or translate flat across the table while keeping the same face down. After each tumble it advances exactly one tile-length in that direction and settles flat before the next roll. + +Roll sequence (4 steps, execute in this exact order): + step 1: roll forward + step 2: roll right + step 3: roll forward + step 4: roll forward + +There is exactly one die in the scene at all times. The die must NOT suddenly disappear, blink / flash in and out, teleport, or split into two dice at any point in the video. diff --git a/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv2_008.txt b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv2_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..a2883902733e25b46003eaa7e30eb98e7d9aaad4 --- /dev/null +++ b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv2_008.txt @@ -0,0 +1,18 @@ +Standard Western six-sided die layout (opposite faces sum to 7): the face opposite 1 is 6, opposite 2 is 5, opposite 3 is 4. + +Generate a video of a standard six-sided Western die rolling on a bare table. The die starts in the orientation shown in the input image; the camera viewpoint stays fixed throughout (only the die moves). + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a real physical TIP-OVER ROLL: the die rotates 90° about the corresponding bottom edge, pivoting over that edge so a NEW face lands on the table. The die must actually TUMBLE / TOPPLE over its edge, it must NOT slide, glide, or translate flat across the table while keeping the same face down. After each tumble it advances exactly one tile-length in that direction and settles flat before the next roll. + +Roll sequence (4 steps, execute in this exact order): + step 1: roll right + step 2: roll right + step 3: roll backward + step 4: roll backward + +There is exactly one die in the scene at all times. The die must NOT suddenly disappear, blink / flash in and out, teleport, or split into two dice at any point in the video. diff --git a/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv2_009.txt b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv2_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..ca1a9cceaa9303e596b7449765c0b040a7a93159 --- /dev/null +++ b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv2_009.txt @@ -0,0 +1,17 @@ +Standard Western six-sided die layout (opposite faces sum to 7): the face opposite 1 is 6, opposite 2 is 5, opposite 3 is 4. + +Generate a video of a standard six-sided Western die rolling on a bare table. The die starts in the orientation shown in the input image; the camera viewpoint stays fixed throughout (only the die moves). + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a real physical TIP-OVER ROLL: the die rotates 90° about the corresponding bottom edge, pivoting over that edge so a NEW face lands on the table. The die must actually TUMBLE / TOPPLE over its edge, it must NOT slide, glide, or translate flat across the table while keeping the same face down. After each tumble it advances exactly one tile-length in that direction and settles flat before the next roll. + +Roll sequence (3 steps, execute in this exact order): + step 1: roll right + step 2: roll backward + step 3: roll right + +There is exactly one die in the scene at all times. The die must NOT suddenly disappear, blink / flash in and out, teleport, or split into two dice at any point in the video. diff --git a/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv2_010.txt b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv2_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..823435440237ddb1acaf8d2fa3be5de105feea55 --- /dev/null +++ b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv2_010.txt @@ -0,0 +1,20 @@ +Standard Western six-sided die layout (opposite faces sum to 7): the face opposite 1 is 6, opposite 2 is 5, opposite 3 is 4. + +Generate a video of a standard six-sided Western die rolling on a bare table. The die starts in the orientation shown in the input image; the camera viewpoint stays fixed throughout (only the die moves). + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a real physical TIP-OVER ROLL: the die rotates 90° about the corresponding bottom edge, pivoting over that edge so a NEW face lands on the table. The die must actually TUMBLE / TOPPLE over its edge, it must NOT slide, glide, or translate flat across the table while keeping the same face down. After each tumble it advances exactly one tile-length in that direction and settles flat before the next roll. + +Roll sequence (6 steps, execute in this exact order): + step 1: roll right + step 2: roll right + step 3: roll backward + step 4: roll right + step 5: roll forward + step 6: roll right + +There is exactly one die in the scene at all times. The die must NOT suddenly disappear, blink / flash in and out, teleport, or split into two dice at any point in the video. diff --git a/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv3_001.txt b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv3_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..e49361f46366781a226db6ab6f0f569eb76523db --- /dev/null +++ b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv3_001.txt @@ -0,0 +1,15 @@ +Standard Western six-sided die layout (opposite faces sum to 7): the face opposite 1 is 6, opposite 2 is 5, opposite 3 is 4. + +Generate a video of a standard six-sided Western die rolling on a bare table. The die starts in the orientation shown in the input image; the camera viewpoint stays fixed throughout (only the die moves). + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a real physical TIP-OVER ROLL: the die rotates 90° about the corresponding bottom edge, pivoting over that edge so a NEW face lands on the table. The die must actually TUMBLE / TOPPLE over its edge, it must NOT slide, glide, or translate flat across the table while keeping the same face down. After each tumble it advances exactly one tile-length in that direction and settles flat before the next roll. + +Roll sequence (1 steps, execute in this exact order): + step 1: roll right + +There is exactly one die in the scene at all times. The die must NOT suddenly disappear, blink / flash in and out, teleport, or split into two dice at any point in the video. diff --git a/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv3_002.txt b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv3_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..24429fbf1ad95d2b75ff792658476d0b896cbbb0 --- /dev/null +++ b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv3_002.txt @@ -0,0 +1,18 @@ +Standard Western six-sided die layout (opposite faces sum to 7): the face opposite 1 is 6, opposite 2 is 5, opposite 3 is 4. + +Generate a video of a standard six-sided Western die rolling on a bare table. The die starts in the orientation shown in the input image; the camera viewpoint stays fixed throughout (only the die moves). + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a real physical TIP-OVER ROLL: the die rotates 90° about the corresponding bottom edge, pivoting over that edge so a NEW face lands on the table. The die must actually TUMBLE / TOPPLE over its edge, it must NOT slide, glide, or translate flat across the table while keeping the same face down. After each tumble it advances exactly one tile-length in that direction and settles flat before the next roll. + +Roll sequence (4 steps, execute in this exact order): + step 1: roll forward + step 2: roll right + step 3: roll right + step 4: roll backward + +There is exactly one die in the scene at all times. The die must NOT suddenly disappear, blink / flash in and out, teleport, or split into two dice at any point in the video. diff --git a/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv3_003.txt b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv3_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..1b93efab6ce31adcac274519902ce4606afbfd4e --- /dev/null +++ b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv3_003.txt @@ -0,0 +1,19 @@ +Standard Western six-sided die layout (opposite faces sum to 7): the face opposite 1 is 6, opposite 2 is 5, opposite 3 is 4. + +Generate a video of a standard six-sided Western die rolling on a bare table. The die starts in the orientation shown in the input image; the camera viewpoint stays fixed throughout (only the die moves). + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a real physical TIP-OVER ROLL: the die rotates 90° about the corresponding bottom edge, pivoting over that edge so a NEW face lands on the table. The die must actually TUMBLE / TOPPLE over its edge, it must NOT slide, glide, or translate flat across the table while keeping the same face down. After each tumble it advances exactly one tile-length in that direction and settles flat before the next roll. + +Roll sequence (5 steps, execute in this exact order): + step 1: roll right + step 2: roll right + step 3: roll right + step 4: roll right + step 5: roll right + +There is exactly one die in the scene at all times. The die must NOT suddenly disappear, blink / flash in and out, teleport, or split into two dice at any point in the video. diff --git a/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv3_004.txt b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv3_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..3c4012d1e724fcd7b0330811792d7cdb8e984a47 --- /dev/null +++ b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv3_004.txt @@ -0,0 +1,19 @@ +Standard Western six-sided die layout (opposite faces sum to 7): the face opposite 1 is 6, opposite 2 is 5, opposite 3 is 4. + +Generate a video of a standard six-sided Western die rolling on a bare table. The die starts in the orientation shown in the input image; the camera viewpoint stays fixed throughout (only the die moves). + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a real physical TIP-OVER ROLL: the die rotates 90° about the corresponding bottom edge, pivoting over that edge so a NEW face lands on the table. The die must actually TUMBLE / TOPPLE over its edge, it must NOT slide, glide, or translate flat across the table while keeping the same face down. After each tumble it advances exactly one tile-length in that direction and settles flat before the next roll. + +Roll sequence (5 steps, execute in this exact order): + step 1: roll right + step 2: roll backward + step 3: roll right + step 4: roll right + step 5: roll forward + +There is exactly one die in the scene at all times. The die must NOT suddenly disappear, blink / flash in and out, teleport, or split into two dice at any point in the video. diff --git a/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv3_005.txt b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv3_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..c39eb564cf5507d1f90963a66140dbfab282eb98 --- /dev/null +++ b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv3_005.txt @@ -0,0 +1,19 @@ +Standard Western six-sided die layout (opposite faces sum to 7): the face opposite 1 is 6, opposite 2 is 5, opposite 3 is 4. + +Generate a video of a standard six-sided Western die rolling on a bare table. The die starts in the orientation shown in the input image; the camera viewpoint stays fixed throughout (only the die moves). + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a real physical TIP-OVER ROLL: the die rotates 90° about the corresponding bottom edge, pivoting over that edge so a NEW face lands on the table. The die must actually TUMBLE / TOPPLE over its edge, it must NOT slide, glide, or translate flat across the table while keeping the same face down. After each tumble it advances exactly one tile-length in that direction and settles flat before the next roll. + +Roll sequence (5 steps, execute in this exact order): + step 1: roll forward + step 2: roll right + step 3: roll right + step 4: roll backward + step 5: roll left + +There is exactly one die in the scene at all times. The die must NOT suddenly disappear, blink / flash in and out, teleport, or split into two dice at any point in the video. diff --git a/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv3_006.txt b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv3_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..2bac8fe11344250f610cc53652169ed9d144ed86 --- /dev/null +++ b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv3_006.txt @@ -0,0 +1,20 @@ +Standard Western six-sided die layout (opposite faces sum to 7): the face opposite 1 is 6, opposite 2 is 5, opposite 3 is 4. + +Generate a video of a standard six-sided Western die rolling on a bare table. The die starts in the orientation shown in the input image; the camera viewpoint stays fixed throughout (only the die moves). + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a real physical TIP-OVER ROLL: the die rotates 90° about the corresponding bottom edge, pivoting over that edge so a NEW face lands on the table. The die must actually TUMBLE / TOPPLE over its edge, it must NOT slide, glide, or translate flat across the table while keeping the same face down. After each tumble it advances exactly one tile-length in that direction and settles flat before the next roll. + +Roll sequence (6 steps, execute in this exact order): + step 1: roll right + step 2: roll right + step 3: roll forward + step 4: roll right + step 5: roll backward + step 6: roll right + +There is exactly one die in the scene at all times. The die must NOT suddenly disappear, blink / flash in and out, teleport, or split into two dice at any point in the video. diff --git a/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv3_007.txt b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv3_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..dac4e694d6222f7665fb6926025068d2edb1773b --- /dev/null +++ b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv3_007.txt @@ -0,0 +1,19 @@ +Standard Western six-sided die layout (opposite faces sum to 7): the face opposite 1 is 6, opposite 2 is 5, opposite 3 is 4. + +Generate a video of a standard six-sided Western die rolling on a bare table. The die starts in the orientation shown in the input image; the camera viewpoint stays fixed throughout (only the die moves). + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a real physical TIP-OVER ROLL: the die rotates 90° about the corresponding bottom edge, pivoting over that edge so a NEW face lands on the table. The die must actually TUMBLE / TOPPLE over its edge, it must NOT slide, glide, or translate flat across the table while keeping the same face down. After each tumble it advances exactly one tile-length in that direction and settles flat before the next roll. + +Roll sequence (5 steps, execute in this exact order): + step 1: roll right + step 2: roll backward + step 3: roll right + step 4: roll backward + step 5: roll right + +There is exactly one die in the scene at all times. The die must NOT suddenly disappear, blink / flash in and out, teleport, or split into two dice at any point in the video. diff --git a/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv3_008.txt b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv3_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..419e01342cde102ddb0fffe67e1a21dd424e5289 --- /dev/null +++ b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv3_008.txt @@ -0,0 +1,19 @@ +Standard Western six-sided die layout (opposite faces sum to 7): the face opposite 1 is 6, opposite 2 is 5, opposite 3 is 4. + +Generate a video of a standard six-sided Western die rolling on a bare table. The die starts in the orientation shown in the input image; the camera viewpoint stays fixed throughout (only the die moves). + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a real physical TIP-OVER ROLL: the die rotates 90° about the corresponding bottom edge, pivoting over that edge so a NEW face lands on the table. The die must actually TUMBLE / TOPPLE over its edge, it must NOT slide, glide, or translate flat across the table while keeping the same face down. After each tumble it advances exactly one tile-length in that direction and settles flat before the next roll. + +Roll sequence (5 steps, execute in this exact order): + step 1: roll right + step 2: roll right + step 3: roll right + step 4: roll backward + step 5: roll right + +There is exactly one die in the scene at all times. The die must NOT suddenly disappear, blink / flash in and out, teleport, or split into two dice at any point in the video. diff --git a/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv3_009.txt b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv3_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..3747769b0ccd771a61cbe03e0708aa3c2a45369d --- /dev/null +++ b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv3_009.txt @@ -0,0 +1,20 @@ +Standard Western six-sided die layout (opposite faces sum to 7): the face opposite 1 is 6, opposite 2 is 5, opposite 3 is 4. + +Generate a video of a standard six-sided Western die rolling on a bare table. The die starts in the orientation shown in the input image; the camera viewpoint stays fixed throughout (only the die moves). + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a real physical TIP-OVER ROLL: the die rotates 90° about the corresponding bottom edge, pivoting over that edge so a NEW face lands on the table. The die must actually TUMBLE / TOPPLE over its edge, it must NOT slide, glide, or translate flat across the table while keeping the same face down. After each tumble it advances exactly one tile-length in that direction and settles flat before the next roll. + +Roll sequence (6 steps, execute in this exact order): + step 1: roll forward + step 2: roll right + step 3: roll backward + step 4: roll left + step 5: roll forward + step 6: roll right + +There is exactly one die in the scene at all times. The die must NOT suddenly disappear, blink / flash in and out, teleport, or split into two dice at any point in the video. diff --git a/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv3_010.txt b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv3_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..4fd9a5f488c43d5a892ec4e4aac72067aa53db97 --- /dev/null +++ b/bench_data/rolling_dice/prompt/video_gen_prompt/rolling_dice_lv3_010.txt @@ -0,0 +1,20 @@ +Standard Western six-sided die layout (opposite faces sum to 7): the face opposite 1 is 6, opposite 2 is 5, opposite 3 is 4. + +Generate a video of a standard six-sided Western die rolling on a bare table. The die starts in the orientation shown in the input image; the camera viewpoint stays fixed throughout (only the die moves). + +Direction conventions (from the camera's viewpoint): + - "forward" = the die tips toward the camera (its front side flattens onto the table). + - "backward" = the die tips away from the camera. + - "right" = the die tips toward the camera's right. + - "left" = the die tips toward the camera's left. +Each step is a real physical TIP-OVER ROLL: the die rotates 90° about the corresponding bottom edge, pivoting over that edge so a NEW face lands on the table. The die must actually TUMBLE / TOPPLE over its edge, it must NOT slide, glide, or translate flat across the table while keeping the same face down. After each tumble it advances exactly one tile-length in that direction and settles flat before the next roll. + +Roll sequence (6 steps, execute in this exact order): + step 1: roll forward + step 2: roll right + step 3: roll right + step 4: roll right + step 5: roll right + step 6: roll right + +There is exactly one die in the scene at all times. The die must NOT suddenly disappear, blink / flash in and out, teleport, or split into two dice at any point in the video. diff --git a/bench_data/rope_untangle/input_image/lv1/rope_untangle_lv1_001.png b/bench_data/rope_untangle/input_image/lv1/rope_untangle_lv1_001.png new file mode 100644 index 0000000000000000000000000000000000000000..631ccf637f554f043f2f1fab87f39cb8d0744cf9 --- /dev/null +++ b/bench_data/rope_untangle/input_image/lv1/rope_untangle_lv1_001.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:679e33a5b4432ddde428c2baed2f7d89ed180705847f91e3351bbf5595a3b9fc +size 2405310 diff --git a/bench_data/rope_untangle/input_image/lv1/rope_untangle_lv1_002.png b/bench_data/rope_untangle/input_image/lv1/rope_untangle_lv1_002.png new file mode 100644 index 0000000000000000000000000000000000000000..559e9e78fbf29b1b96a4d5f8a8966aee6fc171a3 --- /dev/null +++ b/bench_data/rope_untangle/input_image/lv1/rope_untangle_lv1_002.png @@ -0,0 +1,3 @@ +version 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elements. As a rule of thumb, if the procedure is carried out step by step but the final answer is simply wrong, give 1 (not 0). Reserve 0 for: the procedure is not attempted at all, or the output breaks / deviates drastically from the input (see OVERRIDE). + +0: Cables stay tangled with essentially no progress, still entangled at the end. +1: Some crossings are removed and the cables are partly separated, but crossings remain between them. +2: The cables end laid out separately, each a roughly straight line with zero (or near-zero, ~1) remaining crossings. diff --git a/bench_data/rope_untangle/judge_spec/_judge_rubric_rope_untangle.json b/bench_data/rope_untangle/judge_spec/_judge_rubric_rope_untangle.json new file mode 100644 index 0000000000000000000000000000000000000000..3e8d0d4ea7bf4f3e17c4388dfcdcb42e5dd40bf5 --- /dev/null +++ b/bench_data/rope_untangle/judge_spec/_judge_rubric_rope_untangle.json @@ -0,0 +1,13 @@ +[ + { + "id": "rope_untangle", + "rubric": [ + "Overall task: starting from the tangled cables in the input, two human hands fully untangle them so that by the end each cable lies in its own region as a single roughly-straight line with zero crossings, no part of one cable passes over, under, or through another.", + "The set of cables matches the input exactly, same count, same individual colors. No cable added, removed, replaced, recolored, cut, spliced, or merged.", + "Each cable is a single connected strand from one end-connector to the other in every frame; never breaks, forks, or disappears mid-cable.", + "The cables never pass through each other. Each crossing is resolved by lifting one cable up and over the other with visible 3D motion. Loops shrink and open as cables slide free; they do not just vanish.", + "Each cable keeps its original two end-connectors unchanged in shape, color, and count.", + "The untangling plays out as continuous gradual motion (lifting, pulling, sliding), not a teleport or hard cut from tangled to separated." + ] + } +] diff --git a/bench_data/rope_untangle/prompt/video_gen_prompt/rope_untangle.txt b/bench_data/rope_untangle/prompt/video_gen_prompt/rope_untangle.txt new file mode 100644 index 0000000000000000000000000000000000000000..4077076c8b7e1c9e4b17fcab6c10b02de4a703ed --- /dev/null +++ b/bench_data/rope_untangle/prompt/video_gen_prompt/rope_untangle.txt @@ -0,0 +1,10 @@ +Create a smooth video in which two human hands fully untangle the cables in the input image and lay them out side by side on the floor. By the end every cable lies in its own region as a single roughly-straight line with zero crossings, no part of one cable passes over, under, or through another. The two hands enter from the sides and cooperate: they grip an end or mid-section, lift just enough to slip out of another cable's loop, and pull the cable free, alternating which cable they hold. The whole untangling plays out step by step at a deliberately unhurried real-world pace, no sudden cut from tangled to separated, no time-lapse, jittery, or jerky motion. + +Notes: +1. Identity preserved: same cable count, same individual colors, and same connectors (USB-A + a device-side plug) as in the input. No cable is added, removed, replaced, recolored, cut, spliced, or merged; each cable's length stays roughly constant; both connectors remain the same endpoints. +2. Cables stay perfectly continuous, never breaking, forking, or disappearing mid-cable. +3. Crossings are resolved by lifting one cable up and over the other (visible 3D motion), never by phasing through. Loops shrink and open as cables slide free; they do not just vanish. +4. 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image, unrelated new elements suddenly appear, or the scene differs wholesale from the input, score 0, regardless of any apparent task progress. +GUIDING PRINCIPLE: generated video is uncontrollable and may sprout odd elements. As a rule of thumb, if the procedure is carried out step by step but the final answer is simply wrong, give 1 (not 0). Reserve 0 for: the procedure is not attempted at all, or the output breaks / deviates drastically from the input (see OVERRIDE). + +0: The solid does not separate, or it deforms / jiggles / melts (wrong material), or splits along the wrong place. +1: Separation begins along the dashed seam but the two pieces are not fully separated / the cut piece does not settle on the table; OR the solid does fully separate into two but the shapes of the two resulting pieces are wrong (do not match the two pieces shown in the GT). +2: The solid separates cleanly into two along the dashed seam AND the shapes of the two resulting pieces match those shown in the GT, with the cut-off piece coming to rest on the tabletop beside the base. A slightly imperfect seam is fine; if the two pieces are merely separated but their shapes differ from the GT, that is 1, not 2. diff --git a/bench_data/section_3d_figure/judge_spec/_judge_rubric_section_3d_figure.json b/bench_data/section_3d_figure/judge_spec/_judge_rubric_section_3d_figure.json new file mode 100644 index 0000000000000000000000000000000000000000..079f4b7c75c6dc67d6cc72f56d75521740d60f42 --- /dev/null +++ b/bench_data/section_3d_figure/judge_spec/_judge_rubric_section_3d_figure.json @@ -0,0 +1,13 @@ +[ + { + "id": "section_3d_figure_001", + "rubric": [ + "Overall task: the translucent solid in the input separates by itself into two pieces along the dashed polygon, treating the dashes as a pre-existing internal seam, with the cut-off piece detaching cleanly under gravity and coming to rest beside the larger base. The final cross-section silhouette must match the GT image.", + "Separation follows the dashed polygon EXACTLY: the cut path runs along the dashed loop (not along a different edge or face), and the cross-section face on each piece is a flat polygon whose silhouette matches the GT cross-section in both shape and number of sides.", + "The solid stays rigid: it does not sag, melt, ooze, or deform.", + "Geometry outside the cut is preserved: faces, edges, and vertices not adjacent to the cut are identical between input and output.", + "Clean separation: only one cut occurs, exactly the dashed polygon. No second crack, chip, or extra split. No sparks, dust, smoke, shattering, gooey strings, or sticky residue.", + "Continuous, physically plausible motion: the cut-off piece lifts / tips / slides along the seam, fully separates, travels a short distance, and settles. No teleporting, jump cuts, or duplicated pieces." + ] + } +] diff --git a/bench_data/section_3d_figure/prompt/image_gen_prompt/section_3d_figure.txt b/bench_data/section_3d_figure/prompt/image_gen_prompt/section_3d_figure.txt new file mode 100644 index 0000000000000000000000000000000000000000..0c74f184a6374582d3767b0484b575e5c80d093b --- /dev/null +++ b/bench_data/section_3d_figure/prompt/image_gen_prompt/section_3d_figure.txt @@ -0,0 +1,8 @@ +Generate a single image of the translucent solid from the input after it has been split along its dashed cross-section into exactly two pieces, with the two pieces separated and placed apart on the table with a small visible gap between them. + +Notes: +1. Both pieces rest stably on the table on a real (uncut) face, never balanced on an edge, vertex, or the cut face. +2. On BOTH pieces the freshly-exposed cross-section face is colored pale / light red (淡红色), and is a flat polygon with the same number of sides as the dashed loop in the input. Neither cut face may be left uncolored. +3. The dashed loop itself is gone in the output (it was just a guide for where to cut). +4. No knife, hand, or any other tool/object appears in the scene. +5. Table, background, lighting, and camera identical to the input. No glitches or artifacts. diff --git a/bench_data/section_3d_figure/prompt/video_gen_prompt/section_3d_figure.txt b/bench_data/section_3d_figure/prompt/video_gen_prompt/section_3d_figure.txt new file mode 100644 index 0000000000000000000000000000000000000000..15bfa64482710ddb325e38e490dea33fc00aa96d --- /dev/null +++ b/bench_data/section_3d_figure/prompt/video_gen_prompt/section_3d_figure.txt @@ -0,0 +1,8 @@ +Create a smooth video where the translucent solid in the input separates by itself into two pieces along the dashed polygon, treat the dashes as a pre-existing internal seam (no knife, hand, or tool). The cut-off piece (the smaller part, on the side of the dashes away from the table) lifts, tips, or slides cleanly along the seam under gravity and comes to rest on the tabletop beside the larger base. + +Notes: +1. Material: rigid translucent solid (like clear glycerin soap or hard candy). NOT jelly, silicone, or rubber, no jiggle, sag, melt, ooze, or deformation. Every flat face stays flat, every edge sharp, every vertex crisp. +2. Separation follows EXACTLY the dashed polygon; the cut-off piece releases as a single rigid chunk. The newly exposed faces match the polygon silhouette, are smooth and slightly glossy, and look like ordinary internal faces of the same material. No sparks, dust, smoke, shattering, gooey strings, or residue. +3. Use exactly the geometry of the input, same solid, same dashed polygon, same camera. The dashes (and any red fill hinting at the seam) disappear by full separation; the exposed faces are NOT recolored or highlighted. +4. 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essentially reached, minor imperfections allowed) still counts as 2. +OVERRIDE (applies to every task): if the output changes drastically from the input image, unrelated new elements suddenly appear, or the scene differs wholesale from the input, score 0, regardless of any apparent task progress. +GUIDING PRINCIPLE: generated video is uncontrollable and may sprout odd elements. As a rule of thumb, if the procedure is carried out step by step but the final answer is simply wrong, give 1 (not 0). Reserve 0 for: the procedure is not attempted at all, or the output breaks / deviates drastically from the input (see OVERRIDE). + +0: Tiles don't slide, or are rotated / flipped, or the artwork morphs, or tiles move randomly. +1: Some tiles slide into correct positions and the picture is partially assembled, but it stays clearly incomplete. +2: Tiles slide into place forming one coherent picture with exactly one empty cell. One tile out of place is fine if the image is essentially complete. diff --git a/bench_data/sliding_puzzle/judge_spec/_judge_rubric_sliding_puzzle.json b/bench_data/sliding_puzzle/judge_spec/_judge_rubric_sliding_puzzle.json new file mode 100644 index 0000000000000000000000000000000000000000..8aaf5280b21b09a1be2eabeee832df1d0657a316 --- /dev/null +++ b/bench_data/sliding_puzzle/judge_spec/_judge_rubric_sliding_puzzle.json @@ -0,0 +1,14 @@ +[ + { + "id": "sliding_puzzle_001", + "rubric": [ + "Overall task: starting from the scrambled sliding puzzle in the input, tiles slide one step at a time (only horizontally or vertically into the adjacent empty cell) until every non-blank tile sits where its artwork seamlessly continues the surrounding scene; the final assembled image must match the reference thumbnail shown alongside the puzzle, with exactly one cell remaining empty.", + "Every input tile appears exactly once. No tile added, removed, redrawn, regenerated, duplicated, or has its artwork altered. Tile artwork is FROZEN to the pixels at t=0, as a tile slides, its picture translates rigidly with it but never gains, loses, or alters any pictorial element.", + "Tiles never suddenly appear or disappear. A tile is visible in every frame (either resting in a cell or mid-slide); it never blinks out, fades, or pops into existence.", + "No tile is rotated or flipped relative to the input; tiles slide only horizontally or vertically into the adjacent empty cell, no diagonal moves, no jumping over tiles, no tile leaves the frame.", + "At most one tile is in motion at any moment.", + "Tiles slide gradually one step at a time, no teleport or hard cut from scrambled to solved.", + "The small reference thumbnail (alongside the puzzle, typically upper-left) stays perfectly stationary throughout, never moved, rotated, scaled, lifted, or occluded." + ] + } +] diff --git a/bench_data/sliding_puzzle/prompt/video_gen_prompt/sliding_puzzle.txt b/bench_data/sliding_puzzle/prompt/video_gen_prompt/sliding_puzzle.txt new file mode 100644 index 0000000000000000000000000000000000000000..2b8006491ca99741b0d4a222ab6a0b8bff9242a4 --- /dev/null +++ b/bench_data/sliding_puzzle/prompt/video_gen_prompt/sliding_puzzle.txt @@ -0,0 +1,11 @@ +Create a smooth video showing the tiles in the sliding puzzle from the input gradually sliding into their correct positions, ending with one continuous picture in the final frame and exactly one cell still empty. + +Notes: +1. Use exactly the same tiles as in the input, no tiles added, removed, or altered in artwork or shape. Tiles must not be rotated or flipped. The artwork on each tile is FROZEN to the pixels at t=0: as a tile slides, its picture translates rigidly with it but never gains, loses, or alters any pictorial element. If a tile shows a black tablet at t=0, that exact tablet stays on that tile forever. +2. No new pictorial element may be hallucinated into any cell to "complete" the picture. Even if the reference image alongside the puzzle contains an object (e.g., a coffee cup, a phone, a plant), that object only appears inside the puzzle if it was already on a tile at t=0. Do not invent objects in empty cells or on tiles mid-motion. +3. Tiles slide ONLY horizontally or vertically, into the adjacent empty cell. No diagonal motion, no jumping over other tiles, no tile leaving the frame. +4. Only one tile is in motion at any given moment; the empty slot moves around the grid as adjacent tiles slide into it. +5. After all moves, every non-blank tile is at the position where its artwork seamlessly continues the surrounding scene; tile edges align with no visible discontinuity beyond the gap between tiles. Exactly one cell remains empty (showing the puzzle frame's bottom). +6. Continuous, gradual motion of tiles sliding one step at a time, not a sudden jump from scrambled to assembled, and not a teleport. + +Scene & camera: frame, tile size, gap, background, lighting, and viewing angle stay fixed. No new objects, characters, backgrounds, text, or numbers may appear anywhere, including inside cells. Tile artwork must not change while it moves. Pace adapts so the full assembly completes smoothly within the runtime. 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0000000000000000000000000000000000000000..4d9f476ad3bf9a7c0918e32a565d9bc7f0ff62f2 --- /dev/null +++ b/bench_data/sorting/input_image/lv3/sorting_lv3_009.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:358db30f4f0b49b01f92a0528f4b2ea28bc25c0a27b9121d0b0a09bb72c310fc +size 2828072 diff --git a/bench_data/sorting/input_image/lv3/sorting_lv3_010.png b/bench_data/sorting/input_image/lv3/sorting_lv3_010.png new file mode 100644 index 0000000000000000000000000000000000000000..71992338b1876a10db10948bd34bd9f084a2c090 --- /dev/null +++ b/bench_data/sorting/input_image/lv3/sorting_lv3_010.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:1155f192bc3728755071e1cbabf1fdcc23c90af232d6d601d0e0c8d8442434c2 +size 2641565 diff --git a/bench_data/sorting/judge_spec/_completeness_judge.txt b/bench_data/sorting/judge_spec/_completeness_judge.txt new file mode 100644 index 0000000000000000000000000000000000000000..ba96f291ef9eb2defb65129712b646b1871628d8 --- /dev/null +++ b/bench_data/sorting/judge_spec/_completeness_judge.txt @@ -0,0 +1,8 @@ +Completeness scoring, three tiers (0 / 1 / 2), by how far the goal was carried out. +Tier 2 does NOT require flawless / perfect execution: near-complete (goal essentially reached, minor imperfections allowed) still counts as 2. +OVERRIDE (applies to every task): if the output changes drastically from the input image, unrelated new elements suddenly appear, or the scene differs wholesale from the input, score 0, regardless of any apparent task progress. +GUIDING PRINCIPLE: generated video is uncontrollable and may sprout odd elements. As a rule of thumb, if the procedure is carried out step by step but the final answer is simply wrong, give 1 (not 0). Reserve 0 for: the procedure is not attempted at all, or the output breaks / deviates drastically from the input (see OVERRIDE). + +0: Pieces are not moved into the cells / not attempted, or the scene deviates drastically from the input. +1: Pieces are placed into the cells (procedure carried out) but the order does not follow colour darkness. +2: Pieces end arranged in the cells in correct darkness order (darkest to lightest). One adjacent swap is tolerable. diff --git a/bench_data/sorting/judge_spec/_judge_rubric_sorting.json b/bench_data/sorting/judge_spec/_judge_rubric_sorting.json new file mode 100644 index 0000000000000000000000000000000000000000..07916cac471643a1ea5c8a5373d74b83784fc723 --- /dev/null +++ b/bench_data/sorting/judge_spec/_judge_rubric_sorting.json @@ -0,0 +1,14 @@ +[ + { + "id": "sorting_001", + "rubric": [ + "Overall task: starting from the input (a row of pieces above a row of empty dashed cells), human hand(s) picks up each piece in turn and places it into a cell, sorted left-to-right by the instance-specified rank attribute (darkness, size, etc.); by the end the upper row is empty and every cell holds its correctly-ranked piece.", + "Piece identity preserved at EVERY moment (including mid-air): each piece keeps its exact color, shape, and size from the input from pickup through release. No piece is added, removed, recolored, resized, duplicated, or made to suddenly appear or disappear at any point.", + "The dashed circular cell outlines in the lower half of the scene (the target slots where pieces are placed) stay in their original positions, sizes, and dashed-outline appearance throughout, they never move, deform, change colour, swap shapes, get filled in as solid, or get replaced by anything else.", + "Only one piece is in motion at a time: each piece is picked up, transported, placed, and released before the next piece starts; once a piece settles in a cell it stays put.", + "Each placement is a continuous natural reach-grasp-lift-carry-lower-release motion, no teleporting, no fading, no flying pieces.", + "Vacated upper-row spots stay empty; no new pieces appear in the upper row.", + "FINAL-FRAME ONLY (applies only to batches whose sampled frames include the END of the video; any batch whose frames stop before the end MUST skip this item and report n_violations=0 with evidence 'batch does not cover final frames'): by the last frame of the video, every dashed circular cell in the lower half is filled with its correctly-sorted piece. Count ONE violation per cell that is still visibly EMPTY (dashed outline showing with no piece resting in / on it) at the final frame." + ] + } +] \ No newline at end of file diff --git a/bench_data/sorting/prompt/image_gen_prompt/sorting_lv1_001.txt b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv1_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..85e742ab63585ec54b2904228eb3e03b97734c3f --- /dev/null +++ b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv1_001.txt @@ -0,0 +1,8 @@ +Generate a single top-down image showing the FINAL state of the sorting tray from the input, with every piece moved out of the upper row and placed into the lower-row cells, sorted left-to-right by color darkness, darkest piece in the leftmost cell, progressively lighter, lightest in the rightmost. + +Notes: +1. Use exactly the pieces from the input, no additions, removals, or changes to color, shape, size, or material. +2. The lower cell row is unchanged, same number of cells, same positions, same flat dashed-outline appearance, except each cell now holds exactly one piece in the correct sorted order. +3. The upper row is empty in the output (every piece has moved into a cell). +4. Each piece's destination is determined ENTIRELY by its darkness rank, NOT by its original upper-row position. +5. No hands, tools, arms, or external objects appear. Background, lighting, table, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/sorting/prompt/image_gen_prompt/sorting_lv1_002.txt b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv1_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..85e742ab63585ec54b2904228eb3e03b97734c3f --- /dev/null +++ b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv1_002.txt @@ -0,0 +1,8 @@ +Generate a single top-down image showing the FINAL state of the sorting tray from the input, with every piece moved out of the upper row and placed into the lower-row cells, sorted left-to-right by color darkness, darkest piece in the leftmost cell, progressively lighter, lightest in the rightmost. + +Notes: +1. Use exactly the pieces from the input, no additions, removals, or changes to color, shape, size, or material. +2. The lower cell row is unchanged, same number of cells, same positions, same flat dashed-outline appearance, except each cell now holds exactly one piece in the correct sorted order. +3. The upper row is empty in the output (every piece has moved into a cell). +4. Each piece's destination is determined ENTIRELY by its darkness rank, NOT by its original upper-row position. +5. No hands, tools, arms, or external objects appear. Background, lighting, table, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/sorting/prompt/image_gen_prompt/sorting_lv1_003.txt b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv1_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..85e742ab63585ec54b2904228eb3e03b97734c3f --- /dev/null +++ b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv1_003.txt @@ -0,0 +1,8 @@ +Generate a single top-down image showing the FINAL state of the sorting tray from the input, with every piece moved out of the upper row and placed into the lower-row cells, sorted left-to-right by color darkness, darkest piece in the leftmost cell, progressively lighter, lightest in the rightmost. + +Notes: +1. Use exactly the pieces from the input, no additions, removals, or changes to color, shape, size, or material. +2. The lower cell row is unchanged, same number of cells, same positions, same flat dashed-outline appearance, except each cell now holds exactly one piece in the correct sorted order. +3. The upper row is empty in the output (every piece has moved into a cell). +4. Each piece's destination is determined ENTIRELY by its darkness rank, NOT by its original upper-row position. +5. No hands, tools, arms, or external objects appear. Background, lighting, table, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/sorting/prompt/image_gen_prompt/sorting_lv1_004.txt b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv1_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..85e742ab63585ec54b2904228eb3e03b97734c3f --- /dev/null +++ b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv1_004.txt @@ -0,0 +1,8 @@ +Generate a single top-down image showing the FINAL state of the sorting tray from the input, with every piece moved out of the upper row and placed into the lower-row cells, sorted left-to-right by color darkness, darkest piece in the leftmost cell, progressively lighter, lightest in the rightmost. + +Notes: +1. Use exactly the pieces from the input, no additions, removals, or changes to color, shape, size, or material. +2. The lower cell row is unchanged, same number of cells, same positions, same flat dashed-outline appearance, except each cell now holds exactly one piece in the correct sorted order. +3. The upper row is empty in the output (every piece has moved into a cell). +4. Each piece's destination is determined ENTIRELY by its darkness rank, NOT by its original upper-row position. +5. No hands, tools, arms, or external objects appear. Background, lighting, table, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/sorting/prompt/image_gen_prompt/sorting_lv1_005.txt b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv1_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..85e742ab63585ec54b2904228eb3e03b97734c3f --- /dev/null +++ b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv1_005.txt @@ -0,0 +1,8 @@ +Generate a single top-down image showing the FINAL state of the sorting tray from the input, with every piece moved out of the upper row and placed into the lower-row cells, sorted left-to-right by color darkness, darkest piece in the leftmost cell, progressively lighter, lightest in the rightmost. + +Notes: +1. Use exactly the pieces from the input, no additions, removals, or changes to color, shape, size, or material. +2. The lower cell row is unchanged, same number of cells, same positions, same flat dashed-outline appearance, except each cell now holds exactly one piece in the correct sorted order. +3. The upper row is empty in the output (every piece has moved into a cell). +4. Each piece's destination is determined ENTIRELY by its darkness rank, NOT by its original upper-row position. +5. No hands, tools, arms, or external objects appear. Background, lighting, table, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/sorting/prompt/image_gen_prompt/sorting_lv1_006.txt b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv1_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..308ef572e3bee524fb50161c9ac38aed52e063c7 --- /dev/null +++ b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv1_006.txt @@ -0,0 +1,8 @@ +Generate a single top-down image showing the FINAL state of the sorting tray from the input, with every piece moved out of the upper row and placed into the lower-row cells, sorted left-to-right by size, largest piece in the leftmost cell, progressively smaller, smallest in the rightmost. + +Notes: +1. Use exactly the pieces from the input, no additions, removals, or changes to color, shape, size, or material. +2. The lower cell row is unchanged, same number of cells, same positions, same flat dashed-outline appearance, except each cell now holds exactly one piece in the correct sorted order. +3. The upper row is empty in the output (every piece has moved into a cell). +4. Each piece's destination is determined ENTIRELY by its size rank, NOT by its original upper-row position. +5. No hands, tools, arms, or external objects appear. Background, lighting, table, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/sorting/prompt/image_gen_prompt/sorting_lv1_007.txt b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv1_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..308ef572e3bee524fb50161c9ac38aed52e063c7 --- /dev/null +++ b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv1_007.txt @@ -0,0 +1,8 @@ +Generate a single top-down image showing the FINAL state of the sorting tray from the input, with every piece moved out of the upper row and placed into the lower-row cells, sorted left-to-right by size, largest piece in the leftmost cell, progressively smaller, smallest in the rightmost. + +Notes: +1. Use exactly the pieces from the input, no additions, removals, or changes to color, shape, size, or material. +2. The lower cell row is unchanged, same number of cells, same positions, same flat dashed-outline appearance, except each cell now holds exactly one piece in the correct sorted order. +3. The upper row is empty in the output (every piece has moved into a cell). +4. Each piece's destination is determined ENTIRELY by its size rank, NOT by its original upper-row position. +5. No hands, tools, arms, or external objects appear. Background, lighting, table, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/sorting/prompt/image_gen_prompt/sorting_lv1_008.txt b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv1_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..308ef572e3bee524fb50161c9ac38aed52e063c7 --- /dev/null +++ b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv1_008.txt @@ -0,0 +1,8 @@ +Generate a single top-down image showing the FINAL state of the sorting tray from the input, with every piece moved out of the upper row and placed into the lower-row cells, sorted left-to-right by size, largest piece in the leftmost cell, progressively smaller, smallest in the rightmost. + +Notes: +1. Use exactly the pieces from the input, no additions, removals, or changes to color, shape, size, or material. +2. The lower cell row is unchanged, same number of cells, same positions, same flat dashed-outline appearance, except each cell now holds exactly one piece in the correct sorted order. +3. The upper row is empty in the output (every piece has moved into a cell). +4. Each piece's destination is determined ENTIRELY by its size rank, NOT by its original upper-row position. +5. No hands, tools, arms, or external objects appear. Background, lighting, table, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/sorting/prompt/image_gen_prompt/sorting_lv1_009.txt b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv1_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..308ef572e3bee524fb50161c9ac38aed52e063c7 --- /dev/null +++ b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv1_009.txt @@ -0,0 +1,8 @@ +Generate a single top-down image showing the FINAL state of the sorting tray from the input, with every piece moved out of the upper row and placed into the lower-row cells, sorted left-to-right by size, largest piece in the leftmost cell, progressively smaller, smallest in the rightmost. + +Notes: +1. Use exactly the pieces from the input, no additions, removals, or changes to color, shape, size, or material. +2. The lower cell row is unchanged, same number of cells, same positions, same flat dashed-outline appearance, except each cell now holds exactly one piece in the correct sorted order. +3. The upper row is empty in the output (every piece has moved into a cell). +4. Each piece's destination is determined ENTIRELY by its size rank, NOT by its original upper-row position. +5. No hands, tools, arms, or external objects appear. Background, lighting, table, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/sorting/prompt/image_gen_prompt/sorting_lv1_010.txt b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv1_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..308ef572e3bee524fb50161c9ac38aed52e063c7 --- /dev/null +++ b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv1_010.txt @@ -0,0 +1,8 @@ +Generate a single top-down image showing the FINAL state of the sorting tray from the input, with every piece moved out of the upper row and placed into the lower-row cells, sorted left-to-right by size, largest piece in the leftmost cell, progressively smaller, smallest in the rightmost. + +Notes: +1. Use exactly the pieces from the input, no additions, removals, or changes to color, shape, size, or material. +2. The lower cell row is unchanged, same number of cells, same positions, same flat dashed-outline appearance, except each cell now holds exactly one piece in the correct sorted order. +3. The upper row is empty in the output (every piece has moved into a cell). +4. Each piece's destination is determined ENTIRELY by its size rank, NOT by its original upper-row position. +5. No hands, tools, arms, or external objects appear. Background, lighting, table, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/sorting/prompt/image_gen_prompt/sorting_lv2_001.txt b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv2_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..85e742ab63585ec54b2904228eb3e03b97734c3f --- /dev/null +++ b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv2_001.txt @@ -0,0 +1,8 @@ +Generate a single top-down image showing the FINAL state of the sorting tray from the input, with every piece moved out of the upper row and placed into the lower-row cells, sorted left-to-right by color darkness, darkest piece in the leftmost cell, progressively lighter, lightest in the rightmost. + +Notes: +1. Use exactly the pieces from the input, no additions, removals, or changes to color, shape, size, or material. +2. The lower cell row is unchanged, same number of cells, same positions, same flat dashed-outline appearance, except each cell now holds exactly one piece in the correct sorted order. +3. The upper row is empty in the output (every piece has moved into a cell). +4. Each piece's destination is determined ENTIRELY by its darkness rank, NOT by its original upper-row position. +5. No hands, tools, arms, or external objects appear. Background, lighting, table, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/sorting/prompt/image_gen_prompt/sorting_lv2_002.txt b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv2_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..85e742ab63585ec54b2904228eb3e03b97734c3f --- /dev/null +++ b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv2_002.txt @@ -0,0 +1,8 @@ +Generate a single top-down image showing the FINAL state of the sorting tray from the input, with every piece moved out of the upper row and placed into the lower-row cells, sorted left-to-right by color darkness, darkest piece in the leftmost cell, progressively lighter, lightest in the rightmost. + +Notes: +1. Use exactly the pieces from the input, no additions, removals, or changes to color, shape, size, or material. +2. The lower cell row is unchanged, same number of cells, same positions, same flat dashed-outline appearance, except each cell now holds exactly one piece in the correct sorted order. +3. The upper row is empty in the output (every piece has moved into a cell). +4. Each piece's destination is determined ENTIRELY by its darkness rank, NOT by its original upper-row position. +5. No hands, tools, arms, or external objects appear. Background, lighting, table, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/sorting/prompt/image_gen_prompt/sorting_lv2_003.txt b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv2_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..85e742ab63585ec54b2904228eb3e03b97734c3f --- /dev/null +++ b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv2_003.txt @@ -0,0 +1,8 @@ +Generate a single top-down image showing the FINAL state of the sorting tray from the input, with every piece moved out of the upper row and placed into the lower-row cells, sorted left-to-right by color darkness, darkest piece in the leftmost cell, progressively lighter, lightest in the rightmost. + +Notes: +1. Use exactly the pieces from the input, no additions, removals, or changes to color, shape, size, or material. +2. The lower cell row is unchanged, same number of cells, same positions, same flat dashed-outline appearance, except each cell now holds exactly one piece in the correct sorted order. +3. The upper row is empty in the output (every piece has moved into a cell). +4. Each piece's destination is determined ENTIRELY by its darkness rank, NOT by its original upper-row position. +5. No hands, tools, arms, or external objects appear. Background, lighting, table, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/sorting/prompt/image_gen_prompt/sorting_lv2_004.txt b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv2_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..85e742ab63585ec54b2904228eb3e03b97734c3f --- /dev/null +++ b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv2_004.txt @@ -0,0 +1,8 @@ +Generate a single top-down image showing the FINAL state of the sorting tray from the input, with every piece moved out of the upper row and placed into the lower-row cells, sorted left-to-right by color darkness, darkest piece in the leftmost cell, progressively lighter, lightest in the rightmost. + +Notes: +1. Use exactly the pieces from the input, no additions, removals, or changes to color, shape, size, or material. +2. The lower cell row is unchanged, same number of cells, same positions, same flat dashed-outline appearance, except each cell now holds exactly one piece in the correct sorted order. +3. The upper row is empty in the output (every piece has moved into a cell). +4. Each piece's destination is determined ENTIRELY by its darkness rank, NOT by its original upper-row position. +5. No hands, tools, arms, or external objects appear. Background, lighting, table, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/sorting/prompt/image_gen_prompt/sorting_lv2_005.txt b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv2_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..85e742ab63585ec54b2904228eb3e03b97734c3f --- /dev/null +++ b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv2_005.txt @@ -0,0 +1,8 @@ +Generate a single top-down image showing the FINAL state of the sorting tray from the input, with every piece moved out of the upper row and placed into the lower-row cells, sorted left-to-right by color darkness, darkest piece in the leftmost cell, progressively lighter, lightest in the rightmost. + +Notes: +1. Use exactly the pieces from the input, no additions, removals, or changes to color, shape, size, or material. +2. The lower cell row is unchanged, same number of cells, same positions, same flat dashed-outline appearance, except each cell now holds exactly one piece in the correct sorted order. +3. The upper row is empty in the output (every piece has moved into a cell). +4. Each piece's destination is determined ENTIRELY by its darkness rank, NOT by its original upper-row position. +5. No hands, tools, arms, or external objects appear. Background, lighting, table, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/sorting/prompt/image_gen_prompt/sorting_lv2_006.txt b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv2_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..308ef572e3bee524fb50161c9ac38aed52e063c7 --- /dev/null +++ b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv2_006.txt @@ -0,0 +1,8 @@ +Generate a single top-down image showing the FINAL state of the sorting tray from the input, with every piece moved out of the upper row and placed into the lower-row cells, sorted left-to-right by size, largest piece in the leftmost cell, progressively smaller, smallest in the rightmost. + +Notes: +1. Use exactly the pieces from the input, no additions, removals, or changes to color, shape, size, or material. +2. The lower cell row is unchanged, same number of cells, same positions, same flat dashed-outline appearance, except each cell now holds exactly one piece in the correct sorted order. +3. The upper row is empty in the output (every piece has moved into a cell). +4. Each piece's destination is determined ENTIRELY by its size rank, NOT by its original upper-row position. +5. No hands, tools, arms, or external objects appear. Background, lighting, table, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/sorting/prompt/image_gen_prompt/sorting_lv2_007.txt b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv2_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..308ef572e3bee524fb50161c9ac38aed52e063c7 --- /dev/null +++ b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv2_007.txt @@ -0,0 +1,8 @@ +Generate a single top-down image showing the FINAL state of the sorting tray from the input, with every piece moved out of the upper row and placed into the lower-row cells, sorted left-to-right by size, largest piece in the leftmost cell, progressively smaller, smallest in the rightmost. + +Notes: +1. Use exactly the pieces from the input, no additions, removals, or changes to color, shape, size, or material. +2. The lower cell row is unchanged, same number of cells, same positions, same flat dashed-outline appearance, except each cell now holds exactly one piece in the correct sorted order. +3. The upper row is empty in the output (every piece has moved into a cell). +4. Each piece's destination is determined ENTIRELY by its size rank, NOT by its original upper-row position. +5. No hands, tools, arms, or external objects appear. Background, lighting, table, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/sorting/prompt/image_gen_prompt/sorting_lv2_008.txt b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv2_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..308ef572e3bee524fb50161c9ac38aed52e063c7 --- /dev/null +++ b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv2_008.txt @@ -0,0 +1,8 @@ +Generate a single top-down image showing the FINAL state of the sorting tray from the input, with every piece moved out of the upper row and placed into the lower-row cells, sorted left-to-right by size, largest piece in the leftmost cell, progressively smaller, smallest in the rightmost. + +Notes: +1. Use exactly the pieces from the input, no additions, removals, or changes to color, shape, size, or material. +2. The lower cell row is unchanged, same number of cells, same positions, same flat dashed-outline appearance, except each cell now holds exactly one piece in the correct sorted order. +3. The upper row is empty in the output (every piece has moved into a cell). +4. Each piece's destination is determined ENTIRELY by its size rank, NOT by its original upper-row position. +5. No hands, tools, arms, or external objects appear. Background, lighting, table, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/sorting/prompt/image_gen_prompt/sorting_lv2_009.txt b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv2_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..308ef572e3bee524fb50161c9ac38aed52e063c7 --- /dev/null +++ b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv2_009.txt @@ -0,0 +1,8 @@ +Generate a single top-down image showing the FINAL state of the sorting tray from the input, with every piece moved out of the upper row and placed into the lower-row cells, sorted left-to-right by size, largest piece in the leftmost cell, progressively smaller, smallest in the rightmost. + +Notes: +1. Use exactly the pieces from the input, no additions, removals, or changes to color, shape, size, or material. +2. The lower cell row is unchanged, same number of cells, same positions, same flat dashed-outline appearance, except each cell now holds exactly one piece in the correct sorted order. +3. The upper row is empty in the output (every piece has moved into a cell). +4. Each piece's destination is determined ENTIRELY by its size rank, NOT by its original upper-row position. +5. No hands, tools, arms, or external objects appear. Background, lighting, table, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/sorting/prompt/image_gen_prompt/sorting_lv2_010.txt b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv2_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..308ef572e3bee524fb50161c9ac38aed52e063c7 --- /dev/null +++ b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv2_010.txt @@ -0,0 +1,8 @@ +Generate a single top-down image showing the FINAL state of the sorting tray from the input, with every piece moved out of the upper row and placed into the lower-row cells, sorted left-to-right by size, largest piece in the leftmost cell, progressively smaller, smallest in the rightmost. + +Notes: +1. Use exactly the pieces from the input, no additions, removals, or changes to color, shape, size, or material. +2. The lower cell row is unchanged, same number of cells, same positions, same flat dashed-outline appearance, except each cell now holds exactly one piece in the correct sorted order. +3. The upper row is empty in the output (every piece has moved into a cell). +4. Each piece's destination is determined ENTIRELY by its size rank, NOT by its original upper-row position. +5. No hands, tools, arms, or external objects appear. Background, lighting, table, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/sorting/prompt/image_gen_prompt/sorting_lv3_001.txt b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv3_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..85e742ab63585ec54b2904228eb3e03b97734c3f --- /dev/null +++ b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv3_001.txt @@ -0,0 +1,8 @@ +Generate a single top-down image showing the FINAL state of the sorting tray from the input, with every piece moved out of the upper row and placed into the lower-row cells, sorted left-to-right by color darkness, darkest piece in the leftmost cell, progressively lighter, lightest in the rightmost. + +Notes: +1. Use exactly the pieces from the input, no additions, removals, or changes to color, shape, size, or material. +2. The lower cell row is unchanged, same number of cells, same positions, same flat dashed-outline appearance, except each cell now holds exactly one piece in the correct sorted order. +3. The upper row is empty in the output (every piece has moved into a cell). +4. Each piece's destination is determined ENTIRELY by its darkness rank, NOT by its original upper-row position. +5. No hands, tools, arms, or external objects appear. Background, lighting, table, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/sorting/prompt/image_gen_prompt/sorting_lv3_002.txt b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv3_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..308ef572e3bee524fb50161c9ac38aed52e063c7 --- /dev/null +++ b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv3_002.txt @@ -0,0 +1,8 @@ +Generate a single top-down image showing the FINAL state of the sorting tray from the input, with every piece moved out of the upper row and placed into the lower-row cells, sorted left-to-right by size, largest piece in the leftmost cell, progressively smaller, smallest in the rightmost. + +Notes: +1. Use exactly the pieces from the input, no additions, removals, or changes to color, shape, size, or material. +2. The lower cell row is unchanged, same number of cells, same positions, same flat dashed-outline appearance, except each cell now holds exactly one piece in the correct sorted order. +3. The upper row is empty in the output (every piece has moved into a cell). +4. Each piece's destination is determined ENTIRELY by its size rank, NOT by its original upper-row position. +5. No hands, tools, arms, or external objects appear. Background, lighting, table, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/sorting/prompt/image_gen_prompt/sorting_lv3_003.txt b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv3_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..85e742ab63585ec54b2904228eb3e03b97734c3f --- /dev/null +++ b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv3_003.txt @@ -0,0 +1,8 @@ +Generate a single top-down image showing the FINAL state of the sorting tray from the input, with every piece moved out of the upper row and placed into the lower-row cells, sorted left-to-right by color darkness, darkest piece in the leftmost cell, progressively lighter, lightest in the rightmost. + +Notes: +1. Use exactly the pieces from the input, no additions, removals, or changes to color, shape, size, or material. +2. The lower cell row is unchanged, same number of cells, same positions, same flat dashed-outline appearance, except each cell now holds exactly one piece in the correct sorted order. +3. The upper row is empty in the output (every piece has moved into a cell). +4. Each piece's destination is determined ENTIRELY by its darkness rank, NOT by its original upper-row position. +5. No hands, tools, arms, or external objects appear. Background, lighting, table, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/sorting/prompt/image_gen_prompt/sorting_lv3_004.txt b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv3_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..308ef572e3bee524fb50161c9ac38aed52e063c7 --- /dev/null +++ b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv3_004.txt @@ -0,0 +1,8 @@ +Generate a single top-down image showing the FINAL state of the sorting tray from the input, with every piece moved out of the upper row and placed into the lower-row cells, sorted left-to-right by size, largest piece in the leftmost cell, progressively smaller, smallest in the rightmost. + +Notes: +1. Use exactly the pieces from the input, no additions, removals, or changes to color, shape, size, or material. +2. The lower cell row is unchanged, same number of cells, same positions, same flat dashed-outline appearance, except each cell now holds exactly one piece in the correct sorted order. +3. The upper row is empty in the output (every piece has moved into a cell). +4. Each piece's destination is determined ENTIRELY by its size rank, NOT by its original upper-row position. +5. No hands, tools, arms, or external objects appear. Background, lighting, table, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/sorting/prompt/image_gen_prompt/sorting_lv3_005.txt b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv3_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..85e742ab63585ec54b2904228eb3e03b97734c3f --- /dev/null +++ b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv3_005.txt @@ -0,0 +1,8 @@ +Generate a single top-down image showing the FINAL state of the sorting tray from the input, with every piece moved out of the upper row and placed into the lower-row cells, sorted left-to-right by color darkness, darkest piece in the leftmost cell, progressively lighter, lightest in the rightmost. + +Notes: +1. Use exactly the pieces from the input, no additions, removals, or changes to color, shape, size, or material. +2. The lower cell row is unchanged, same number of cells, same positions, same flat dashed-outline appearance, except each cell now holds exactly one piece in the correct sorted order. +3. The upper row is empty in the output (every piece has moved into a cell). +4. Each piece's destination is determined ENTIRELY by its darkness rank, NOT by its original upper-row position. +5. No hands, tools, arms, or external objects appear. Background, lighting, table, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/sorting/prompt/image_gen_prompt/sorting_lv3_006.txt b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv3_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..308ef572e3bee524fb50161c9ac38aed52e063c7 --- /dev/null +++ b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv3_006.txt @@ -0,0 +1,8 @@ +Generate a single top-down image showing the FINAL state of the sorting tray from the input, with every piece moved out of the upper row and placed into the lower-row cells, sorted left-to-right by size, largest piece in the leftmost cell, progressively smaller, smallest in the rightmost. + +Notes: +1. Use exactly the pieces from the input, no additions, removals, or changes to color, shape, size, or material. +2. The lower cell row is unchanged, same number of cells, same positions, same flat dashed-outline appearance, except each cell now holds exactly one piece in the correct sorted order. +3. The upper row is empty in the output (every piece has moved into a cell). +4. Each piece's destination is determined ENTIRELY by its size rank, NOT by its original upper-row position. +5. No hands, tools, arms, or external objects appear. Background, lighting, table, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/sorting/prompt/image_gen_prompt/sorting_lv3_007.txt b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv3_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..85e742ab63585ec54b2904228eb3e03b97734c3f --- /dev/null +++ b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv3_007.txt @@ -0,0 +1,8 @@ +Generate a single top-down image showing the FINAL state of the sorting tray from the input, with every piece moved out of the upper row and placed into the lower-row cells, sorted left-to-right by color darkness, darkest piece in the leftmost cell, progressively lighter, lightest in the rightmost. + +Notes: +1. Use exactly the pieces from the input, no additions, removals, or changes to color, shape, size, or material. +2. The lower cell row is unchanged, same number of cells, same positions, same flat dashed-outline appearance, except each cell now holds exactly one piece in the correct sorted order. +3. The upper row is empty in the output (every piece has moved into a cell). +4. Each piece's destination is determined ENTIRELY by its darkness rank, NOT by its original upper-row position. +5. No hands, tools, arms, or external objects appear. Background, lighting, table, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/sorting/prompt/image_gen_prompt/sorting_lv3_008.txt b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv3_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..308ef572e3bee524fb50161c9ac38aed52e063c7 --- /dev/null +++ b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv3_008.txt @@ -0,0 +1,8 @@ +Generate a single top-down image showing the FINAL state of the sorting tray from the input, with every piece moved out of the upper row and placed into the lower-row cells, sorted left-to-right by size, largest piece in the leftmost cell, progressively smaller, smallest in the rightmost. + +Notes: +1. Use exactly the pieces from the input, no additions, removals, or changes to color, shape, size, or material. +2. The lower cell row is unchanged, same number of cells, same positions, same flat dashed-outline appearance, except each cell now holds exactly one piece in the correct sorted order. +3. The upper row is empty in the output (every piece has moved into a cell). +4. Each piece's destination is determined ENTIRELY by its size rank, NOT by its original upper-row position. +5. No hands, tools, arms, or external objects appear. Background, lighting, table, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/sorting/prompt/image_gen_prompt/sorting_lv3_009.txt b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv3_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..85e742ab63585ec54b2904228eb3e03b97734c3f --- /dev/null +++ b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv3_009.txt @@ -0,0 +1,8 @@ +Generate a single top-down image showing the FINAL state of the sorting tray from the input, with every piece moved out of the upper row and placed into the lower-row cells, sorted left-to-right by color darkness, darkest piece in the leftmost cell, progressively lighter, lightest in the rightmost. + +Notes: +1. Use exactly the pieces from the input, no additions, removals, or changes to color, shape, size, or material. +2. The lower cell row is unchanged, same number of cells, same positions, same flat dashed-outline appearance, except each cell now holds exactly one piece in the correct sorted order. +3. The upper row is empty in the output (every piece has moved into a cell). +4. Each piece's destination is determined ENTIRELY by its darkness rank, NOT by its original upper-row position. +5. No hands, tools, arms, or external objects appear. Background, lighting, table, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/sorting/prompt/image_gen_prompt/sorting_lv3_010.txt b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv3_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..308ef572e3bee524fb50161c9ac38aed52e063c7 --- /dev/null +++ b/bench_data/sorting/prompt/image_gen_prompt/sorting_lv3_010.txt @@ -0,0 +1,8 @@ +Generate a single top-down image showing the FINAL state of the sorting tray from the input, with every piece moved out of the upper row and placed into the lower-row cells, sorted left-to-right by size, largest piece in the leftmost cell, progressively smaller, smallest in the rightmost. + +Notes: +1. Use exactly the pieces from the input, no additions, removals, or changes to color, shape, size, or material. +2. The lower cell row is unchanged, same number of cells, same positions, same flat dashed-outline appearance, except each cell now holds exactly one piece in the correct sorted order. +3. The upper row is empty in the output (every piece has moved into a cell). +4. Each piece's destination is determined ENTIRELY by its size rank, NOT by its original upper-row position. +5. No hands, tools, arms, or external objects appear. Background, lighting, table, and viewing angle identical to the input. No glitches or artifacts. diff --git a/bench_data/sorting/prompt/video_gen_prompt/sorting_lv1_001.txt b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv1_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..87953c63336f8cab6b36c07c0f621ef06588aa45 --- /dev/null +++ b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv1_001.txt @@ -0,0 +1,5 @@ +The input shows several pieces in a single horizontal row in the upper area, and a row of identical EMPTY cells (flat dashed outlines drawn on the table, one cell per piece) in the lower area. Make a smooth top-down video where every piece slides down on its own into a cell, sorted left-to-right by color darkness, darkest piece in the leftmost cell, progressively lighter, lightest in the rightmost. The cell a piece ends up in is determined ENTIRELY by its darkness rank, NOT by its upper-row position. + +Pieces move one at a time in darkness order: the darkest first into the leftmost cell, then the second darkest into the next cell, and so on, ending with the lightest in the rightmost cell. Each motion is a continuous autonomous slide, no teleporting or fading. Once a piece settles it does not move again; the cells themselves never move or change. By the end the upper row is empty and every cell holds its correct piece. + +Each piece's color, shape, and size stay exactly as in the input, nothing is added, removed, recolored, resized, or duplicated, and a vacated upper-row spot stays empty. No hands, tools, arms, or external objects appear; pieces move autonomously. Background, lighting, camera, and framing stay fixed. diff --git a/bench_data/sorting/prompt/video_gen_prompt/sorting_lv1_002.txt b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv1_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..87953c63336f8cab6b36c07c0f621ef06588aa45 --- /dev/null +++ b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv1_002.txt @@ -0,0 +1,5 @@ +The input shows several pieces in a single horizontal row in the upper area, and a row of identical EMPTY cells (flat dashed outlines drawn on the table, one cell per piece) in the lower area. Make a smooth top-down video where every piece slides down on its own into a cell, sorted left-to-right by color darkness, darkest piece in the leftmost cell, progressively lighter, lightest in the rightmost. The cell a piece ends up in is determined ENTIRELY by its darkness rank, NOT by its upper-row position. + +Pieces move one at a time in darkness order: the darkest first into the leftmost cell, then the second darkest into the next cell, and so on, ending with the lightest in the rightmost cell. Each motion is a continuous autonomous slide, no teleporting or fading. Once a piece settles it does not move again; the cells themselves never move or change. By the end the upper row is empty and every cell holds its correct piece. + +Each piece's color, shape, and size stay exactly as in the input, nothing is added, removed, recolored, resized, or duplicated, and a vacated upper-row spot stays empty. No hands, tools, arms, or external objects appear; pieces move autonomously. Background, lighting, camera, and framing stay fixed. diff --git a/bench_data/sorting/prompt/video_gen_prompt/sorting_lv1_003.txt b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv1_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..87953c63336f8cab6b36c07c0f621ef06588aa45 --- /dev/null +++ b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv1_003.txt @@ -0,0 +1,5 @@ +The input shows several pieces in a single horizontal row in the upper area, and a row of identical EMPTY cells (flat dashed outlines drawn on the table, one cell per piece) in the lower area. Make a smooth top-down video where every piece slides down on its own into a cell, sorted left-to-right by color darkness, darkest piece in the leftmost cell, progressively lighter, lightest in the rightmost. The cell a piece ends up in is determined ENTIRELY by its darkness rank, NOT by its upper-row position. + +Pieces move one at a time in darkness order: the darkest first into the leftmost cell, then the second darkest into the next cell, and so on, ending with the lightest in the rightmost cell. Each motion is a continuous autonomous slide, no teleporting or fading. Once a piece settles it does not move again; the cells themselves never move or change. By the end the upper row is empty and every cell holds its correct piece. + +Each piece's color, shape, and size stay exactly as in the input, nothing is added, removed, recolored, resized, or duplicated, and a vacated upper-row spot stays empty. No hands, tools, arms, or external objects appear; pieces move autonomously. Background, lighting, camera, and framing stay fixed. diff --git a/bench_data/sorting/prompt/video_gen_prompt/sorting_lv1_004.txt b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv1_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..87953c63336f8cab6b36c07c0f621ef06588aa45 --- /dev/null +++ b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv1_004.txt @@ -0,0 +1,5 @@ +The input shows several pieces in a single horizontal row in the upper area, and a row of identical EMPTY cells (flat dashed outlines drawn on the table, one cell per piece) in the lower area. Make a smooth top-down video where every piece slides down on its own into a cell, sorted left-to-right by color darkness, darkest piece in the leftmost cell, progressively lighter, lightest in the rightmost. The cell a piece ends up in is determined ENTIRELY by its darkness rank, NOT by its upper-row position. + +Pieces move one at a time in darkness order: the darkest first into the leftmost cell, then the second darkest into the next cell, and so on, ending with the lightest in the rightmost cell. Each motion is a continuous autonomous slide, no teleporting or fading. Once a piece settles it does not move again; the cells themselves never move or change. By the end the upper row is empty and every cell holds its correct piece. + +Each piece's color, shape, and size stay exactly as in the input, nothing is added, removed, recolored, resized, or duplicated, and a vacated upper-row spot stays empty. No hands, tools, arms, or external objects appear; pieces move autonomously. Background, lighting, camera, and framing stay fixed. diff --git a/bench_data/sorting/prompt/video_gen_prompt/sorting_lv1_005.txt b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv1_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..87953c63336f8cab6b36c07c0f621ef06588aa45 --- /dev/null +++ b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv1_005.txt @@ -0,0 +1,5 @@ +The input shows several pieces in a single horizontal row in the upper area, and a row of identical EMPTY cells (flat dashed outlines drawn on the table, one cell per piece) in the lower area. Make a smooth top-down video where every piece slides down on its own into a cell, sorted left-to-right by color darkness, darkest piece in the leftmost cell, progressively lighter, lightest in the rightmost. The cell a piece ends up in is determined ENTIRELY by its darkness rank, NOT by its upper-row position. + +Pieces move one at a time in darkness order: the darkest first into the leftmost cell, then the second darkest into the next cell, and so on, ending with the lightest in the rightmost cell. Each motion is a continuous autonomous slide, no teleporting or fading. Once a piece settles it does not move again; the cells themselves never move or change. By the end the upper row is empty and every cell holds its correct piece. + +Each piece's color, shape, and size stay exactly as in the input, nothing is added, removed, recolored, resized, or duplicated, and a vacated upper-row spot stays empty. No hands, tools, arms, or external objects appear; pieces move autonomously. Background, lighting, camera, and framing stay fixed. diff --git a/bench_data/sorting/prompt/video_gen_prompt/sorting_lv1_006.txt b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv1_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..c6692c6dfce32cea569d5c342f1253e956b884a4 --- /dev/null +++ b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv1_006.txt @@ -0,0 +1,5 @@ +The input shows several pieces of varying sizes in a single horizontal row in the upper area, and a row of identical EMPTY cells (flat dashed outlines drawn on the table, one cell per piece) in the lower area. Make a smooth top-down video where a single human hand picks up each piece in turn and places it into a cell, sorted left-to-right by size, largest piece in the leftmost cell, progressively smaller, smallest in the rightmost. The cell a piece ends up in is determined ENTIRELY by its size rank, NOT by its upper-row position. + +The hand moves the pieces one at a time in size order: the largest first into the leftmost cell, then the second largest into the next cell, and so on, ending with the smallest in the rightmost cell. Each placement is a continuous, natural hand motion, no teleporting, no fading, no flying pieces. Once a piece settles it does not move again; the cells themselves never move or change. By the end the upper row is empty and every cell holds its correct piece. + +Each piece's size, shape, and color stay exactly as in the input, nothing is added, removed, recolored, resized, or duplicated, and a vacated upper-row spot stays empty. Exactly one human hand (with bare arm) is visible operating the pieces; no other hands, tools, or external agents enter the frame. Background, lighting, camera, and framing stay fixed. diff --git a/bench_data/sorting/prompt/video_gen_prompt/sorting_lv1_007.txt b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv1_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..c6692c6dfce32cea569d5c342f1253e956b884a4 --- /dev/null +++ b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv1_007.txt @@ -0,0 +1,5 @@ +The input shows several pieces of varying sizes in a single horizontal row in the upper area, and a row of identical EMPTY cells (flat dashed outlines drawn on the table, one cell per piece) in the lower area. Make a smooth top-down video where a single human hand picks up each piece in turn and places it into a cell, sorted left-to-right by size, largest piece in the leftmost cell, progressively smaller, smallest in the rightmost. The cell a piece ends up in is determined ENTIRELY by its size rank, NOT by its upper-row position. + +The hand moves the pieces one at a time in size order: the largest first into the leftmost cell, then the second largest into the next cell, and so on, ending with the smallest in the rightmost cell. Each placement is a continuous, natural hand motion, no teleporting, no fading, no flying pieces. Once a piece settles it does not move again; the cells themselves never move or change. By the end the upper row is empty and every cell holds its correct piece. + +Each piece's size, shape, and color stay exactly as in the input, nothing is added, removed, recolored, resized, or duplicated, and a vacated upper-row spot stays empty. Exactly one human hand (with bare arm) is visible operating the pieces; no other hands, tools, or external agents enter the frame. Background, lighting, camera, and framing stay fixed. diff --git a/bench_data/sorting/prompt/video_gen_prompt/sorting_lv1_008.txt b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv1_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..c6692c6dfce32cea569d5c342f1253e956b884a4 --- /dev/null +++ b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv1_008.txt @@ -0,0 +1,5 @@ +The input shows several pieces of varying sizes in a single horizontal row in the upper area, and a row of identical EMPTY cells (flat dashed outlines drawn on the table, one cell per piece) in the lower area. Make a smooth top-down video where a single human hand picks up each piece in turn and places it into a cell, sorted left-to-right by size, largest piece in the leftmost cell, progressively smaller, smallest in the rightmost. The cell a piece ends up in is determined ENTIRELY by its size rank, NOT by its upper-row position. + +The hand moves the pieces one at a time in size order: the largest first into the leftmost cell, then the second largest into the next cell, and so on, ending with the smallest in the rightmost cell. Each placement is a continuous, natural hand motion, no teleporting, no fading, no flying pieces. Once a piece settles it does not move again; the cells themselves never move or change. By the end the upper row is empty and every cell holds its correct piece. + +Each piece's size, shape, and color stay exactly as in the input, nothing is added, removed, recolored, resized, or duplicated, and a vacated upper-row spot stays empty. Exactly one human hand (with bare arm) is visible operating the pieces; no other hands, tools, or external agents enter the frame. Background, lighting, camera, and framing stay fixed. diff --git a/bench_data/sorting/prompt/video_gen_prompt/sorting_lv1_009.txt b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv1_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..c6692c6dfce32cea569d5c342f1253e956b884a4 --- /dev/null +++ b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv1_009.txt @@ -0,0 +1,5 @@ +The input shows several pieces of varying sizes in a single horizontal row in the upper area, and a row of identical EMPTY cells (flat dashed outlines drawn on the table, one cell per piece) in the lower area. Make a smooth top-down video where a single human hand picks up each piece in turn and places it into a cell, sorted left-to-right by size, largest piece in the leftmost cell, progressively smaller, smallest in the rightmost. The cell a piece ends up in is determined ENTIRELY by its size rank, NOT by its upper-row position. + +The hand moves the pieces one at a time in size order: the largest first into the leftmost cell, then the second largest into the next cell, and so on, ending with the smallest in the rightmost cell. Each placement is a continuous, natural hand motion, no teleporting, no fading, no flying pieces. Once a piece settles it does not move again; the cells themselves never move or change. By the end the upper row is empty and every cell holds its correct piece. + +Each piece's size, shape, and color stay exactly as in the input, nothing is added, removed, recolored, resized, or duplicated, and a vacated upper-row spot stays empty. Exactly one human hand (with bare arm) is visible operating the pieces; no other hands, tools, or external agents enter the frame. Background, lighting, camera, and framing stay fixed. diff --git a/bench_data/sorting/prompt/video_gen_prompt/sorting_lv1_010.txt b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv1_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..c6692c6dfce32cea569d5c342f1253e956b884a4 --- /dev/null +++ b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv1_010.txt @@ -0,0 +1,5 @@ +The input shows several pieces of varying sizes in a single horizontal row in the upper area, and a row of identical EMPTY cells (flat dashed outlines drawn on the table, one cell per piece) in the lower area. Make a smooth top-down video where a single human hand picks up each piece in turn and places it into a cell, sorted left-to-right by size, largest piece in the leftmost cell, progressively smaller, smallest in the rightmost. The cell a piece ends up in is determined ENTIRELY by its size rank, NOT by its upper-row position. + +The hand moves the pieces one at a time in size order: the largest first into the leftmost cell, then the second largest into the next cell, and so on, ending with the smallest in the rightmost cell. Each placement is a continuous, natural hand motion, no teleporting, no fading, no flying pieces. Once a piece settles it does not move again; the cells themselves never move or change. By the end the upper row is empty and every cell holds its correct piece. + +Each piece's size, shape, and color stay exactly as in the input, nothing is added, removed, recolored, resized, or duplicated, and a vacated upper-row spot stays empty. Exactly one human hand (with bare arm) is visible operating the pieces; no other hands, tools, or external agents enter the frame. Background, lighting, camera, and framing stay fixed. diff --git a/bench_data/sorting/prompt/video_gen_prompt/sorting_lv2_001.txt b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv2_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..c484989a5bc0ed04120f91a30a4d202598a8817d --- /dev/null +++ b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv2_001.txt @@ -0,0 +1,5 @@ +The input shows several pieces in a single horizontal row in the upper area, and a row of identical EMPTY cells (flat dashed outlines drawn on the table, one cell per piece) in the lower area. Make a smooth top-down video where a single human hand picks up each piece in turn and places it into a cell, sorted left-to-right by color darkness, darkest piece in the leftmost cell, progressively lighter, lightest in the rightmost. The cell a piece ends up in is determined ENTIRELY by its darkness rank, NOT by its upper-row position. + +The hand moves the pieces one at a time in darkness order: the darkest first into the leftmost cell, then the second darkest into the next cell, and so on, ending with the lightest in the rightmost cell. Each placement is a continuous, natural hand motion, no teleporting, no fading, no flying pieces. Once a piece settles it does not move again; the cells themselves never move or change. By the end the upper row is empty and every cell holds its correct piece. + +Each piece's color, shape, and size stay exactly as in the input, nothing is added, removed, recolored, resized, or duplicated, and a vacated upper-row spot stays empty. Exactly one human hand (with bare arm) is visible operating the pieces; no other hands, tools, or external agents enter the frame. Background, lighting, camera, and framing stay fixed. diff --git a/bench_data/sorting/prompt/video_gen_prompt/sorting_lv2_002.txt b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv2_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..c484989a5bc0ed04120f91a30a4d202598a8817d --- /dev/null +++ b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv2_002.txt @@ -0,0 +1,5 @@ +The input shows several pieces in a single horizontal row in the upper area, and a row of identical EMPTY cells (flat dashed outlines drawn on the table, one cell per piece) in the lower area. Make a smooth top-down video where a single human hand picks up each piece in turn and places it into a cell, sorted left-to-right by color darkness, darkest piece in the leftmost cell, progressively lighter, lightest in the rightmost. The cell a piece ends up in is determined ENTIRELY by its darkness rank, NOT by its upper-row position. + +The hand moves the pieces one at a time in darkness order: the darkest first into the leftmost cell, then the second darkest into the next cell, and so on, ending with the lightest in the rightmost cell. Each placement is a continuous, natural hand motion, no teleporting, no fading, no flying pieces. Once a piece settles it does not move again; the cells themselves never move or change. By the end the upper row is empty and every cell holds its correct piece. + +Each piece's color, shape, and size stay exactly as in the input, nothing is added, removed, recolored, resized, or duplicated, and a vacated upper-row spot stays empty. Exactly one human hand (with bare arm) is visible operating the pieces; no other hands, tools, or external agents enter the frame. Background, lighting, camera, and framing stay fixed. diff --git a/bench_data/sorting/prompt/video_gen_prompt/sorting_lv2_003.txt b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv2_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..c484989a5bc0ed04120f91a30a4d202598a8817d --- /dev/null +++ b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv2_003.txt @@ -0,0 +1,5 @@ +The input shows several pieces in a single horizontal row in the upper area, and a row of identical EMPTY cells (flat dashed outlines drawn on the table, one cell per piece) in the lower area. Make a smooth top-down video where a single human hand picks up each piece in turn and places it into a cell, sorted left-to-right by color darkness, darkest piece in the leftmost cell, progressively lighter, lightest in the rightmost. The cell a piece ends up in is determined ENTIRELY by its darkness rank, NOT by its upper-row position. + +The hand moves the pieces one at a time in darkness order: the darkest first into the leftmost cell, then the second darkest into the next cell, and so on, ending with the lightest in the rightmost cell. Each placement is a continuous, natural hand motion, no teleporting, no fading, no flying pieces. Once a piece settles it does not move again; the cells themselves never move or change. By the end the upper row is empty and every cell holds its correct piece. + +Each piece's color, shape, and size stay exactly as in the input, nothing is added, removed, recolored, resized, or duplicated, and a vacated upper-row spot stays empty. Exactly one human hand (with bare arm) is visible operating the pieces; no other hands, tools, or external agents enter the frame. Background, lighting, camera, and framing stay fixed. diff --git a/bench_data/sorting/prompt/video_gen_prompt/sorting_lv2_004.txt b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv2_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..c484989a5bc0ed04120f91a30a4d202598a8817d --- /dev/null +++ b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv2_004.txt @@ -0,0 +1,5 @@ +The input shows several pieces in a single horizontal row in the upper area, and a row of identical EMPTY cells (flat dashed outlines drawn on the table, one cell per piece) in the lower area. Make a smooth top-down video where a single human hand picks up each piece in turn and places it into a cell, sorted left-to-right by color darkness, darkest piece in the leftmost cell, progressively lighter, lightest in the rightmost. The cell a piece ends up in is determined ENTIRELY by its darkness rank, NOT by its upper-row position. + +The hand moves the pieces one at a time in darkness order: the darkest first into the leftmost cell, then the second darkest into the next cell, and so on, ending with the lightest in the rightmost cell. Each placement is a continuous, natural hand motion, no teleporting, no fading, no flying pieces. Once a piece settles it does not move again; the cells themselves never move or change. By the end the upper row is empty and every cell holds its correct piece. + +Each piece's color, shape, and size stay exactly as in the input, nothing is added, removed, recolored, resized, or duplicated, and a vacated upper-row spot stays empty. Exactly one human hand (with bare arm) is visible operating the pieces; no other hands, tools, or external agents enter the frame. Background, lighting, camera, and framing stay fixed. diff --git a/bench_data/sorting/prompt/video_gen_prompt/sorting_lv2_005.txt b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv2_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..c484989a5bc0ed04120f91a30a4d202598a8817d --- /dev/null +++ b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv2_005.txt @@ -0,0 +1,5 @@ +The input shows several pieces in a single horizontal row in the upper area, and a row of identical EMPTY cells (flat dashed outlines drawn on the table, one cell per piece) in the lower area. Make a smooth top-down video where a single human hand picks up each piece in turn and places it into a cell, sorted left-to-right by color darkness, darkest piece in the leftmost cell, progressively lighter, lightest in the rightmost. The cell a piece ends up in is determined ENTIRELY by its darkness rank, NOT by its upper-row position. + +The hand moves the pieces one at a time in darkness order: the darkest first into the leftmost cell, then the second darkest into the next cell, and so on, ending with the lightest in the rightmost cell. Each placement is a continuous, natural hand motion, no teleporting, no fading, no flying pieces. Once a piece settles it does not move again; the cells themselves never move or change. By the end the upper row is empty and every cell holds its correct piece. + +Each piece's color, shape, and size stay exactly as in the input, nothing is added, removed, recolored, resized, or duplicated, and a vacated upper-row spot stays empty. Exactly one human hand (with bare arm) is visible operating the pieces; no other hands, tools, or external agents enter the frame. Background, lighting, camera, and framing stay fixed. diff --git a/bench_data/sorting/prompt/video_gen_prompt/sorting_lv2_006.txt b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv2_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..c6692c6dfce32cea569d5c342f1253e956b884a4 --- /dev/null +++ b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv2_006.txt @@ -0,0 +1,5 @@ +The input shows several pieces of varying sizes in a single horizontal row in the upper area, and a row of identical EMPTY cells (flat dashed outlines drawn on the table, one cell per piece) in the lower area. Make a smooth top-down video where a single human hand picks up each piece in turn and places it into a cell, sorted left-to-right by size, largest piece in the leftmost cell, progressively smaller, smallest in the rightmost. The cell a piece ends up in is determined ENTIRELY by its size rank, NOT by its upper-row position. + +The hand moves the pieces one at a time in size order: the largest first into the leftmost cell, then the second largest into the next cell, and so on, ending with the smallest in the rightmost cell. Each placement is a continuous, natural hand motion, no teleporting, no fading, no flying pieces. Once a piece settles it does not move again; the cells themselves never move or change. By the end the upper row is empty and every cell holds its correct piece. + +Each piece's size, shape, and color stay exactly as in the input, nothing is added, removed, recolored, resized, or duplicated, and a vacated upper-row spot stays empty. Exactly one human hand (with bare arm) is visible operating the pieces; no other hands, tools, or external agents enter the frame. Background, lighting, camera, and framing stay fixed. diff --git a/bench_data/sorting/prompt/video_gen_prompt/sorting_lv2_007.txt b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv2_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..c6692c6dfce32cea569d5c342f1253e956b884a4 --- /dev/null +++ b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv2_007.txt @@ -0,0 +1,5 @@ +The input shows several pieces of varying sizes in a single horizontal row in the upper area, and a row of identical EMPTY cells (flat dashed outlines drawn on the table, one cell per piece) in the lower area. Make a smooth top-down video where a single human hand picks up each piece in turn and places it into a cell, sorted left-to-right by size, largest piece in the leftmost cell, progressively smaller, smallest in the rightmost. The cell a piece ends up in is determined ENTIRELY by its size rank, NOT by its upper-row position. + +The hand moves the pieces one at a time in size order: the largest first into the leftmost cell, then the second largest into the next cell, and so on, ending with the smallest in the rightmost cell. Each placement is a continuous, natural hand motion, no teleporting, no fading, no flying pieces. Once a piece settles it does not move again; the cells themselves never move or change. By the end the upper row is empty and every cell holds its correct piece. + +Each piece's size, shape, and color stay exactly as in the input, nothing is added, removed, recolored, resized, or duplicated, and a vacated upper-row spot stays empty. Exactly one human hand (with bare arm) is visible operating the pieces; no other hands, tools, or external agents enter the frame. Background, lighting, camera, and framing stay fixed. diff --git a/bench_data/sorting/prompt/video_gen_prompt/sorting_lv2_008.txt b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv2_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..c6692c6dfce32cea569d5c342f1253e956b884a4 --- /dev/null +++ b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv2_008.txt @@ -0,0 +1,5 @@ +The input shows several pieces of varying sizes in a single horizontal row in the upper area, and a row of identical EMPTY cells (flat dashed outlines drawn on the table, one cell per piece) in the lower area. Make a smooth top-down video where a single human hand picks up each piece in turn and places it into a cell, sorted left-to-right by size, largest piece in the leftmost cell, progressively smaller, smallest in the rightmost. The cell a piece ends up in is determined ENTIRELY by its size rank, NOT by its upper-row position. + +The hand moves the pieces one at a time in size order: the largest first into the leftmost cell, then the second largest into the next cell, and so on, ending with the smallest in the rightmost cell. Each placement is a continuous, natural hand motion, no teleporting, no fading, no flying pieces. Once a piece settles it does not move again; the cells themselves never move or change. By the end the upper row is empty and every cell holds its correct piece. + +Each piece's size, shape, and color stay exactly as in the input, nothing is added, removed, recolored, resized, or duplicated, and a vacated upper-row spot stays empty. Exactly one human hand (with bare arm) is visible operating the pieces; no other hands, tools, or external agents enter the frame. Background, lighting, camera, and framing stay fixed. diff --git a/bench_data/sorting/prompt/video_gen_prompt/sorting_lv2_009.txt b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv2_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..c6692c6dfce32cea569d5c342f1253e956b884a4 --- /dev/null +++ b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv2_009.txt @@ -0,0 +1,5 @@ +The input shows several pieces of varying sizes in a single horizontal row in the upper area, and a row of identical EMPTY cells (flat dashed outlines drawn on the table, one cell per piece) in the lower area. Make a smooth top-down video where a single human hand picks up each piece in turn and places it into a cell, sorted left-to-right by size, largest piece in the leftmost cell, progressively smaller, smallest in the rightmost. The cell a piece ends up in is determined ENTIRELY by its size rank, NOT by its upper-row position. + +The hand moves the pieces one at a time in size order: the largest first into the leftmost cell, then the second largest into the next cell, and so on, ending with the smallest in the rightmost cell. Each placement is a continuous, natural hand motion, no teleporting, no fading, no flying pieces. Once a piece settles it does not move again; the cells themselves never move or change. By the end the upper row is empty and every cell holds its correct piece. + +Each piece's size, shape, and color stay exactly as in the input, nothing is added, removed, recolored, resized, or duplicated, and a vacated upper-row spot stays empty. Exactly one human hand (with bare arm) is visible operating the pieces; no other hands, tools, or external agents enter the frame. Background, lighting, camera, and framing stay fixed. diff --git a/bench_data/sorting/prompt/video_gen_prompt/sorting_lv2_010.txt b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv2_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..c6692c6dfce32cea569d5c342f1253e956b884a4 --- /dev/null +++ b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv2_010.txt @@ -0,0 +1,5 @@ +The input shows several pieces of varying sizes in a single horizontal row in the upper area, and a row of identical EMPTY cells (flat dashed outlines drawn on the table, one cell per piece) in the lower area. Make a smooth top-down video where a single human hand picks up each piece in turn and places it into a cell, sorted left-to-right by size, largest piece in the leftmost cell, progressively smaller, smallest in the rightmost. The cell a piece ends up in is determined ENTIRELY by its size rank, NOT by its upper-row position. + +The hand moves the pieces one at a time in size order: the largest first into the leftmost cell, then the second largest into the next cell, and so on, ending with the smallest in the rightmost cell. Each placement is a continuous, natural hand motion, no teleporting, no fading, no flying pieces. Once a piece settles it does not move again; the cells themselves never move or change. By the end the upper row is empty and every cell holds its correct piece. + +Each piece's size, shape, and color stay exactly as in the input, nothing is added, removed, recolored, resized, or duplicated, and a vacated upper-row spot stays empty. Exactly one human hand (with bare arm) is visible operating the pieces; no other hands, tools, or external agents enter the frame. Background, lighting, camera, and framing stay fixed. diff --git a/bench_data/sorting/prompt/video_gen_prompt/sorting_lv3_001.txt b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv3_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..c484989a5bc0ed04120f91a30a4d202598a8817d --- /dev/null +++ b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv3_001.txt @@ -0,0 +1,5 @@ +The input shows several pieces in a single horizontal row in the upper area, and a row of identical EMPTY cells (flat dashed outlines drawn on the table, one cell per piece) in the lower area. Make a smooth top-down video where a single human hand picks up each piece in turn and places it into a cell, sorted left-to-right by color darkness, darkest piece in the leftmost cell, progressively lighter, lightest in the rightmost. The cell a piece ends up in is determined ENTIRELY by its darkness rank, NOT by its upper-row position. + +The hand moves the pieces one at a time in darkness order: the darkest first into the leftmost cell, then the second darkest into the next cell, and so on, ending with the lightest in the rightmost cell. Each placement is a continuous, natural hand motion, no teleporting, no fading, no flying pieces. Once a piece settles it does not move again; the cells themselves never move or change. By the end the upper row is empty and every cell holds its correct piece. + +Each piece's color, shape, and size stay exactly as in the input, nothing is added, removed, recolored, resized, or duplicated, and a vacated upper-row spot stays empty. Exactly one human hand (with bare arm) is visible operating the pieces; no other hands, tools, or external agents enter the frame. Background, lighting, camera, and framing stay fixed. diff --git a/bench_data/sorting/prompt/video_gen_prompt/sorting_lv3_002.txt b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv3_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..c6692c6dfce32cea569d5c342f1253e956b884a4 --- /dev/null +++ b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv3_002.txt @@ -0,0 +1,5 @@ +The input shows several pieces of varying sizes in a single horizontal row in the upper area, and a row of identical EMPTY cells (flat dashed outlines drawn on the table, one cell per piece) in the lower area. Make a smooth top-down video where a single human hand picks up each piece in turn and places it into a cell, sorted left-to-right by size, largest piece in the leftmost cell, progressively smaller, smallest in the rightmost. The cell a piece ends up in is determined ENTIRELY by its size rank, NOT by its upper-row position. + +The hand moves the pieces one at a time in size order: the largest first into the leftmost cell, then the second largest into the next cell, and so on, ending with the smallest in the rightmost cell. Each placement is a continuous, natural hand motion, no teleporting, no fading, no flying pieces. Once a piece settles it does not move again; the cells themselves never move or change. By the end the upper row is empty and every cell holds its correct piece. + +Each piece's size, shape, and color stay exactly as in the input, nothing is added, removed, recolored, resized, or duplicated, and a vacated upper-row spot stays empty. Exactly one human hand (with bare arm) is visible operating the pieces; no other hands, tools, or external agents enter the frame. Background, lighting, camera, and framing stay fixed. diff --git a/bench_data/sorting/prompt/video_gen_prompt/sorting_lv3_003.txt b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv3_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..c484989a5bc0ed04120f91a30a4d202598a8817d --- /dev/null +++ b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv3_003.txt @@ -0,0 +1,5 @@ +The input shows several pieces in a single horizontal row in the upper area, and a row of identical EMPTY cells (flat dashed outlines drawn on the table, one cell per piece) in the lower area. Make a smooth top-down video where a single human hand picks up each piece in turn and places it into a cell, sorted left-to-right by color darkness, darkest piece in the leftmost cell, progressively lighter, lightest in the rightmost. The cell a piece ends up in is determined ENTIRELY by its darkness rank, NOT by its upper-row position. + +The hand moves the pieces one at a time in darkness order: the darkest first into the leftmost cell, then the second darkest into the next cell, and so on, ending with the lightest in the rightmost cell. Each placement is a continuous, natural hand motion, no teleporting, no fading, no flying pieces. Once a piece settles it does not move again; the cells themselves never move or change. By the end the upper row is empty and every cell holds its correct piece. + +Each piece's color, shape, and size stay exactly as in the input, nothing is added, removed, recolored, resized, or duplicated, and a vacated upper-row spot stays empty. Exactly one human hand (with bare arm) is visible operating the pieces; no other hands, tools, or external agents enter the frame. Background, lighting, camera, and framing stay fixed. diff --git a/bench_data/sorting/prompt/video_gen_prompt/sorting_lv3_004.txt b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv3_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..c6692c6dfce32cea569d5c342f1253e956b884a4 --- /dev/null +++ b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv3_004.txt @@ -0,0 +1,5 @@ +The input shows several pieces of varying sizes in a single horizontal row in the upper area, and a row of identical EMPTY cells (flat dashed outlines drawn on the table, one cell per piece) in the lower area. Make a smooth top-down video where a single human hand picks up each piece in turn and places it into a cell, sorted left-to-right by size, largest piece in the leftmost cell, progressively smaller, smallest in the rightmost. The cell a piece ends up in is determined ENTIRELY by its size rank, NOT by its upper-row position. + +The hand moves the pieces one at a time in size order: the largest first into the leftmost cell, then the second largest into the next cell, and so on, ending with the smallest in the rightmost cell. Each placement is a continuous, natural hand motion, no teleporting, no fading, no flying pieces. Once a piece settles it does not move again; the cells themselves never move or change. By the end the upper row is empty and every cell holds its correct piece. + +Each piece's size, shape, and color stay exactly as in the input, nothing is added, removed, recolored, resized, or duplicated, and a vacated upper-row spot stays empty. Exactly one human hand (with bare arm) is visible operating the pieces; no other hands, tools, or external agents enter the frame. Background, lighting, camera, and framing stay fixed. diff --git a/bench_data/sorting/prompt/video_gen_prompt/sorting_lv3_005.txt b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv3_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..c484989a5bc0ed04120f91a30a4d202598a8817d --- /dev/null +++ b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv3_005.txt @@ -0,0 +1,5 @@ +The input shows several pieces in a single horizontal row in the upper area, and a row of identical EMPTY cells (flat dashed outlines drawn on the table, one cell per piece) in the lower area. Make a smooth top-down video where a single human hand picks up each piece in turn and places it into a cell, sorted left-to-right by color darkness, darkest piece in the leftmost cell, progressively lighter, lightest in the rightmost. The cell a piece ends up in is determined ENTIRELY by its darkness rank, NOT by its upper-row position. + +The hand moves the pieces one at a time in darkness order: the darkest first into the leftmost cell, then the second darkest into the next cell, and so on, ending with the lightest in the rightmost cell. Each placement is a continuous, natural hand motion, no teleporting, no fading, no flying pieces. Once a piece settles it does not move again; the cells themselves never move or change. By the end the upper row is empty and every cell holds its correct piece. + +Each piece's color, shape, and size stay exactly as in the input, nothing is added, removed, recolored, resized, or duplicated, and a vacated upper-row spot stays empty. Exactly one human hand (with bare arm) is visible operating the pieces; no other hands, tools, or external agents enter the frame. Background, lighting, camera, and framing stay fixed. diff --git a/bench_data/sorting/prompt/video_gen_prompt/sorting_lv3_006.txt b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv3_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..c6692c6dfce32cea569d5c342f1253e956b884a4 --- /dev/null +++ b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv3_006.txt @@ -0,0 +1,5 @@ +The input shows several pieces of varying sizes in a single horizontal row in the upper area, and a row of identical EMPTY cells (flat dashed outlines drawn on the table, one cell per piece) in the lower area. Make a smooth top-down video where a single human hand picks up each piece in turn and places it into a cell, sorted left-to-right by size, largest piece in the leftmost cell, progressively smaller, smallest in the rightmost. The cell a piece ends up in is determined ENTIRELY by its size rank, NOT by its upper-row position. + +The hand moves the pieces one at a time in size order: the largest first into the leftmost cell, then the second largest into the next cell, and so on, ending with the smallest in the rightmost cell. Each placement is a continuous, natural hand motion, no teleporting, no fading, no flying pieces. Once a piece settles it does not move again; the cells themselves never move or change. By the end the upper row is empty and every cell holds its correct piece. + +Each piece's size, shape, and color stay exactly as in the input, nothing is added, removed, recolored, resized, or duplicated, and a vacated upper-row spot stays empty. Exactly one human hand (with bare arm) is visible operating the pieces; no other hands, tools, or external agents enter the frame. Background, lighting, camera, and framing stay fixed. diff --git a/bench_data/sorting/prompt/video_gen_prompt/sorting_lv3_007.txt b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv3_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..c484989a5bc0ed04120f91a30a4d202598a8817d --- /dev/null +++ b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv3_007.txt @@ -0,0 +1,5 @@ +The input shows several pieces in a single horizontal row in the upper area, and a row of identical EMPTY cells (flat dashed outlines drawn on the table, one cell per piece) in the lower area. Make a smooth top-down video where a single human hand picks up each piece in turn and places it into a cell, sorted left-to-right by color darkness, darkest piece in the leftmost cell, progressively lighter, lightest in the rightmost. The cell a piece ends up in is determined ENTIRELY by its darkness rank, NOT by its upper-row position. + +The hand moves the pieces one at a time in darkness order: the darkest first into the leftmost cell, then the second darkest into the next cell, and so on, ending with the lightest in the rightmost cell. Each placement is a continuous, natural hand motion, no teleporting, no fading, no flying pieces. Once a piece settles it does not move again; the cells themselves never move or change. By the end the upper row is empty and every cell holds its correct piece. + +Each piece's color, shape, and size stay exactly as in the input, nothing is added, removed, recolored, resized, or duplicated, and a vacated upper-row spot stays empty. Exactly one human hand (with bare arm) is visible operating the pieces; no other hands, tools, or external agents enter the frame. Background, lighting, camera, and framing stay fixed. diff --git a/bench_data/sorting/prompt/video_gen_prompt/sorting_lv3_008.txt b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv3_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..c6692c6dfce32cea569d5c342f1253e956b884a4 --- /dev/null +++ b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv3_008.txt @@ -0,0 +1,5 @@ +The input shows several pieces of varying sizes in a single horizontal row in the upper area, and a row of identical EMPTY cells (flat dashed outlines drawn on the table, one cell per piece) in the lower area. Make a smooth top-down video where a single human hand picks up each piece in turn and places it into a cell, sorted left-to-right by size, largest piece in the leftmost cell, progressively smaller, smallest in the rightmost. The cell a piece ends up in is determined ENTIRELY by its size rank, NOT by its upper-row position. + +The hand moves the pieces one at a time in size order: the largest first into the leftmost cell, then the second largest into the next cell, and so on, ending with the smallest in the rightmost cell. Each placement is a continuous, natural hand motion, no teleporting, no fading, no flying pieces. Once a piece settles it does not move again; the cells themselves never move or change. By the end the upper row is empty and every cell holds its correct piece. + +Each piece's size, shape, and color stay exactly as in the input, nothing is added, removed, recolored, resized, or duplicated, and a vacated upper-row spot stays empty. Exactly one human hand (with bare arm) is visible operating the pieces; no other hands, tools, or external agents enter the frame. Background, lighting, camera, and framing stay fixed. diff --git a/bench_data/sorting/prompt/video_gen_prompt/sorting_lv3_009.txt b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv3_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..c484989a5bc0ed04120f91a30a4d202598a8817d --- /dev/null +++ b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv3_009.txt @@ -0,0 +1,5 @@ +The input shows several pieces in a single horizontal row in the upper area, and a row of identical EMPTY cells (flat dashed outlines drawn on the table, one cell per piece) in the lower area. Make a smooth top-down video where a single human hand picks up each piece in turn and places it into a cell, sorted left-to-right by color darkness, darkest piece in the leftmost cell, progressively lighter, lightest in the rightmost. The cell a piece ends up in is determined ENTIRELY by its darkness rank, NOT by its upper-row position. + +The hand moves the pieces one at a time in darkness order: the darkest first into the leftmost cell, then the second darkest into the next cell, and so on, ending with the lightest in the rightmost cell. Each placement is a continuous, natural hand motion, no teleporting, no fading, no flying pieces. Once a piece settles it does not move again; the cells themselves never move or change. By the end the upper row is empty and every cell holds its correct piece. + +Each piece's color, shape, and size stay exactly as in the input, nothing is added, removed, recolored, resized, or duplicated, and a vacated upper-row spot stays empty. Exactly one human hand (with bare arm) is visible operating the pieces; no other hands, tools, or external agents enter the frame. Background, lighting, camera, and framing stay fixed. diff --git a/bench_data/sorting/prompt/video_gen_prompt/sorting_lv3_010.txt b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv3_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..c6692c6dfce32cea569d5c342f1253e956b884a4 --- /dev/null +++ b/bench_data/sorting/prompt/video_gen_prompt/sorting_lv3_010.txt @@ -0,0 +1,5 @@ +The input shows several pieces of varying sizes in a single horizontal row in the upper area, and a row of identical EMPTY cells (flat dashed outlines drawn on the table, one cell per piece) in the lower area. Make a smooth top-down video where a single human hand picks up each piece in turn and places it into a cell, sorted left-to-right by size, largest piece in the leftmost cell, progressively smaller, smallest in the rightmost. The cell a piece ends up in is determined ENTIRELY by its size rank, NOT by its upper-row position. + +The hand moves the pieces one at a time in size order: the largest first into the leftmost cell, then the second largest into the next cell, and so on, ending with the smallest in the rightmost cell. Each placement is a continuous, natural hand motion, no teleporting, no fading, no flying pieces. Once a piece settles it does not move again; the cells themselves never move or change. By the end the upper row is empty and every cell holds its correct piece. + +Each piece's size, shape, and color stay exactly as in the input, nothing is added, removed, recolored, resized, or duplicated, and a vacated upper-row spot stays empty. Exactly one human hand (with bare arm) is visible operating the pieces; no other hands, tools, or external agents enter the frame. Background, lighting, camera, and framing stay fixed. diff --git a/bench_data/tool_use_common/input_image/lv1/tool_use_common_lv1_001.png b/bench_data/tool_use_common/input_image/lv1/tool_use_common_lv1_001.png new file mode 100644 index 0000000000000000000000000000000000000000..f47ac0598fab3bbe003faf91cea788b2f4c26fec --- /dev/null +++ b/bench_data/tool_use_common/input_image/lv1/tool_use_common_lv1_001.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:8100c9dd714fb0260443e0493cffefb708852b2902c93f1c92839492637d8c13 +size 2467902 diff --git a/bench_data/tool_use_common/input_image/lv1/tool_use_common_lv1_002.png b/bench_data/tool_use_common/input_image/lv1/tool_use_common_lv1_002.png new file mode 100644 index 0000000000000000000000000000000000000000..19f10e94fbf38482837a4e21def8412df010ee03 --- /dev/null +++ b/bench_data/tool_use_common/input_image/lv1/tool_use_common_lv1_002.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:77028b3ab45ca3471b3c2a498e8ebf84cbdb427332e7122675d87d559c1ab714 +size 2455668 diff --git a/bench_data/tool_use_common/input_image/lv1/tool_use_common_lv1_003.png b/bench_data/tool_use_common/input_image/lv1/tool_use_common_lv1_003.png new file mode 100644 index 0000000000000000000000000000000000000000..f463bf6ec737e9d99e36c54006ab1942d0fe5ffa --- /dev/null +++ b/bench_data/tool_use_common/input_image/lv1/tool_use_common_lv1_003.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:055daaa460c9a51dffe5c67a1d759012668bedb85686f142b9b1ce2a7a6b3d4d +size 2333126 diff --git a/bench_data/tool_use_common/input_image/lv1/tool_use_common_lv1_004.png b/bench_data/tool_use_common/input_image/lv1/tool_use_common_lv1_004.png new file mode 100644 index 0000000000000000000000000000000000000000..494b200f8e20179a2991041e68b1ef0a72c55c0c --- /dev/null +++ b/bench_data/tool_use_common/input_image/lv1/tool_use_common_lv1_004.png @@ -0,0 +1,3 @@ +version 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--- /dev/null +++ b/bench_data/tool_use_common/judge_spec/_completeness_judge.txt @@ -0,0 +1,8 @@ +Completeness scoring, three tiers (0 / 1 / 2), by how far the goal was carried out. +Tier 2 does NOT require flawless / perfect execution: near-complete (goal essentially reached, minor imperfections allowed) still counts as 2. +OVERRIDE (applies to every task): if the output changes drastically from the input image, unrelated new elements suddenly appear, or the scene differs wholesale from the input, score 0, regardless of any apparent task progress. +GUIDING PRINCIPLE: generated video is uncontrollable and may sprout odd elements. As a rule of thumb, if the procedure is carried out step by step but the final answer is simply wrong, give 1 (not 0). Reserve 0 for: the procedure is not attempted at all, or the output breaks / deviates drastically from the input (see OVERRIDE). + +0: A wrong tool is the one applied to the target, or no tool is picked up, or the interaction is random. +1: The correct tool is touched / picked up but is not clearly brought to bear on the target, or a wrong tool is mostly used with only a brief touch of the correct one. +2: The correct tool (the one with the right physical affordance) is picked up and used on the target. The physical action need NOT be perfectly / realistically completed, applying the right tool to the target is enough. diff --git a/bench_data/tool_use_common/judge_spec/_judge_rubric_tool_use_common.json b/bench_data/tool_use_common/judge_spec/_judge_rubric_tool_use_common.json new file mode 100644 index 0000000000000000000000000000000000000000..e5b80eaad0c578214bb316b347213d90cd65bd57 --- /dev/null +++ b/bench_data/tool_use_common/judge_spec/_judge_rubric_tool_use_common.json @@ -0,0 +1,752 @@ +[ + { + "id": "tool_use_common_lv1_001", + "answer": { + "target_object": "sealed brown cardboard delivery box (tape across the top seam)", + "target_action": "cut / slice the top tape seam open", + "candidate_tools": [ + "scissors", + "plastic water bottle", + "folded grey towel", + "plastic hammer" + ], + "correct_tool": "scissors", + "difficulty_note": "common task with the obvious common tool present" + }, + "rubric": [ + "The candidate tools in the scene (scissors, plastic water bottle, folded grey towel, plastic hammer) and the brown cardboard delivery box from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the sealed brown cardboard delivery box (tape across the top seam) is the scissors. For image outputs a closed red circle is drawn around the scissors and around no other item.", + "It is acceptable if a wrong tool (plastic water bottle, folded grey towel, plastic hammer) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the sealed brown cardboard delivery box (tape across the top seam); any wrong tool that was picked up is returned to roughly its starting position.", + "Only the box's tape seam shows the result of the action; the table, the surrounding tools' positions, the box's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the scissors is the tool the hand picks up and uses on the sealed brown cardboard delivery box (tape across the top seam). The hand may briefly pick up and set down a wrong tool before settling on the scissors. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_common_lv1_002", + "answer": { + "target_object": "wooden board with a half-driven protruding nail", + "target_action": "drive the protruding nail flush into the board", + "candidate_tools": [ + "claw hammer with steel head and wooden handle", + "white plastic toothbrush", + "roll of clear adhesive tape", + "thick yellow sponge block" + ], + "correct_tool": "claw hammer with steel head and wooden handle", + "difficulty_note": "common task with the obvious common tool present" + }, + "rubric": [ + "The candidate items in the scene (claw hammer with steel head and wooden handle, white plastic toothbrush, roll of clear adhesive tape, thick yellow sponge block) and the wooden board with a half-driven protruding nail from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the wooden board with a half-driven protruding nail is the claw hammer with steel head and wooden handle. For image outputs a closed red circle is drawn around the claw hammer with steel head and wooden handle and around no other item.", + "It is acceptable if a wrong tool (white plastic toothbrush, roll of clear adhesive tape, thick yellow sponge block) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the wooden board with a half-driven protruding nail; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the wooden board with a half-driven protruding nail shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the claw hammer with steel head and wooden handle is the tool the hand picks up and uses on the wooden board with a half-driven protruding nail. The hand may briefly pick up and set down a wrong tool before settling on the claw hammer with steel head and wooden handle. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_common_lv1_003", + "answer": { + "target_object": "wooden panel with a loose flat-head screw on a drawer pull", + "target_action": "tighten the loose flat-head screw", + "candidate_tools": [ + "red-handled flat-head screwdriver", + "black plastic ballpoint pen", + "grey rectangular eraser", + "folded white paper napkin" + ], + "correct_tool": "red-handled flat-head screwdriver", + "difficulty_note": "common task with the obvious common tool present" + }, + "rubric": [ + "The candidate items in the scene (red-handled flat-head screwdriver, black plastic ballpoint pen, grey rectangular eraser, folded white paper napkin) and the wooden panel with a loose flat-head screw on a drawer pull from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the wooden panel with a loose flat-head screw on a drawer pull is the red-handled flat-head screwdriver. For image outputs a closed red circle is drawn around the red-handled flat-head screwdriver and around no other item.", + "It is acceptable if a wrong tool (black plastic ballpoint pen, grey rectangular eraser, folded white paper napkin) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the wooden panel with a loose flat-head screw on a drawer pull; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the wooden panel with a loose flat-head screw on a drawer pull shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the red-handled flat-head screwdriver is the tool the hand picks up and uses on the wooden panel with a loose flat-head screw on a drawer pull. The hand may briefly pick up and set down a wrong tool before settling on the red-handled flat-head screwdriver. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_common_lv1_004", + "answer": { + "target_object": "small pile of spilled white sugar", + "target_action": "scoop the sugar pile up", + "candidate_tools": [ + "stainless-steel tablespoon", + "sharpened wooden pencil", + "roll of brown jute twine", + "small blue plastic comb" + ], + "correct_tool": "stainless-steel tablespoon", + "difficulty_note": "common task with the obvious common tool present" + }, + "rubric": [ + "The candidate items in the scene (stainless-steel tablespoon, sharpened wooden pencil, roll of brown jute twine, small blue plastic comb) and the small pile of spilled white sugar from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the small pile of spilled white sugar is the stainless-steel tablespoon. For image outputs a closed red circle is drawn around the stainless-steel tablespoon and around no other item.", + "It is acceptable if a wrong tool (sharpened wooden pencil, roll of brown jute twine, small blue plastic comb) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the small pile of spilled white sugar; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the small pile of spilled white sugar shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the stainless-steel tablespoon is the tool the hand picks up and uses on the small pile of spilled white sugar. The hand may briefly pick up and set down a wrong tool before settling on the stainless-steel tablespoon. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_common_lv1_005", + "answer": { + "target_object": "puddle of spilled coffee on the table", + "target_action": "wipe up the coffee puddle", + "candidate_tools": [ + "folded beige kitchen cloth", + "clear glass-bodied ballpoint pen", + "stainless-steel dinner fork", + "rust-coloured single metal key" + ], + "correct_tool": "folded beige kitchen cloth", + "difficulty_note": "common task with the obvious common tool present" + }, + "rubric": [ + "The candidate items in the scene (folded beige kitchen cloth, clear glass-bodied ballpoint pen, stainless-steel dinner fork, rust-coloured single metal key) and the puddle of spilled coffee on the table from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the puddle of spilled coffee on the table is the folded beige kitchen cloth. For image outputs a closed red circle is drawn around the folded beige kitchen cloth and around no other item.", + "It is acceptable if a wrong tool (clear glass-bodied ballpoint pen, stainless-steel dinner fork, rust-coloured single metal key) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the puddle of spilled coffee on the table; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the puddle of spilled coffee on the table shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the folded beige kitchen cloth is the tool the hand picks up and uses on the puddle of spilled coffee on the table. The hand may briefly pick up and set down a wrong tool before settling on the folded beige kitchen cloth. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_common_lv1_006", + "answer": { + "target_object": "a sealed glass soda bottle with a crimped metal crown cap", + "target_action": "prying the crown cap off the bottle", + "candidate_tools": [ + "a wooden-handled metal bottle opener", + "a yellow plastic ballpoint pen", + "a grey rectangular eraser", + "a folded white paper napkin" + ], + "correct_tool": "a wooden-handled metal bottle opener", + "difficulty_note": "common task with the obvious common tool present" + }, + "rubric": [ + "The candidate tools in the scene (a wooden-handled metal bottle opener, a yellow plastic ballpoint pen, a grey rectangular eraser, and a folded white paper napkin) and the a sealed glass soda bottle with a crimped metal crown cap from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the a sealed glass soda bottle with a crimped metal crown cap is the a wooden-handled metal bottle opener. For image outputs a closed red circle is drawn around the a wooden-handled metal bottle opener and around no other item.", + "It is acceptable if a wrong tool (a yellow plastic ballpoint pen, a grey rectangular eraser, and a folded white paper napkin) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the a sealed glass soda bottle with a crimped metal crown cap; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the a sealed glass soda bottle with a crimped metal crown cap shows the result of the action; the table, the surrounding tools' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the a wooden-handled metal bottle opener is the tool the hand picks up and uses on the a sealed glass soda bottle with a crimped metal crown cap. The hand may briefly pick up and set down a wrong tool before settling on the a wooden-handled metal bottle opener. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_common_lv1_007", + "answer": { + "target_object": "a short yellow wooden pencil with a blunt worn-down tip", + "target_action": "sharpening the pencil tip", + "candidate_tools": [ + "a small red metal pencil sharpener", + "an empty glass cup", + "a roll of brown jute twine", + "a grey rectangular eraser" + ], + "correct_tool": "a small red metal pencil sharpener", + "difficulty_note": "common task with the obvious common tool present" + }, + "rubric": [ + "The candidate tools in the scene (a small red metal pencil sharpener, an empty glass cup, a roll of brown jute twine, and a grey rectangular eraser) and the a short yellow wooden pencil with a blunt worn-down tip from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the a short yellow wooden pencil with a blunt worn-down tip is the a small red metal pencil sharpener. For image outputs a closed red circle is drawn around the a small red metal pencil sharpener and around no other item.", + "It is acceptable if a wrong tool (an empty glass cup, a roll of brown jute twine, and a grey rectangular eraser) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the a short yellow wooden pencil with a blunt worn-down tip; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the a short yellow wooden pencil with a blunt worn-down tip shows the result of the action; the table, the surrounding tools' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the a small red metal pencil sharpener is the tool the hand picks up and uses on the a short yellow wooden pencil with a blunt worn-down tip. The hand may briefly pick up and set down a wrong tool before settling on the a small red metal pencil sharpener. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_common_lv1_008", + "answer": { + "target_object": "a whole walnut with its hard shell fully intact", + "target_action": "cracking the walnut shell", + "candidate_tools": [ + "a metal hinged nutcracker", + "a black plastic ballpoint pen", + "a soft yellow sponge", + "a folded white paper napkin" + ], + "correct_tool": "a metal hinged nutcracker", + "difficulty_note": "common task with the obvious common tool present" + }, + "rubric": [ + "The candidate tools in the scene (a metal hinged nutcracker, a black plastic ballpoint pen, a soft yellow sponge, and a folded white paper napkin) and the a whole walnut with its hard shell fully intact from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the a whole walnut with its hard shell fully intact is the a metal hinged nutcracker. For image outputs a closed red circle is drawn around the a metal hinged nutcracker and around no other item.", + "It is acceptable if a wrong tool (a black plastic ballpoint pen, a soft yellow sponge, and a folded white paper napkin) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the a whole walnut with its hard shell fully intact; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the a whole walnut with its hard shell fully intact shows the result of the action; the table, the surrounding tools' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the a metal hinged nutcracker is the tool the hand picks up and uses on the a whole walnut with its hard shell fully intact. The hand may briefly pick up and set down a wrong tool before settling on the a metal hinged nutcracker. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_common_lv1_009", + "answer": { + "target_object": "a round ball of pale dough resting on a lightly floured surface", + "target_action": "rolling the dough flat into a thin sheet", + "candidate_tools": [ + "a pale wooden rolling pin", + "a yellow plastic ballpoint pen", + "a grey rectangular eraser", + "an empty glass cup" + ], + "correct_tool": "a pale wooden rolling pin", + "difficulty_note": "common task with the obvious common tool present" + }, + "rubric": [ + "The candidate tools in the scene (a pale wooden rolling pin, a yellow plastic ballpoint pen, a grey rectangular eraser, and an empty glass cup) and the a round ball of pale dough resting on a lightly floured surface from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the a round ball of pale dough resting on a lightly floured surface is the a pale wooden rolling pin. For image outputs a closed red circle is drawn around the a pale wooden rolling pin and around no other item.", + "It is acceptable if a wrong tool (a yellow plastic ballpoint pen, a grey rectangular eraser, and an empty glass cup) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the a round ball of pale dough resting on a lightly floured surface; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the a round ball of pale dough resting on a lightly floured surface shows the result of the action; the table, the surrounding tools' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the a pale wooden rolling pin is the tool the hand picks up and uses on the a round ball of pale dough resting on a lightly floured surface. The hand may briefly pick up and set down a wrong tool before settling on the a pale wooden rolling pin. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_common_lv1_010", + "answer": { + "target_object": "a short white candle with an exposed unlit wick", + "target_action": "lighting the candle wick", + "candidate_tools": [ + "an orange plastic disposable lighter", + "a grey rectangular eraser", + "a folded white paper napkin", + "a roll of brown jute twine" + ], + "correct_tool": "an orange plastic disposable lighter", + "difficulty_note": "common task with the obvious common tool present" + }, + "rubric": [ + "The candidate tools in the scene (an orange plastic disposable lighter, a grey rectangular eraser, a folded white paper napkin, and a roll of brown jute twine) and the a short white candle with an exposed unlit wick from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the a short white candle with an exposed unlit wick is the an orange plastic disposable lighter. For image outputs a closed red circle is drawn around the an orange plastic disposable lighter and around no other item.", + "It is acceptable if a wrong tool (a grey rectangular eraser, a folded white paper napkin, and a roll of brown jute twine) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the a short white candle with an exposed unlit wick; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the a short white candle with an exposed unlit wick shows the result of the action; the table, the surrounding tools' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the an orange plastic disposable lighter is the tool the hand picks up and uses on the a short white candle with an exposed unlit wick. The hand may briefly pick up and set down a wrong tool before settling on the an orange plastic disposable lighter. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_common_lv2_001", + "answer": { + "target_object": "wooden board with a half-driven nail", + "target_action": "drive the nail flush into the board", + "candidate_tools": [ + "claw hammer with steel head and wooden handle", + "silver adjustable wrench", + "empty glass cup", + "plastic ballpoint pen", + "folded white paper napkin", + "yellow sponge block" + ], + "correct_tool": "claw hammer with steel head and wooden handle", + "difficulty_note": "6 candidates; hammer is the clean choice; adjustable wrench is a near-miss with poor striking face" + }, + "rubric": [ + "The candidate items in the scene (small white plastic round bowl, folded white paper napkin, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, sharpened wooden pencil) and the leaking water bottle and the wet patch below it from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the wooden board with a half-driven nail is the claw hammer with steel head and wooden handle. For image outputs a closed red circle is drawn around the claw hammer with steel head and wooden handle and around no other item.", + "It is acceptable if a wrong tool (silver adjustable wrench, empty glass cup, plastic ballpoint pen, folded white paper napkin, yellow sponge block) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the wooden board with a half-driven nail; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the leaking water bottle and the wet patch below it shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the claw hammer with steel head and wooden handle is the tool the hand picks up and uses on the wooden board with a half-driven nail. The hand may briefly pick up and set down a wrong tool before settling on the claw hammer with steel head and wooden handle. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_common_lv2_002", + "answer": { + "target_object": "ceramic tile with a dried paint blob stuck on it", + "target_action": "scrape the dried paint blob off the tile", + "candidate_tools": [ + "metal putty scraper", + "rigid plastic ruler", + "soft pink sponge", + "sharpened wooden pencil", + "roll of clear tape", + "blue plastic bottle cap" + ], + "correct_tool": "metal putty scraper", + "difficulty_note": "6 candidates; metal scraper has hard rigid edge; the plastic ruler is a near-miss but its edge is too soft" + }, + "rubric": [ + "The candidate items in the scene (small stainless-steel teaspoon, sharpened wooden pencil, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, small roll of brown jute twine) and the mug of hot coffee with an undissolved sugar lump from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the ceramic tile with a dried paint blob stuck on it is the metal putty scraper. For image outputs a closed red circle is drawn around the metal putty scraper and around no other item.", + "It is acceptable if a wrong tool (rigid plastic ruler, soft pink sponge, sharpened wooden pencil, roll of clear tape, blue plastic bottle cap) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the ceramic tile with a dried paint blob stuck on it; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the mug of hot coffee with an undissolved sugar lump shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the metal putty scraper is the tool the hand picks up and uses on the ceramic tile with a dried paint blob stuck on it. The hand may briefly pick up and set down a wrong tool before settling on the metal putty scraper. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_common_lv2_003", + "answer": { + "target_object": "loose stack of A5 white paper", + "target_action": "clamp the paper stack tightly together along one edge", + "candidate_tools": [ + "black metal binder clip", + "small silver paper clip", + "plastic ballpoint pen", + "empty glass cup", + "grey rubber eraser", + "small roll of brown jute twine" + ], + "correct_tool": "black metal binder clip", + "difficulty_note": "6 candidates; binder clip has the strong jaw needed; paper clip is plausible but too weak for the stack" + }, + "rubric": [ + "The candidate items in the scene (transparent square ice cube, folded paper hand fan, plastic ballpoint pen, blue plastic bottle cap, grey rubber eraser, sharpened wooden pencil) and the ceramic mug of steaming hot tea from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the loose stack of A5 white paper is the black metal binder clip. For image outputs a closed red circle is drawn around the black metal binder clip and around no other item.", + "It is acceptable if a wrong tool (small silver paper clip, plastic ballpoint pen, empty glass cup, grey rubber eraser, small roll of brown jute twine) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the loose stack of A5 white paper; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the ceramic mug of steaming hot tea shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the black metal binder clip is the tool the hand picks up and uses on the loose stack of A5 white paper. The hand may briefly pick up and set down a wrong tool before settling on the black metal binder clip. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_common_lv2_004", + "answer": { + "target_object": "small metal pot with a closed hot lid", + "target_action": "lift the hot metal lid off the pot", + "candidate_tools": [ + "red silicone heat-resistant pot holder", + "folded thick paper towel", + "empty glass cup", + "plastic ballpoint pen", + "sharpened wooden pencil", + "blue plastic bottle cap" + ], + "correct_tool": "red silicone heat-resistant pot holder", + "difficulty_note": "6 candidates; silicone pad gives proper sustained heat insulation; paper towel briefly insulates but conducts heat quickly" + }, + "rubric": [ + "The candidate items in the scene (soft black-handled bristle brush, folded paper hand fan, grey rubber eraser, plastic ballpoint pen, empty glass cup, roll of clear tape) and the black keyboard with dust between the keys from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the small metal pot with a closed hot lid is the red silicone heat-resistant pot holder. For image outputs a closed red circle is drawn around the red silicone heat-resistant pot holder and around no other item.", + "It is acceptable if a wrong tool (folded thick paper towel, empty glass cup, plastic ballpoint pen, sharpened wooden pencil, blue plastic bottle cap) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the small metal pot with a closed hot lid; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the black keyboard with dust between the keys shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the red silicone heat-resistant pot holder is the tool the hand picks up and uses on the small metal pot with a closed hot lid. The hand may briefly pick up and set down a wrong tool before settling on the red silicone heat-resistant pot holder. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_common_lv2_005", + "answer": { + "target_object": "small cork board with a visible splinter embedded", + "target_action": "pull the splinter out of the cork", + "candidate_tools": [ + "stainless-steel tweezers", + "thin sewing steel needle", + "sharpened wooden pencil", + "small roll of brown jute twine", + "grey rubber eraser", + "blue plastic bottle cap" + ], + "correct_tool": "stainless-steel tweezers", + "difficulty_note": "6 candidates; tweezers can both grip and pull the splinter; needle can only pry, not extract" + }, + "rubric": [ + "The candidate items in the scene (stainless-steel tweezers, thin sewing steel needle, sharpened wooden pencil, small roll of brown jute twine, grey rubber eraser, blue plastic bottle cap) and the small cork board with a visible splinter embedded from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the small cork board with a visible splinter embedded is the stainless-steel tweezers. For image outputs a closed red circle is drawn around the stainless-steel tweezers and around no other item.", + "It is acceptable if a wrong tool (thin sewing steel needle, sharpened wooden pencil, small roll of brown jute twine, grey rubber eraser, blue plastic bottle cap) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the small cork board with a visible splinter embedded; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the small cork board with a visible splinter embedded shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the stainless-steel tweezers is the tool the hand picks up and uses on the small cork board with a visible splinter embedded. The hand may briefly pick up and set down a wrong tool before settling on the stainless-steel tweezers. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_common_lv2_006", + "answer": { + "target_object": "the inner surface of an old lampshade coated with a layer of dust", + "target_action": "dusting the lampshade clean", + "candidate_tools": [ + "a long soft-bristled duster", + "an empty glass cup", + "a yellow plastic ballpoint pen", + "a grey rectangular eraser", + "a roll of brown jute twine", + "a metal hinged nutcracker" + ], + "correct_tool": "a long soft-bristled duster", + "difficulty_note": "6 candidates; the soft duster sweeps dust off; the other items cannot dust a surface" + }, + "rubric": [ + "The candidate tools in the scene (a long soft-bristled duster, an empty glass cup, a yellow plastic ballpoint pen, a grey rectangular eraser, a roll of brown jute twine, and a metal hinged nutcracker) and the the inner surface of an old lampshade coated with a layer of dust from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the the inner surface of an old lampshade coated with a layer of dust is the a long soft-bristled duster. For image outputs a closed red circle is drawn around the a long soft-bristled duster and around no other item.", + "It is acceptable if a wrong tool (an empty glass cup, a yellow plastic ballpoint pen, a grey rectangular eraser, a roll of brown jute twine, and a metal hinged nutcracker) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the the inner surface of an old lampshade coated with a layer of dust; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the the inner surface of an old lampshade coated with a layer of dust shows the result of the action; the table, the surrounding tools' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the a long soft-bristled duster is the tool the hand picks up and uses on the the inner surface of an old lampshade coated with a layer of dust. The hand may briefly pick up and set down a wrong tool before settling on the a long soft-bristled duster. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_common_lv2_007", + "answer": { + "target_object": "an old sticker stuck on the table with one corner already lifting", + "target_action": "scraping the sticker off the surface", + "candidate_tools": [ + "a thin-blade plastic scraper card", + "a black plastic ballpoint pen", + "an empty glass cup", + "a soft yellow sponge", + "a roll of brown jute twine", + "a folded white paper napkin" + ], + "correct_tool": "a thin-blade plastic scraper card", + "difficulty_note": "6 candidates; the thin rigid scraper edge can get under the sticker; soft items cannot" + }, + "rubric": [ + "The candidate tools in the scene (a thin-blade plastic scraper card, a black plastic ballpoint pen, an empty glass cup, a soft yellow sponge, a roll of brown jute twine, and a folded white paper napkin) and the an old sticker stuck on the table with one corner already lifting from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the an old sticker stuck on the table with one corner already lifting is the a thin-blade plastic scraper card. For image outputs a closed red circle is drawn around the a thin-blade plastic scraper card and around no other item.", + "It is acceptable if a wrong tool (a black plastic ballpoint pen, an empty glass cup, a soft yellow sponge, a roll of brown jute twine, and a folded white paper napkin) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the an old sticker stuck on the table with one corner already lifting; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the an old sticker stuck on the table with one corner already lifting shows the result of the action; the table, the surrounding tools' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the a thin-blade plastic scraper card is the tool the hand picks up and uses on the an old sticker stuck on the table with one corner already lifting. The hand may briefly pick up and set down a wrong tool before settling on the a thin-blade plastic scraper card. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_common_lv2_008", + "answer": { + "target_object": "the scuffed toe of an old leather shoe in need of buffing", + "target_action": "buffing the shoe leather to a shine", + "candidate_tools": [ + "a soft cotton polishing cloth", + "a yellow plastic ballpoint pen", + "an empty glass cup", + "a grey rectangular eraser", + "a roll of brown jute twine", + "a slender metal crochet hook" + ], + "correct_tool": "a soft cotton polishing cloth", + "difficulty_note": "6 candidates; the soft cloth buffs leather to a shine; the rigid items cannot polish" + }, + "rubric": [ + "The candidate tools in the scene (a soft cotton polishing cloth, a yellow plastic ballpoint pen, an empty glass cup, a grey rectangular eraser, a roll of brown jute twine, and a slender metal crochet hook) and the the scuffed toe of an old leather shoe in need of buffing from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the the scuffed toe of an old leather shoe in need of buffing is the a soft cotton polishing cloth. For image outputs a closed red circle is drawn around the a soft cotton polishing cloth and around no other item.", + "It is acceptable if a wrong tool (a yellow plastic ballpoint pen, an empty glass cup, a grey rectangular eraser, a roll of brown jute twine, and a slender metal crochet hook) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the the scuffed toe of an old leather shoe in need of buffing; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the the scuffed toe of an old leather shoe in need of buffing shows the result of the action; the table, the surrounding tools' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the a soft cotton polishing cloth is the tool the hand picks up and uses on the the scuffed toe of an old leather shoe in need of buffing. The hand may briefly pick up and set down a wrong tool before settling on the a soft cotton polishing cloth. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_common_lv2_009", + "answer": { + "target_object": "a half-deflated soccer ball with its inflation valve facing up", + "target_action": "pumping the ball back up", + "candidate_tools": [ + "a handheld plastic ball pump with a needle", + "a soft yellow sponge", + "a black plastic ballpoint pen", + "an empty glass cup", + "a grey rectangular eraser", + "a folded white paper napkin" + ], + "correct_tool": "a handheld plastic ball pump with a needle", + "difficulty_note": "6 candidates; the pump with needle inflates the ball; nothing else can add air" + }, + "rubric": [ + "The candidate tools in the scene (a handheld plastic ball pump with a needle, a soft yellow sponge, a black plastic ballpoint pen, an empty glass cup, a grey rectangular eraser, and a folded white paper napkin) and the a half-deflated soccer ball with its inflation valve facing up from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the a half-deflated soccer ball with its inflation valve facing up is the a handheld plastic ball pump with a needle. For image outputs a closed red circle is drawn around the a handheld plastic ball pump with a needle and around no other item.", + "It is acceptable if a wrong tool (a soft yellow sponge, a black plastic ballpoint pen, an empty glass cup, a grey rectangular eraser, and a folded white paper napkin) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the a half-deflated soccer ball with its inflation valve facing up; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the a half-deflated soccer ball with its inflation valve facing up shows the result of the action; the table, the surrounding tools' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the a handheld plastic ball pump with a needle is the tool the hand picks up and uses on the a half-deflated soccer ball with its inflation valve facing up. The hand may briefly pick up and set down a wrong tool before settling on the a handheld plastic ball pump with a needle. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_common_lv2_010", + "answer": { + "target_object": "a long wooden plank lying flat that needs its length measured", + "target_action": "measuring the plank's length", + "candidate_tools": [ + "a yellow-cased metal tape measure", + "a soft yellow sponge", + "an empty glass cup", + "a grey rectangular eraser", + "a roll of brown jute twine", + "a folded white paper napkin" + ], + "correct_tool": "a yellow-cased metal tape measure", + "difficulty_note": "6 candidates; the tape measure extends along the plank to measure it; nothing else gives a length" + }, + "rubric": [ + "The candidate tools in the scene (a yellow-cased metal tape measure, a soft yellow sponge, an empty glass cup, a grey rectangular eraser, a roll of brown jute twine, and a folded white paper napkin) and the a long wooden plank lying flat that needs its length measured from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the a long wooden plank lying flat that needs its length measured is the a yellow-cased metal tape measure. For image outputs a closed red circle is drawn around the a yellow-cased metal tape measure and around no other item.", + "It is acceptable if a wrong tool (a soft yellow sponge, an empty glass cup, a grey rectangular eraser, a roll of brown jute twine, and a folded white paper napkin) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the a long wooden plank lying flat that needs its length measured; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the a long wooden plank lying flat that needs its length measured shows the result of the action; the table, the surrounding tools' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the a yellow-cased metal tape measure is the tool the hand picks up and uses on the a long wooden plank lying flat that needs its length measured. The hand may briefly pick up and set down a wrong tool before settling on the a yellow-cased metal tape measure. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_common_lv3_001", + "answer": { + "target_object": "30cm length of beige nylon rope", + "target_action": "cutting the rope cleanly into two pieces", + "candidate_tools": [ + "stainless-steel kitchen chef's knife", + "silver adjustable wrench", + "plastic ballpoint pen", + "empty glass cup", + "grey rubber eraser", + "sharpened wooden pencil", + "blue plastic bottle cap", + "folded white cotton cloth" + ], + "correct_tool": "stainless-steel kitchen chef's knife", + "difficulty_note": "8 candidates; chef's knife is the clean choice; the adjustable wrench is a metal-on-rope near-miss but cannot slice" + }, + "rubric": [ + "The candidate items in the scene (stainless-steel kitchen chef's knife, silver adjustable wrench, plastic ballpoint pen, empty glass cup, grey rubber eraser, sharpened wooden pencil, blue plastic bottle cap, folded white cotton cloth) and the 30cm length of beige nylon rope from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the 30cm length of beige nylon rope is the stainless-steel kitchen chef's knife. For image outputs a closed red circle is drawn around the stainless-steel kitchen chef's knife and around no other item.", + "It is acceptable if a wrong tool (silver adjustable wrench, plastic ballpoint pen, empty glass cup, grey rubber eraser, sharpened wooden pencil, blue plastic bottle cap, folded white cotton cloth) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the 30cm length of beige nylon rope; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the 30cm length of beige nylon rope shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the stainless-steel kitchen chef's knife is the tool the hand picks up and uses on the 30cm length of beige nylon rope. The hand may briefly pick up and set down a wrong tool before settling on the stainless-steel kitchen chef's knife. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_common_lv3_002", + "answer": { + "target_object": "sealed metal food can", + "target_action": "opening the can by cutting the lid off", + "candidate_tools": [ + "manual hand-crank metal can opener", + "stainless-steel dinner fork", + "blue plastic bottle cap", + "plastic ballpoint pen", + "small roll of brown jute twine", + "grey rubber eraser", + "empty glass cup", + "folded white paper napkin" + ], + "correct_tool": "manual hand-crank metal can opener", + "difficulty_note": "8 candidates; the can opener is the obvious tool; a fork can dent the lid but cannot cut it open" + }, + "rubric": [ + "The candidate items in the scene (silver metal corkscrew, stainless-steel dinner fork, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, sharpened wooden pencil, empty glass cup, folded white paper napkin) and the corked dark-green wine bottle from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the sealed metal food can is the manual hand-crank metal can opener. For image outputs a closed red circle is drawn around the manual hand-crank metal can opener and around no other item.", + "It is acceptable if a wrong tool (stainless-steel dinner fork, blue plastic bottle cap, plastic ballpoint pen, small roll of brown jute twine, grey rubber eraser, empty glass cup, folded white paper napkin) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the sealed metal food can; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the corked dark-green wine bottle shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the manual hand-crank metal can opener is the tool the hand picks up and uses on the sealed metal food can. The hand may briefly pick up and set down a wrong tool before settling on the manual hand-crank metal can opener. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_common_lv3_003", + "answer": { + "target_object": "round red apple", + "target_action": "peeling the apple's skin off in long strips", + "candidate_tools": [ + "silver metal Y-shaped vegetable peeler", + "stainless-steel dinner fork", + "plastic ballpoint pen", + "grey rubber eraser", + "blue plastic bottle cap", + "sharpened wooden pencil", + "empty glass cup", + "folded white cotton cloth" + ], + "correct_tool": "silver metal Y-shaped vegetable peeler", + "difficulty_note": "8 candidates; the peeler is the obvious tool; a fork can scratch the skin but cannot peel cleanly" + }, + "rubric": [ + "The candidate items in the scene (silver metal Y-shaped vegetable peeler, stainless-steel dinner fork, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, sharpened wooden pencil, empty glass cup, folded white cotton cloth) and the round red apple from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the round red apple is the silver metal Y-shaped vegetable peeler. For image outputs a closed red circle is drawn around the silver metal Y-shaped vegetable peeler and around no other item.", + "It is acceptable if a wrong tool (stainless-steel dinner fork, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, sharpened wooden pencil, empty glass cup, folded white cotton cloth) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the round red apple; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the round red apple shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the silver metal Y-shaped vegetable peeler is the tool the hand picks up and uses on the round red apple. The hand may briefly pick up and set down a wrong tool before settling on the silver metal Y-shaped vegetable peeler. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_common_lv3_004", + "answer": { + "target_object": "light pine board with a loose phillips-head screw", + "target_action": "tightening the phillips-head screw flush", + "candidate_tools": [ + "blue-handled phillips screwdriver", + "red-handled flat-head screwdriver", + "plastic ballpoint pen", + "grey rubber eraser", + "blue plastic bottle cap", + "sharpened wooden pencil", + "small roll of brown jute twine", + "folded white paper napkin" + ], + "correct_tool": "blue-handled phillips screwdriver", + "difficulty_note": "8 candidates; the phillips driver matches the cross slot; the flat-head driver is a near-miss but will cam out of the cross slot" + }, + "rubric": [ + "The candidate items in the scene (small handheld plastic hand pump, clear plastic funnel, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, sharpened wooden pencil, empty glass cup, folded white cotton cloth) and the deflated red rubber balloon from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the light pine board with a loose phillips-head screw is the blue-handled phillips screwdriver. For image outputs a closed red circle is drawn around the blue-handled phillips screwdriver and around no other item.", + "It is acceptable if a wrong tool (red-handled flat-head screwdriver, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, sharpened wooden pencil, small roll of brown jute twine, folded white paper napkin) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the light pine board with a loose phillips-head screw; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the deflated red rubber balloon shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the blue-handled phillips screwdriver is the tool the hand picks up and uses on the light pine board with a loose phillips-head screw. The hand may briefly pick up and set down a wrong tool before settling on the blue-handled phillips screwdriver. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_common_lv3_005", + "answer": { + "target_object": "stack of 5 A5 white sheets", + "target_action": "punching a single round hole through the corner of the paper stack", + "candidate_tools": [ + "silver metal single-hole punch", + "small silver metal stapler", + "plastic ballpoint pen", + "grey rubber eraser", + "blue plastic bottle cap", + "sharpened wooden pencil", + "empty glass cup", + "folded white cotton cloth" + ], + "correct_tool": "silver metal single-hole punch", + "difficulty_note": "8 candidates; the hole punch is the obvious tool; the stapler joins paper but does not make a clean round hole" + }, + "rubric": [ + "The candidate items in the scene (clear plastic measuring cup with printed graduation marks, stainless-steel tablespoon, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, sharpened wooden pencil, empty glass cup, folded white paper napkin) and the glass jar of white flour from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the stack of 5 A5 white sheets is the silver metal single-hole punch. For image outputs a closed red circle is drawn around the silver metal single-hole punch and around no other item.", + "It is acceptable if a wrong tool (small silver metal stapler, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, sharpened wooden pencil, empty glass cup, folded white cotton cloth) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the stack of 5 A5 white sheets; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the glass jar of white flour shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the silver metal single-hole punch is the tool the hand picks up and uses on the stack of 5 A5 white sheets. The hand may briefly pick up and set down a wrong tool before settling on the silver metal single-hole punch. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_common_lv3_006", + "answer": { + "target_object": "a length of thin steel wire pinned across a board needing to be cut", + "target_action": "cutting the steel wire through", + "candidate_tools": [ + "a pair of metal wire cutters", + "a black plastic ballpoint pen", + "an empty glass cup", + "a grey rectangular eraser", + "a sharpened wooden pencil", + "a soft yellow sponge", + "a roll of brown jute twine", + "a folded white paper napkin" + ], + "correct_tool": "a pair of metal wire cutters", + "difficulty_note": "8 candidates; the wire cutters' hardened jaws sever steel wire; nothing else can cut metal" + }, + "rubric": [ + "The candidate tools in the scene (a pair of metal wire cutters, a black plastic ballpoint pen, an empty glass cup, a grey rectangular eraser, a sharpened wooden pencil, a soft yellow sponge, a roll of brown jute twine, and a folded white paper napkin) and the a length of thin steel wire pinned across a board needing to be cut from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the a length of thin steel wire pinned across a board needing to be cut is the a pair of metal wire cutters. For image outputs a closed red circle is drawn around the a pair of metal wire cutters and around no other item.", + "It is acceptable if a wrong tool (a black plastic ballpoint pen, an empty glass cup, a grey rectangular eraser, a sharpened wooden pencil, a soft yellow sponge, a roll of brown jute twine, and a folded white paper napkin) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the a length of thin steel wire pinned across a board needing to be cut; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the a length of thin steel wire pinned across a board needing to be cut shows the result of the action; the table, the surrounding tools' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the a pair of metal wire cutters is the tool the hand picks up and uses on the a length of thin steel wire pinned across a board needing to be cut. The hand may briefly pick up and set down a wrong tool before settling on the a pair of metal wire cutters. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_common_lv3_007", + "answer": { + "target_object": "a small pan of warm milk that needs to be frothed", + "target_action": "frothing the milk into foam", + "candidate_tools": [ + "a handheld electric metal milk frother", + "a stainless-steel dinner fork", + "a yellow plastic ballpoint pen", + "an empty glass cup", + "a grey rectangular eraser", + "a roll of brown jute twine", + "a sharpened wooden pencil", + "a folded white paper napkin" + ], + "correct_tool": "a handheld electric metal milk frother", + "difficulty_note": "8 candidates; the spinning frother aerates milk into foam; the fork is a near-miss but cannot froth" + }, + "rubric": [ + "The candidate tools in the scene (a handheld electric metal milk frother, a stainless-steel dinner fork, a yellow plastic ballpoint pen, an empty glass cup, a grey rectangular eraser, a roll of brown jute twine, a sharpened wooden pencil, and a folded white paper napkin) and the a small pan of warm milk that needs to be frothed from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the a small pan of warm milk that needs to be frothed is the a handheld electric metal milk frother. For image outputs a closed red circle is drawn around the a handheld electric metal milk frother and around no other item.", + "It is acceptable if a wrong tool (a stainless-steel dinner fork, a yellow plastic ballpoint pen, an empty glass cup, a grey rectangular eraser, a roll of brown jute twine, a sharpened wooden pencil, and a folded white paper napkin) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the a small pan of warm milk that needs to be frothed; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the a small pan of warm milk that needs to be frothed shows the result of the action; the table, the surrounding tools' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the a handheld electric metal milk frother is the tool the hand picks up and uses on the a small pan of warm milk that needs to be frothed. The hand may briefly pick up and set down a wrong tool before settling on the a handheld electric metal milk frother. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_common_lv3_008", + "answer": { + "target_object": "a wrinkled cloth napkin spread flat needing to be pressed smooth", + "target_action": "pressing the napkin smooth", + "candidate_tools": [ + "a small metal clothes iron", + "a black plastic ballpoint pen", + "an empty glass cup", + "a grey rectangular eraser", + "a sharpened wooden pencil", + "a roll of brown jute twine", + "a stainless-steel dinner fork", + "a soft yellow sponge" + ], + "correct_tool": "a small metal clothes iron", + "difficulty_note": "8 candidates; the iron presses wrinkles flat; nothing else can smooth fabric" + }, + "rubric": [ + "The candidate tools in the scene (a small metal clothes iron, a black plastic ballpoint pen, an empty glass cup, a grey rectangular eraser, a sharpened wooden pencil, a roll of brown jute twine, a stainless-steel dinner fork, and a soft yellow sponge) and the a wrinkled cloth napkin spread flat needing to be pressed smooth from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the a wrinkled cloth napkin spread flat needing to be pressed smooth is the a small metal clothes iron. For image outputs a closed red circle is drawn around the a small metal clothes iron and around no other item.", + "It is acceptable if a wrong tool (a black plastic ballpoint pen, an empty glass cup, a grey rectangular eraser, a sharpened wooden pencil, a roll of brown jute twine, a stainless-steel dinner fork, and a soft yellow sponge) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the a wrinkled cloth napkin spread flat needing to be pressed smooth; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the a wrinkled cloth napkin spread flat needing to be pressed smooth shows the result of the action; the table, the surrounding tools' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the a small metal clothes iron is the tool the hand picks up and uses on the a wrinkled cloth napkin spread flat needing to be pressed smooth. The hand may briefly pick up and set down a wrong tool before settling on the a small metal clothes iron. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_common_lv3_009", + "answer": { + "target_object": "a loaf of bread resting on a board to be sliced", + "target_action": "slicing the bread into slices", + "candidate_tools": [ + "a serrated-edge bread knife", + "a stainless-steel dinner fork", + "a black plastic ballpoint pen", + "an empty glass cup", + "a grey rectangular eraser", + "a sharpened wooden pencil", + "a roll of brown jute twine", + "a folded white paper napkin" + ], + "correct_tool": "a serrated-edge bread knife", + "difficulty_note": "8 candidates; the serrated bread knife slices the loaf; the fork can pierce but cannot slice" + }, + "rubric": [ + "The candidate tools in the scene (a serrated-edge bread knife, a stainless-steel dinner fork, a black plastic ballpoint pen, an empty glass cup, a grey rectangular eraser, a sharpened wooden pencil, a roll of brown jute twine, and a folded white paper napkin) and the a loaf of bread resting on a board to be sliced from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the a loaf of bread resting on a board to be sliced is the a serrated-edge bread knife. For image outputs a closed red circle is drawn around the a serrated-edge bread knife and around no other item.", + "It is acceptable if a wrong tool (a stainless-steel dinner fork, a black plastic ballpoint pen, an empty glass cup, a grey rectangular eraser, a sharpened wooden pencil, a roll of brown jute twine, and a folded white paper napkin) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the a loaf of bread resting on a board to be sliced; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the a loaf of bread resting on a board to be sliced shows the result of the action; the table, the surrounding tools' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the a serrated-edge bread knife is the tool the hand picks up and uses on the a loaf of bread resting on a board to be sliced. The hand may briefly pick up and set down a wrong tool before settling on the a serrated-edge bread knife. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_common_lv3_010", + "answer": { + "target_object": "a bowl with a lump of soft butter to be whipped creamy", + "target_action": "whipping the butter creamy", + "candidate_tools": [ + "a metal wire balloon whisk", + "a black plastic ballpoint pen", + "an empty glass cup", + "a grey rectangular eraser", + "a sharpened wooden pencil", + "a roll of brown jute twine", + "a wide-blade metal paint scraper", + "a folded white paper napkin" + ], + "correct_tool": "a metal wire balloon whisk", + "difficulty_note": "8 candidates; the wire whisk aerates and whips the butter; nothing else can whip it light" + }, + "rubric": [ + "The candidate tools in the scene (a metal wire balloon whisk, a black plastic ballpoint pen, an empty glass cup, a grey rectangular eraser, a sharpened wooden pencil, a roll of brown jute twine, a wide-blade metal paint scraper, and a folded white paper napkin) and the a bowl with a lump of soft butter to be whipped creamy from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the a bowl with a lump of soft butter to be whipped creamy is the a metal wire balloon whisk. For image outputs a closed red circle is drawn around the a metal wire balloon whisk and around no other item.", + "It is acceptable if a wrong tool (a black plastic ballpoint pen, an empty glass cup, a grey rectangular eraser, a sharpened wooden pencil, a roll of brown jute twine, a wide-blade metal paint scraper, and a folded white paper napkin) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the a bowl with a lump of soft butter to be whipped creamy; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the a bowl with a lump of soft butter to be whipped creamy shows the result of the action; the table, the surrounding tools' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the a metal wire balloon whisk is the tool the hand picks up and uses on the a bowl with a lump of soft butter to be whipped creamy. The hand may briefly pick up and set down a wrong tool before settling on the a metal wire balloon whisk. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + } +] \ No newline at end of file diff --git a/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv1_001.txt b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv1_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..862370be3daebdb53d5d019487dbbc4e3b7edeb0 --- /dev/null +++ b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv1_001.txt @@ -0,0 +1 @@ +The input image shows a brown cardboard delivery box sealed shut by a brown packing-tape strip along its top seam, with four candidate tools around it on the table: a pair of scissors, a sealed plastic water bottle, a folded grey towel, and a plastic hammer. The task is to identify which one of these four tools has the physical affordance to actually cut the tape open. Output the same input image with exactly one closed red circle drawn around that correct tool, and around no other tool. Do not circle the box itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv1_002.txt b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv1_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..e5fa9a756d1862ec7db13478784113e8a50bc18b --- /dev/null +++ b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv1_002.txt @@ -0,0 +1 @@ +The input image shows a light pine wooden board with a silver iron nail sticking out halfway from its center on a wooden table, with four candidate items around it: a claw hammer with steel head and wooden handle, a white plastic toothbrush, a roll of clear adhesive tape, and a thick yellow sponge block. The task is to identify which one of these 4 items has the physical affordance to actually drive the protruding nail flush into the board. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the wooden board with a half-driven protruding nail itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv1_003.txt b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv1_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..d7034c329b1a3e61c016e80808fad51495490c2c --- /dev/null +++ b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv1_003.txt @@ -0,0 +1 @@ +The input image shows a light wooden panel with a metal drawer pull whose left flat-head screw is visibly loose and protruding about 3mm on a wooden table, with four candidate items around it: a red-handled flat-head screwdriver, a black plastic ballpoint pen, a grey rectangular eraser, and a folded white paper napkin. The task is to identify which one of these 4 items has the physical affordance to actually tighten the loose flat-head screw. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the wooden panel with a loose flat-head screw on a drawer pull itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv1_004.txt b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv1_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..ce2364b646463747ca0dfe190626bb31c73e5062 --- /dev/null +++ b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv1_004.txt @@ -0,0 +1 @@ +The input image shows a small loose pile of white granulated sugar (about 8cm wide) on the table on a wooden table, with four candidate items around it: a stainless-steel tablespoon, a sharpened wooden pencil, a roll of brown jute twine, and a small blue plastic comb. The task is to identify which one of these 4 items has the physical affordance to actually scoop the sugar pile up. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the small pile of spilled white sugar itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv1_005.txt b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv1_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..44c5f869abcfa8b3882615430870e323ca07eb23 --- /dev/null +++ b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv1_005.txt @@ -0,0 +1 @@ +The input image shows a dark-brown puddle of spilled coffee (about 12cm wide) in the center of the table on a wooden table, with four candidate items around it: a folded beige kitchen cloth, a clear glass-bodied ballpoint pen, a stainless-steel dinner fork, and a rust-coloured single metal key. The task is to identify which one of these 4 items has the physical affordance to actually wipe up the coffee puddle. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the puddle of spilled coffee on the table itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv1_006.txt b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv1_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..77b90a238e9e300269cc6be946db15fae2ce744b --- /dev/null +++ b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv1_006.txt @@ -0,0 +1 @@ +The input image shows a sealed glass soda bottle with a crimped metal crown cap on the table, with 4 candidate tools around it: a wooden-handled metal bottle opener, a yellow plastic ballpoint pen, a grey rectangular eraser, and a folded white paper napkin. The task is to identify which one of these 4 tools has the physical affordance to actually pry the metal crown cap off the bottle. Output the same input image with exactly one closed red circle drawn around that correct tool, and around no other tool. Do not circle the target object itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv1_007.txt b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv1_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..28be796670c3b91adc6291dfd4790aaf5a5e4927 --- /dev/null +++ b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv1_007.txt @@ -0,0 +1 @@ +The input image shows a short yellow wooden pencil with a blunt worn-down tip on the table, with 4 candidate tools around it: a small red metal pencil sharpener, an empty glass cup, a roll of brown jute twine, and a grey rectangular eraser. The task is to identify which one of these 4 tools has the physical affordance to actually sharpen the pencil to a fresh point. Output the same input image with exactly one closed red circle drawn around that correct tool, and around no other tool. Do not circle the target object itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv1_008.txt b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv1_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..b88ec6f5e3df9d803493957e41d4e0c7b7689e19 --- /dev/null +++ b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv1_008.txt @@ -0,0 +1 @@ +The input image shows a whole walnut with its hard shell fully intact on the table, with 4 candidate tools around it: a metal hinged nutcracker, a black plastic ballpoint pen, a soft yellow sponge, and a folded white paper napkin. The task is to identify which one of these 4 tools has the physical affordance to actually crack the walnut shell open. Output the same input image with exactly one closed red circle drawn around that correct tool, and around no other tool. Do not circle the target object itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv1_009.txt b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv1_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..fbe022845293a542baa89c45495262e1ad629a91 --- /dev/null +++ b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv1_009.txt @@ -0,0 +1 @@ +The input image shows a round ball of pale dough resting on a lightly floured surface on the table, with 4 candidate tools around it: a pale wooden rolling pin, a yellow plastic ballpoint pen, a grey rectangular eraser, and an empty glass cup. The task is to identify which one of these 4 tools has the physical affordance to actually roll the dough out flat into a thin sheet. Output the same input image with exactly one closed red circle drawn around that correct tool, and around no other tool. Do not circle the target object itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv1_010.txt b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv1_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..7b1be11b0f4d787ccc00c9221897d057fb83f9fa --- /dev/null +++ b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv1_010.txt @@ -0,0 +1 @@ +The input image shows a short white candle with an exposed unlit wick on the table, with 4 candidate tools around it: an orange plastic disposable lighter, a grey rectangular eraser, a folded white paper napkin, and a roll of brown jute twine. The task is to identify which one of these 4 tools has the physical affordance to actually light the candle's wick. Output the same input image with exactly one closed red circle drawn around that correct tool, and around no other tool. Do not circle the target object itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv2_001.txt b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv2_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..bede37ddd6f4b56f22c1c43bb2fbed07c5dc1e36 --- /dev/null +++ b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv2_001.txt @@ -0,0 +1 @@ +The input image shows a 30cm length of beige nylon rope about 1cm thick lying straight on the table on a wooden table, with 8 candidate items around it: a stainless-steel kitchen chef's knife (about 20cm, silver blade, black wooden handle), a silver adjustable wrench, a plastic ballpoint pen, a empty glass cup, a grey rubber eraser, a sharpened wooden pencil, a blue plastic bottle cap, a folded white cotton cloth. The task is to identify which one of these 8 items has the physical affordance to actually cut the nylon rope cleanly into two pieces. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the 30cm length of beige nylon rope itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv2_002.txt b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv2_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..ce98604677c58d38fdaf29d7a3b42efeba603508 --- /dev/null +++ b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv2_002.txt @@ -0,0 +1 @@ +The input image shows a white ceramic mug filled about 80 percent with dark-brown hot coffee, faint steam rising and a small undissolved sugar lump sitting at the bottom on a wooden table, with 6 candidate items around it: a small stainless-steel teaspoon (about 12cm long), a sharpened wooden pencil, a plastic ballpoint pen, a grey rubber eraser, a blue plastic bottle cap, a small roll of brown jute twine. The task is to identify which one of these 6 items has the physical affordance to actually stir the sugar lump into the coffee until it fully dissolves. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the mug of hot coffee with an undissolved sugar lump itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv2_003.txt b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv2_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..8203dc547eefff8e631db777626b5ed1a8b4757b --- /dev/null +++ b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv2_003.txt @@ -0,0 +1 @@ +The input image shows a white ceramic mug full of dark hot tea with faint visible steam rising from its surface on a wooden table, with six candidate items around it: a transparent square ice cube, a folded paper hand fan, a plastic ballpoint pen, a blue plastic bottle cap, a grey rubber eraser, and a sharpened wooden pencil. The task is to identify which one of these 6 items has the physical affordance to actually cool the hot tea down quickly. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the ceramic mug of steaming hot tea itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv2_004.txt b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv2_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..984d22e09059b0b055cfce9ba4fcd7a9bc246d64 --- /dev/null +++ b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv2_004.txt @@ -0,0 +1 @@ +The input image shows a 30x12cm black keyboard in the center with light-grey dust visible between its keys on a wooden table, with six candidate items around it: a soft black-handled bristle brush, a folded paper hand fan, a grey rubber eraser, a plastic ballpoint pen, a empty glass cup, and a roll of clear tape. The task is to identify which one of these 6 items has the physical affordance to actually brush the dust out from between the keys. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the black keyboard with dust between the keys itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv2_005.txt b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv2_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..9a14fe2bdbc233f22a2b505d882bf44d9a94c0df --- /dev/null +++ b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv2_005.txt @@ -0,0 +1 @@ +The input image shows a small light-brown cork board (8x5cm) in the center with a 1cm dark splinter clearly embedded, its outer end exposed on a wooden table, with six candidate items around it: a stainless-steel tweezers, a thin sewing steel needle, a sharpened wooden pencil, a small roll of brown jute twine, a grey rubber eraser, and a blue plastic bottle cap. The task is to identify which one of these 6 items has the physical affordance to actually pull the splinter out of the cork. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the small cork board with a visible splinter embedded itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv2_006.txt b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv2_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..cbe0b42dede03c45bd1353d4bdc4e9fda2e26586 --- /dev/null +++ b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv2_006.txt @@ -0,0 +1 @@ +The input image shows the inner surface of an old lampshade coated with a layer of dust on the table, with 6 candidate tools around it: a long soft-bristled duster, an empty glass cup, a yellow plastic ballpoint pen, a grey rectangular eraser, a roll of brown jute twine, and a metal hinged nutcracker. The task is to identify which one of these 6 tools has the physical affordance to actually dust the inside of the lampshade clean. Output the same input image with exactly one closed red circle drawn around that correct tool, and around no other tool. Do not circle the target object itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv2_007.txt b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv2_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..376cb18c0fdd577a6ed663ea36aecaa4686b8a51 --- /dev/null +++ b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv2_007.txt @@ -0,0 +1 @@ +The input image shows an old sticker stuck on the table with one corner already lifting on the table, with 6 candidate tools around it: a thin-blade plastic scraper card, a black plastic ballpoint pen, an empty glass cup, a soft yellow sponge, a roll of brown jute twine, and a folded white paper napkin. The task is to identify which one of these 6 tools has the physical affordance to actually scrape the old sticker off the table surface. Output the same input image with exactly one closed red circle drawn around that correct tool, and around no other tool. Do not circle the target object itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv2_008.txt b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv2_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..4da23ef3c8af28d3e7c341e9a2c178172ebe8dda --- /dev/null +++ b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv2_008.txt @@ -0,0 +1 @@ +The input image shows the scuffed toe of an old leather shoe in need of buffing on the table, with 6 candidate tools around it: a soft cotton polishing cloth, a yellow plastic ballpoint pen, an empty glass cup, a grey rectangular eraser, a roll of brown jute twine, and a slender metal crochet hook. The task is to identify which one of these 6 tools has the physical affordance to actually buff and polish the shoe leather to a shine. Output the same input image with exactly one closed red circle drawn around that correct tool, and around no other tool. Do not circle the target object itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv2_009.txt b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv2_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..47872c01e2278a042d92bc12e89e3de24d4d90f8 --- /dev/null +++ b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv2_009.txt @@ -0,0 +1 @@ +The input image shows a half-deflated soccer ball with its inflation valve facing up on the table, with 6 candidate tools around it: a handheld plastic ball pump with a needle, a soft yellow sponge, a black plastic ballpoint pen, an empty glass cup, a grey rectangular eraser, and a folded white paper napkin. The task is to identify which one of these 6 tools has the physical affordance to actually pump the soccer ball back up firm. Output the same input image with exactly one closed red circle drawn around that correct tool, and around no other tool. Do not circle the target object itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv2_010.txt b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv2_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..e16182ebd20b3bd34f38d2902cc6d902436b75bf --- /dev/null +++ b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv2_010.txt @@ -0,0 +1 @@ +The input image shows a long wooden plank lying flat that needs its length measured on the table, with 6 candidate tools around it: a yellow-cased metal tape measure, a soft yellow sponge, an empty glass cup, a grey rectangular eraser, a roll of brown jute twine, and a folded white paper napkin. The task is to identify which one of these 6 tools has the physical affordance to actually measure the full length of the plank. Output the same input image with exactly one closed red circle drawn around that correct tool, and around no other tool. Do not circle the target object itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv3_001.txt b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv3_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..de9cba103667b2738b278705ca003ac55d34b3df --- /dev/null +++ b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv3_001.txt @@ -0,0 +1 @@ +The input image shows a 500ml plastic water bottle standing upright whose side wall has a small split slowly dripping water onto the table (a coin-sized wet patch already there) on a wooden table, with 6 candidate items around it: a small white plastic round bowl (about 10cm wide), a folded white paper napkin, a plastic ballpoint pen, a grey rubber eraser, a blue plastic bottle cap, a sharpened wooden pencil. The task is to identify which one of these 6 items has the physical affordance to actually catch the dripping water before it spreads further on the table. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the leaking water bottle and the wet patch below it itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv3_002.txt b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv3_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..e2c1ab7253996a2511199f189182b1d1ea02d33f --- /dev/null +++ b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv3_002.txt @@ -0,0 +1 @@ +The input image shows a dark-green glass wine bottle with an intact natural cork in its neck (about 5mm of the cork visible above the rim) on a wooden table, with 8 candidate items around it: a silver metal corkscrew (about 15cm long, T-handle with helical worm), a stainless-steel dinner fork, a plastic ballpoint pen, a grey rubber eraser, a blue plastic bottle cap, a sharpened wooden pencil, a empty glass cup, a folded white paper napkin. The task is to identify which one of these 8 items has the physical affordance to actually pull the cork cleanly out of the wine bottle. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the corked dark-green wine bottle itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv3_003.txt b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv3_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..be650a64bf5420d60ab9ab0b4fd5a7ab605594cd --- /dev/null +++ b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv3_003.txt @@ -0,0 +1 @@ +The input image shows a round red apple (about 8cm in diameter) with intact skin in the center on a wooden table, with 8 candidate items around it: a silver metal Y-shaped vegetable peeler (about 12cm long, double-blade head), a stainless-steel dinner fork, a plastic ballpoint pen, a grey rubber eraser, a blue plastic bottle cap, a sharpened wooden pencil, a empty glass cup, a folded white cotton cloth. The task is to identify which one of these 8 items has the physical affordance to actually peel the apple's red skin off in long strips. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the round red apple itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv3_004.txt b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv3_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..430bf6b4ef8a8486125cef964ebf060f8d14ecae --- /dev/null +++ b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv3_004.txt @@ -0,0 +1 @@ +The input image shows a fully deflated red rubber balloon lying flat with its nozzle pointing outward in the center on a wooden table, with 8 candidate items around it: a small handheld plastic hand pump (about 25cm long with a nozzle fitting), a clear plastic funnel (about 8cm wide), a plastic ballpoint pen, a grey rubber eraser, a blue plastic bottle cap, a sharpened wooden pencil, a empty glass cup, a folded white cotton cloth. The task is to identify which one of these 8 items has the physical affordance to actually inflate the deflated red balloon up to a full round shape. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the deflated red rubber balloon itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv3_005.txt b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv3_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..c059631b1d1d5dc474768bb145717ac804f382ef --- /dev/null +++ b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv3_005.txt @@ -0,0 +1 @@ +The input image shows a clear small glass jar (about 6cm mouth) two-thirds full of white flour on a wooden table, with 8 candidate items around it: a clear plastic measuring cup with printed graduation marks (about 250ml), a stainless-steel tablespoon, a plastic ballpoint pen, a grey rubber eraser, a blue plastic bottle cap, a sharpened wooden pencil, a empty glass cup, a folded white paper napkin. The task is to identify which one of these 8 items has the physical affordance to actually measure out exactly one cup of the flour from the jar. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the glass jar of white flour itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv3_006.txt b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv3_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..6e9b93b2cea58b1be94ff3ce9680fbd5824d918e --- /dev/null +++ b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv3_006.txt @@ -0,0 +1 @@ +The input image shows a length of thin steel wire pinned across a board needing to be cut on the table, with 8 candidate tools around it: a pair of metal wire cutters, a black plastic ballpoint pen, an empty glass cup, a grey rectangular eraser, a sharpened wooden pencil, a soft yellow sponge, a roll of brown jute twine, and a folded white paper napkin. The task is to identify which one of these 8 tools has the physical affordance to actually cut the thin steel wire through. Output the same input image with exactly one closed red circle drawn around that correct tool, and around no other tool. Do not circle the target object itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv3_007.txt b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv3_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..2d4e13809a87106471945591b468923dba5edc67 --- /dev/null +++ b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv3_007.txt @@ -0,0 +1 @@ +The input image shows a small pan of warm milk that needs to be frothed on the table, with 8 candidate tools around it: a handheld electric metal milk frother, a stainless-steel dinner fork, a yellow plastic ballpoint pen, an empty glass cup, a grey rectangular eraser, a roll of brown jute twine, a sharpened wooden pencil, and a folded white paper napkin. The task is to identify which one of these 8 tools has the physical affordance to actually froth the warm milk into foam. Output the same input image with exactly one closed red circle drawn around that correct tool, and around no other tool. Do not circle the target object itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv3_008.txt b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv3_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..bd8491bcd805e732076e7f8ec8388c9d1d60fc8c --- /dev/null +++ b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv3_008.txt @@ -0,0 +1 @@ +The input image shows a wrinkled cloth napkin spread flat needing to be pressed smooth on the table, with 8 candidate tools around it: a small metal clothes iron, a black plastic ballpoint pen, an empty glass cup, a grey rectangular eraser, a sharpened wooden pencil, a roll of brown jute twine, a stainless-steel dinner fork, and a soft yellow sponge. The task is to identify which one of these 8 tools has the physical affordance to actually press the wrinkled napkin flat and smooth. Output the same input image with exactly one closed red circle drawn around that correct tool, and around no other tool. Do not circle the target object itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv3_009.txt b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv3_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..f26bff253283183b843f94ab87cbc9894c4b530e --- /dev/null +++ b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv3_009.txt @@ -0,0 +1 @@ +The input image shows a loaf of bread resting on a board to be sliced on the table, with 8 candidate tools around it: a serrated-edge bread knife, a stainless-steel dinner fork, a black plastic ballpoint pen, an empty glass cup, a grey rectangular eraser, a sharpened wooden pencil, a roll of brown jute twine, and a folded white paper napkin. The task is to identify which one of these 8 tools has the physical affordance to actually slice the bread loaf into thick slices. Output the same input image with exactly one closed red circle drawn around that correct tool, and around no other tool. Do not circle the target object itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv3_010.txt b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv3_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..66751a8f84413858d8fd34e64602be2a1281f688 --- /dev/null +++ b/bench_data/tool_use_common/prompt/image_gen_prompt/tool_use_common_lv3_010.txt @@ -0,0 +1 @@ +The input image shows a bowl with a lump of soft butter to be whipped creamy on the table, with 8 candidate tools around it: a metal wire balloon whisk, a black plastic ballpoint pen, an empty glass cup, a grey rectangular eraser, a sharpened wooden pencil, a roll of brown jute twine, a wide-blade metal paint scraper, and a folded white paper napkin. The task is to identify which one of these 8 tools has the physical affordance to actually whip the butter until fluffy and creamy. Output the same input image with exactly one closed red circle drawn around that correct tool, and around no other tool. Do not circle the target object itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv1_001.txt b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv1_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..1962f2afa79e1d508e6172e4128046c90b9f3125 --- /dev/null +++ b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv1_001.txt @@ -0,0 +1,8 @@ +The input shows a brown cardboard delivery box on a wooden table with its top seam sealed by a brown packing-tape strip, plus four candidate items around it: a pair of scissors, a sealed plastic water bottle, a folded grey towel, and a plastic hammer. The input shows no hand. +Goal: cut the box open along its top tape seam. One or two human hands enter the frame from off-screen, figures out which of the 4 items has the physical affordance to actually slice tape, picks up only that one, slices the tape along the box's top seam cleanly end-to-end, sets the tool back down on the table, then exits the frame. By the final frame the tape is visibly severed along its full length and the top flaps appear slightly loosened along that cut. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence; a tool that cannot cleanly slice tape must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other three candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → cuts along tape → sets tool down → hand exits). No jump cuts or morphing. +- The cut happens along the box's top tape seam only; the box body and everything else stay unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv1_002.txt b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv1_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..8c5ace067dfd0d79ec04fde40a11c9c6455f0f67 --- /dev/null +++ b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv1_002.txt @@ -0,0 +1,8 @@ +The input shows a light pine wooden board with a silver iron nail sticking out halfway from its center on a wooden table, plus four candidate items around it: a claw hammer with steel head and wooden handle, a white plastic toothbrush, a roll of clear adhesive tape, and a thick yellow sponge block. The input shows no hand. +Goal: drive the protruding nail flush into the board. One or two human hands enter the frame from off-screen, figures out which of the 4 items has the physical affordance to actually drive the protruding nail flush into the board, picks up only that one, performs the action visibly on the target, sets the tool back down on the table, then exits the frame. By the final frame the nail head is flush with the wood surface and no longer protruding. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually drive the protruding nail flush into the board must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the wooden board with a half-driven protruding nail; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv1_003.txt b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv1_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..00c5b9a5bf35af705b175902f2980bea40a71a10 --- /dev/null +++ b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv1_003.txt @@ -0,0 +1,8 @@ +The input shows a light wooden panel with a metal drawer pull whose left flat-head screw is visibly loose and protruding about 3mm on a wooden table, plus four candidate items around it: a red-handled flat-head screwdriver, a black plastic ballpoint pen, a grey rectangular eraser, and a folded white paper napkin. The input shows no hand. +Goal: tighten the loose flat-head screw. One or two human hands enter the frame from off-screen, figures out which of the 4 items has the physical affordance to actually tighten the loose flat-head screw, picks up only that one, performs the action visibly on the target, sets the tool back down on the table, then exits the frame. By the final frame the screw head is fully seated flush with the metal pull, no longer protruding. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually tighten the loose flat-head screw must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the wooden panel with a loose flat-head screw on a drawer pull; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv1_004.txt b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv1_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..81864920a90300f2a654839542d631eb9fecc22b --- /dev/null +++ b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv1_004.txt @@ -0,0 +1,8 @@ +The input shows a small loose pile of white granulated sugar (about 8cm wide) on the table on a wooden table, plus four candidate items around it: a stainless-steel tablespoon, a sharpened wooden pencil, a roll of brown jute twine, and a small blue plastic comb. The input shows no hand. +Goal: scoop the sugar pile up. One or two human hands enter the frame from off-screen, figures out which of the 4 items has the physical affordance to actually scoop the sugar pile up, picks up only that one, performs the action visibly on the target, sets the tool back down on the table, then exits the frame. By the final frame most of the sugar has been collected off the table; only a faint dusting remains where the pile was. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually scoop the sugar pile up must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the small pile of spilled white sugar; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv1_005.txt b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv1_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..44f32234362efff47dea46a502e9caa736df4f8b --- /dev/null +++ b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv1_005.txt @@ -0,0 +1,8 @@ +The input shows a dark-brown puddle of spilled coffee (about 12cm wide) in the center of the table on a wooden table, plus four candidate items around it: a folded beige kitchen cloth, a clear glass-bodied ballpoint pen, a stainless-steel dinner fork, and a rust-coloured single metal key. The input shows no hand. +Goal: wipe up the coffee puddle. One or two human hands enter the frame from off-screen, figures out which of the 4 items has the physical affordance to actually wipe up the coffee puddle, picks up only that one, performs the action visibly on the target, sets the tool back down on the table, then exits the frame. By the final frame the table surface is dry where the puddle was; only a faint damp mark remains. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually wipe up the coffee puddle must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the puddle of spilled coffee on the table; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv1_006.txt b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv1_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..af4bc6b19ce2daf2eb63cf2736ddd7e06e923a41 --- /dev/null +++ b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv1_006.txt @@ -0,0 +1,8 @@ +The input shows a sealed glass soda bottle with a crimped metal crown cap on a wooden table, plus 4 candidate items around it: a wooden-handled metal bottle opener, a yellow plastic ballpoint pen, a grey rectangular eraser, and a folded white paper napkin. The input shows no hand. +Goal: pry the metal crown cap off the bottle. One or two human hands enter the frame from off-screen, figure out which of the 4 items has the physical affordance to actually perform the action, pick up only that one, use it to pry the metal crown cap off the bottle cleanly, set the tool back down on the table, then exit the frame. By the final frame the crown cap is visibly popped off and the bottle mouth is open. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence; a tool that cannot perform the action must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other 3 candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs the action → sets tool down → hand exits). No jump cuts or morphing. +- The action happens on the target object only; everything else stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv1_007.txt b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv1_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..d022ae0bc621fc37ae23f7cd0e5475b5a8ea4104 --- /dev/null +++ b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv1_007.txt @@ -0,0 +1,8 @@ +The input shows a short yellow wooden pencil with a blunt worn-down tip on a wooden table, plus 4 candidate items around it: a small red metal pencil sharpener, an empty glass cup, a roll of brown jute twine, and a grey rectangular eraser. The input shows no hand. +Goal: sharpen the pencil to a fresh point. One or two human hands enter the frame from off-screen, figure out which of the 4 items has the physical affordance to actually perform the action, pick up only that one, use it to sharpen the pencil to a fresh point cleanly, set the tool back down on the table, then exit the frame. By the final frame the pencil now has a freshly sharpened sharp point with a few shavings beside it. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence; a tool that cannot perform the action must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other 3 candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs the action → sets tool down → hand exits). No jump cuts or morphing. +- The action happens on the target object only; everything else stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv1_008.txt b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv1_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..cb59a766827f27edc0a1718f0b3a656d97c39eb5 --- /dev/null +++ b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv1_008.txt @@ -0,0 +1,8 @@ +The input shows a whole walnut with its hard shell fully intact on a wooden table, plus 4 candidate items around it: a metal hinged nutcracker, a black plastic ballpoint pen, a soft yellow sponge, and a folded white paper napkin. The input shows no hand. +Goal: crack the walnut shell open. One or two human hands enter the frame from off-screen, figure out which of the 4 items has the physical affordance to actually perform the action, pick up only that one, use it to crack the walnut shell open cleanly, set the tool back down on the table, then exit the frame. By the final frame the walnut shell is visibly cracked open exposing the kernel inside. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence; a tool that cannot perform the action must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other 3 candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs the action → sets tool down → hand exits). No jump cuts or morphing. +- The action happens on the target object only; everything else stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv1_009.txt b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv1_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..7319db793b66ebdba1e2c089dbadbb961e8c5047 --- /dev/null +++ b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv1_009.txt @@ -0,0 +1,8 @@ +The input shows a round ball of pale dough resting on a lightly floured surface on a wooden table, plus 4 candidate items around it: a pale wooden rolling pin, a yellow plastic ballpoint pen, a grey rectangular eraser, and an empty glass cup. The input shows no hand. +Goal: roll the dough out flat into a thin sheet. One or two human hands enter the frame from off-screen, figure out which of the 4 items has the physical affordance to actually perform the action, pick up only that one, use it to roll the dough out flat into a thin sheet cleanly, set the tool back down on the table, then exit the frame. By the final frame the dough is visibly rolled out into a flat thin sheet. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence; a tool that cannot perform the action must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other 3 candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs the action → sets tool down → hand exits). No jump cuts or morphing. +- The action happens on the target object only; everything else stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv1_010.txt b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv1_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..5a6c4105559a49c683233d092d0697a0dec6cc23 --- /dev/null +++ b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv1_010.txt @@ -0,0 +1,8 @@ +The input shows a short white candle with an exposed unlit wick on a wooden table, plus 4 candidate items around it: an orange plastic disposable lighter, a grey rectangular eraser, a folded white paper napkin, and a roll of brown jute twine. The input shows no hand. +Goal: light the candle's wick. One or two human hands enter the frame from off-screen, figure out which of the 4 items has the physical affordance to actually perform the action, pick up only that one, use it to light the candle's wick cleanly, set the tool back down on the table, then exit the frame. By the final frame the candle wick is lit with a small flame burning at its tip. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence; a tool that cannot perform the action must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other 3 candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs the action → sets tool down → hand exits). No jump cuts or morphing. +- The action happens on the target object only; everything else stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv2_001.txt b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv2_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..5311384db30a059e4f6b11d80946b86b67fea185 --- /dev/null +++ b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv2_001.txt @@ -0,0 +1,8 @@ +The input shows a 30cm length of beige nylon rope about 1cm thick lying straight on the table on a wooden table, plus 8 candidate items around it: a stainless-steel kitchen chef's knife (about 20cm, silver blade, black wooden handle), a silver adjustable wrench, a plastic ballpoint pen, a empty glass cup, a grey rubber eraser, a sharpened wooden pencil, a blue plastic bottle cap, a folded white cotton cloth. The input shows no hand. +Goal: cut the nylon rope cleanly into two pieces. One or two human hands enter the frame from off-screen, figures out which of the 8 items has the physical affordance to actually cut the nylon rope cleanly into two pieces (note that more than one item may look plausible, pick the cleanest one), picks up only that one, performs the action visibly on the target, sets the tool back down on the table, then exits the frame. By the final frame the rope lies as two separate pieces on the table. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence; a tool that cannot actually cut the nylon rope cleanly into two pieces must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the 30cm length of beige nylon rope; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv2_002.txt b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv2_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..1891d041b0e1592fac05d9f5d74a5211778f96f9 --- /dev/null +++ b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv2_002.txt @@ -0,0 +1,8 @@ +The input shows a white ceramic mug filled about 80 percent with dark-brown hot coffee, faint steam rising and a small undissolved sugar lump sitting at the bottom on a wooden table, plus 6 candidate items around it: a small stainless-steel teaspoon (about 12cm long), a sharpened wooden pencil, a plastic ballpoint pen, a grey rubber eraser, a blue plastic bottle cap, a small roll of brown jute twine. The input shows no hand. +Goal: stir the sugar lump into the coffee until it fully dissolves. One or two human hands enter the frame from off-screen, figures out which of the 6 candidate items has the physical affordance to actually and cleanly stir the sugar lump into the coffee until it fully dissolves (note that more than one item may look plausible, pick the cleanest one), picks up only that one, performs the action visibly on the target, sets the tool back down on the table, then exits the frame. By the final frame the sugar lump has dissolved and the coffee in the mug looks uniformly dark with no visible solids at the bottom. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually stir the sugar lump into the coffee until it fully dissolves must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the mug of hot coffee with an undissolved sugar lump; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv2_003.txt b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv2_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..892de556c4ecdf5470bee9f5d70ad0b573c39f6c --- /dev/null +++ b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv2_003.txt @@ -0,0 +1,8 @@ +The input shows a white ceramic mug full of dark hot tea with faint visible steam rising from its surface on a wooden table, plus six candidate items around it: a transparent square ice cube, a folded paper hand fan, a plastic ballpoint pen, a blue plastic bottle cap, a grey rubber eraser, and a sharpened wooden pencil. The input shows no hand. +Goal: cool the hot tea down quickly. One or two human hands enter the frame from off-screen, figures out which of the 6 candidate items has the physical affordance to actually and cleanly cool the hot tea down quickly (note that more than one item may look plausible, pick the cleanest one), picks up only that one, performs the action visibly on the target, sets the tool back down on the table, then exits the frame. By the final frame the steam is gone from the mug's surface; the tea is visibly cooler with no shimmer. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually cool the hot tea down quickly must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the ceramic mug of steaming hot tea; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv2_004.txt b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv2_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..0f7f10bb8e4056f1b16f27d682f86ea8bf3887f2 --- /dev/null +++ b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv2_004.txt @@ -0,0 +1,8 @@ +The input shows a 30x12cm black keyboard in the center with light-grey dust visible between its keys on a wooden table, plus six candidate items around it: a soft black-handled bristle brush, a folded paper hand fan, a grey rubber eraser, a plastic ballpoint pen, a empty glass cup, and a roll of clear tape. The input shows no hand. +Goal: brush the dust out from between the keys. One or two human hands enter the frame from off-screen, figures out which of the 6 candidate items has the physical affordance to actually and cleanly brush the dust out from between the keys (note that more than one item may look plausible, pick the cleanest one), picks up only that one, performs the action visibly on the target, sets the tool back down on the table, then exits the frame. By the final frame the visible dust between the keys is gone; the keyboard now looks clean. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually brush the dust out from between the keys must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the black keyboard with dust between the keys; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv2_005.txt b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv2_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..3c8fefde0ac5b8ae871dd661ec92a6361451564d --- /dev/null +++ b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv2_005.txt @@ -0,0 +1,8 @@ +The input shows a small light-brown cork board (8x5cm) in the center with a 1cm dark splinter clearly embedded, its outer end exposed on a wooden table, plus six candidate items around it: a stainless-steel tweezers, a thin sewing steel needle, a sharpened wooden pencil, a small roll of brown jute twine, a grey rubber eraser, and a blue plastic bottle cap. The input shows no hand. +Goal: pull the splinter out of the cork. One or two human hands enter the frame from off-screen, figures out which of the 6 candidate items has the physical affordance to actually and cleanly pull the splinter out of the cork (note that more than one item may look plausible, pick the cleanest one), picks up only that one, performs the action visibly on the target, sets the tool back down on the table, then exits the frame. By the final frame the splinter is fully extracted and lying loose on the table next to the cork. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually pull the splinter out of the cork must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the small cork board with a visible splinter embedded; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv2_006.txt b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv2_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..ddace24c644282f4610b1cf49e3e6fb6de23f717 --- /dev/null +++ b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv2_006.txt @@ -0,0 +1,8 @@ +The input shows the inner surface of an old lampshade coated with a layer of dust on a wooden table, plus 6 candidate items around it: a long soft-bristled duster, an empty glass cup, a yellow plastic ballpoint pen, a grey rectangular eraser, a roll of brown jute twine, and a metal hinged nutcracker. The input shows no hand. +Goal: dust the inside of the lampshade clean. One or two human hands enter the frame from off-screen, figure out which of the 6 items has the physical affordance to actually perform the action, pick up only that one, use it to dust the inside of the lampshade clean cleanly, set the tool back down on the table, then exit the frame. By the final frame the dust is swept off and the lampshade inner surface looks clean. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence; a tool that cannot perform the action must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other 5 candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs the action → sets tool down → hand exits). No jump cuts or morphing. +- The action happens on the target object only; everything else stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv2_007.txt b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv2_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..604da6688e084ae8caa780ad96cd1df19958b541 --- /dev/null +++ b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv2_007.txt @@ -0,0 +1,8 @@ +The input shows an old sticker stuck on the table with one corner already lifting on a wooden table, plus 6 candidate items around it: a thin-blade plastic scraper card, a black plastic ballpoint pen, an empty glass cup, a soft yellow sponge, a roll of brown jute twine, and a folded white paper napkin. The input shows no hand. +Goal: scrape the old sticker off the table surface. One or two human hands enter the frame from off-screen, figure out which of the 6 items has the physical affordance to actually perform the action, pick up only that one, use it to scrape the old sticker off the table surface cleanly, set the tool back down on the table, then exit the frame. By the final frame the sticker is scraped up and peeled off, leaving the table surface clear. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence; a tool that cannot perform the action must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other 5 candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs the action → sets tool down → hand exits). No jump cuts or morphing. +- The action happens on the target object only; everything else stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv2_008.txt b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv2_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..24bc0b3faa47193b54bd424b59bbd1323c0d6f81 --- /dev/null +++ b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv2_008.txt @@ -0,0 +1,8 @@ +The input shows the scuffed toe of an old leather shoe in need of buffing on a wooden table, plus 6 candidate items around it: a soft cotton polishing cloth, a yellow plastic ballpoint pen, an empty glass cup, a grey rectangular eraser, a roll of brown jute twine, and a slender metal crochet hook. The input shows no hand. +Goal: buff and polish the shoe leather to a shine. One or two human hands enter the frame from off-screen, figure out which of the 6 items has the physical affordance to actually perform the action, pick up only that one, use it to buff and polish the shoe leather to a shine cleanly, set the tool back down on the table, then exit the frame. By the final frame the shoe leather is buffed and visibly shinier on the toe. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence; a tool that cannot perform the action must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other 5 candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs the action → sets tool down → hand exits). No jump cuts or morphing. +- The action happens on the target object only; everything else stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv2_009.txt b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv2_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..b7b05e6b6260bcd87e7ec58c401a2220b43f6c00 --- /dev/null +++ b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv2_009.txt @@ -0,0 +1,8 @@ +The input shows a half-deflated soccer ball with its inflation valve facing up on a wooden table, plus 6 candidate items around it: a handheld plastic ball pump with a needle, a soft yellow sponge, a black plastic ballpoint pen, an empty glass cup, a grey rectangular eraser, and a folded white paper napkin. The input shows no hand. +Goal: pump the soccer ball back up firm. One or two human hands enter the frame from off-screen, figure out which of the 6 items has the physical affordance to actually perform the action, pick up only that one, use it to pump the soccer ball back up firm cleanly, set the tool back down on the table, then exit the frame. By the final frame the soccer ball is pumped firm and visibly rounded out. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence; a tool that cannot perform the action must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other 5 candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs the action → sets tool down → hand exits). No jump cuts or morphing. +- The action happens on the target object only; everything else stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv2_010.txt b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv2_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..cc1065c2e4e614678c2c1081730bdd0baf5fcf96 --- /dev/null +++ b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv2_010.txt @@ -0,0 +1,8 @@ +The input shows a long wooden plank lying flat that needs its length measured on a wooden table, plus 6 candidate items around it: a yellow-cased metal tape measure, a soft yellow sponge, an empty glass cup, a grey rectangular eraser, a roll of brown jute twine, and a folded white paper napkin. The input shows no hand. +Goal: measure the full length of the plank. One or two human hands enter the frame from off-screen, figure out which of the 6 items has the physical affordance to actually perform the action, pick up only that one, use it to measure the full length of the plank cleanly, set the tool back down on the table, then exit the frame. By the final frame the tape is pulled out along the plank, spanning its full length. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence; a tool that cannot perform the action must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other 5 candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs the action → sets tool down → hand exits). No jump cuts or morphing. +- The action happens on the target object only; everything else stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv3_001.txt b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv3_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..79095ab3a5b03e46ea6ce11cb7cf0d982f008f85 --- /dev/null +++ b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv3_001.txt @@ -0,0 +1,8 @@ +The input shows a 500ml plastic water bottle standing upright whose side wall has a small split slowly dripping water onto the table (a coin-sized wet patch already there) on a wooden table, plus 6 candidate items around it: a small white plastic round bowl (about 10cm wide), a folded white paper napkin, a plastic ballpoint pen, a grey rubber eraser, a blue plastic bottle cap, a sharpened wooden pencil. The input shows no hand. +Goal: catch the dripping water before it spreads further on the table. One or two human hands enter the frame from off-screen, figures out which of the 6 candidate items has the physical affordance to actually and cleanly catch the dripping water before it spreads further on the table (note that more than one item may look plausible, pick the cleanest one), picks up only that one, performs the action visibly on the target, sets the tool back down on the table, then exits the frame. By the final frame the plastic bowl sits on the table directly under the bottle's split and is collecting the drips; no new wet patch is forming on the wood around it. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually catch the dripping water before it spreads further on the table must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the leaking water bottle and the wet patch below it; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv3_002.txt b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv3_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..72f59c1c6524b3d9536b6094905e355770153dc8 --- /dev/null +++ b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv3_002.txt @@ -0,0 +1,8 @@ +The input shows a dark-green glass wine bottle with an intact natural cork in its neck (about 5mm of the cork visible above the rim) on a wooden table, plus 8 candidate items around it: a silver metal corkscrew (about 15cm long, T-handle with helical worm), a stainless-steel dinner fork, a plastic ballpoint pen, a grey rubber eraser, a blue plastic bottle cap, a sharpened wooden pencil, a empty glass cup, a folded white paper napkin. The input shows no hand. +Goal: pull the cork cleanly out of the wine bottle. One or two human hands enter the frame from off-screen, figures out which of the 8 items has the physical affordance to actually pull the cork cleanly out of the wine bottle (note that more than one item may look plausible, pick the cleanest one), picks up only that one, performs the action visibly on the target, sets the tool back down on the table, then exits the frame. By the final frame the cork has been removed and lies on the table next to the wine bottle (corkscrew still threaded through it); the bottle's mouth is open. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence; a tool that cannot actually pull the cork cleanly out of the wine bottle must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the corked dark-green wine bottle; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv3_003.txt b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv3_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..eb973c6353d740cf587aee26549301ada6d02a25 --- /dev/null +++ b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv3_003.txt @@ -0,0 +1,8 @@ +The input shows a round red apple (about 8cm in diameter) with intact skin in the center on a wooden table, plus 8 candidate items around it: a silver metal Y-shaped vegetable peeler (about 12cm long, double-blade head), a stainless-steel dinner fork, a plastic ballpoint pen, a grey rubber eraser, a blue plastic bottle cap, a sharpened wooden pencil, a empty glass cup, a folded white cotton cloth. The input shows no hand. +Goal: peel the apple's red skin off in long strips. One or two human hands enter the frame from off-screen, figures out which of the 8 items has the physical affordance to actually peel the apple's red skin off in long strips (note that more than one item may look plausible, pick the cleanest one), picks up only that one, performs the action visibly on the target, sets the tool back down on the table, then exits the frame. By the final frame long curling red apple-peel strips lie on the table and the apple's surface is now pale and exposed. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence; a tool that cannot actually peel the apple's red skin off in long strips must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the round red apple; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv3_004.txt b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv3_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..9e4d373c67cb61c9cd613e1aced9907b94c8e37c --- /dev/null +++ b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv3_004.txt @@ -0,0 +1,8 @@ +The input shows a fully deflated red rubber balloon lying flat with its nozzle pointing outward in the center on a wooden table, plus 8 candidate items around it: a small handheld plastic hand pump (about 25cm long with a nozzle fitting), a clear plastic funnel (about 8cm wide), a plastic ballpoint pen, a grey rubber eraser, a blue plastic bottle cap, a sharpened wooden pencil, a empty glass cup, a folded white cotton cloth. The input shows no hand. +Goal: inflate the deflated red balloon up to a full round shape. One or two human hands enter the frame from off-screen, figures out which of the 8 items has the physical affordance to actually inflate the deflated red balloon up to a full round shape (note that more than one item may look plausible, pick the cleanest one), picks up only that one, performs the action visibly on the target, sets the tool back down on the table, then exits the frame. By the final frame the red balloon is fully inflated into a round shape with its neck twisted closed. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence; a tool that cannot actually inflate the deflated red balloon up to a full round shape must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the deflated red rubber balloon; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv3_005.txt b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv3_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..d34baf5f09bb5ad60ed006871e56210a823d6885 --- /dev/null +++ b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv3_005.txt @@ -0,0 +1,8 @@ +The input shows a clear small glass jar (about 6cm mouth) two-thirds full of white flour on a wooden table, plus 8 candidate items around it: a clear plastic measuring cup with printed graduation marks (about 250ml), a stainless-steel tablespoon, a plastic ballpoint pen, a grey rubber eraser, a blue plastic bottle cap, a sharpened wooden pencil, a empty glass cup, a folded white paper napkin. The input shows no hand. +Goal: measure out exactly one cup of the flour from the jar. One or two human hands enter the frame from off-screen, figures out which of the 8 items has the physical affordance to actually measure out exactly one cup of the flour from the jar (note that more than one item may look plausible, pick the cleanest one), picks up only that one, performs the action visibly on the target, sets the tool back down on the table, then exits the frame. By the final frame the measuring cup sits on the table holding flour up to its 1-cup graduation mark. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence; a tool that cannot actually measure out exactly one cup of the flour from the jar must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the glass jar of white flour; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv3_006.txt b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv3_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..fdac59fd181e067ae676168030c3f841311bf80c --- /dev/null +++ b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv3_006.txt @@ -0,0 +1,8 @@ +The input shows a length of thin steel wire pinned across a board needing to be cut on a wooden table, plus 8 candidate items around it: a pair of metal wire cutters, a black plastic ballpoint pen, an empty glass cup, a grey rectangular eraser, a sharpened wooden pencil, a soft yellow sponge, a roll of brown jute twine, and a folded white paper napkin. The input shows no hand. +Goal: cut the thin steel wire through. One or two human hands enter the frame from off-screen, figure out which of the 8 items has the physical affordance to actually perform the action, pick up only that one, use it to cut the thin steel wire through cleanly, set the tool back down on the table, then exit the frame. By the final frame the steel wire is cut through into two separated ends. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence; a tool that cannot perform the action must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other 7 candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs the action → sets tool down → hand exits). No jump cuts or morphing. +- The action happens on the target object only; everything else stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv3_007.txt b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv3_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..daddefa65c5fa938957c73125f2511771ddd191f --- /dev/null +++ b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv3_007.txt @@ -0,0 +1,8 @@ +The input shows a small pan of warm milk that needs to be frothed on a wooden table, plus 8 candidate items around it: a handheld electric metal milk frother, a stainless-steel dinner fork, a yellow plastic ballpoint pen, an empty glass cup, a grey rectangular eraser, a roll of brown jute twine, a sharpened wooden pencil, and a folded white paper napkin. The input shows no hand. +Goal: froth the warm milk into foam. One or two human hands enter the frame from off-screen, figure out which of the 8 items has the physical affordance to actually perform the action, pick up only that one, use it to froth the warm milk into foam cleanly, set the tool back down on the table, then exit the frame. By the final frame the milk surface is whipped into a layer of frothy foam. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence; a tool that cannot perform the action must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other 7 candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs the action → sets tool down → hand exits). No jump cuts or morphing. +- The action happens on the target object only; everything else stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv3_008.txt b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv3_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..14a7c8074f29b470c4f4b13e8e91719293f8cbdb --- /dev/null +++ b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv3_008.txt @@ -0,0 +1,8 @@ +The input shows a wrinkled cloth napkin spread flat needing to be pressed smooth on a wooden table, plus 8 candidate items around it: a small metal clothes iron, a black plastic ballpoint pen, an empty glass cup, a grey rectangular eraser, a sharpened wooden pencil, a roll of brown jute twine, a stainless-steel dinner fork, and a soft yellow sponge. The input shows no hand. +Goal: press the wrinkled napkin flat and smooth. One or two human hands enter the frame from off-screen, figure out which of the 8 items has the physical affordance to actually perform the action, pick up only that one, use it to press the wrinkled napkin flat and smooth cleanly, set the tool back down on the table, then exit the frame. By the final frame the wrinkles are pressed out and the napkin lies flat and smooth. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence; a tool that cannot perform the action must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other 7 candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs the action → sets tool down → hand exits). No jump cuts or morphing. +- The action happens on the target object only; everything else stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv3_009.txt b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv3_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..6d0cbe1a1e7256c96f52e33bd6240c536751cebe --- /dev/null +++ b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv3_009.txt @@ -0,0 +1,8 @@ +The input shows a loaf of bread resting on a board to be sliced on a wooden table, plus 8 candidate items around it: a serrated-edge bread knife, a stainless-steel dinner fork, a black plastic ballpoint pen, an empty glass cup, a grey rectangular eraser, a sharpened wooden pencil, a roll of brown jute twine, and a folded white paper napkin. The input shows no hand. +Goal: slice the bread loaf into thick slices. One or two human hands enter the frame from off-screen, figure out which of the 8 items has the physical affordance to actually perform the action, pick up only that one, use it to slice the bread loaf into thick slices cleanly, set the tool back down on the table, then exit the frame. By the final frame the loaf is cut into several neat thick slices. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence; a tool that cannot perform the action must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other 7 candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs the action → sets tool down → hand exits). No jump cuts or morphing. +- The action happens on the target object only; everything else stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv3_010.txt b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv3_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..0ad9151e87e68d184ccc0871ac90215007465bad --- /dev/null +++ b/bench_data/tool_use_common/prompt/video_gen_prompt/tool_use_common_lv3_010.txt @@ -0,0 +1,8 @@ +The input shows a bowl with a lump of soft butter to be whipped creamy on a wooden table, plus 8 candidate items around it: a metal wire balloon whisk, a black plastic ballpoint pen, an empty glass cup, a grey rectangular eraser, a sharpened wooden pencil, a roll of brown jute twine, a wide-blade metal paint scraper, and a folded white paper napkin. The input shows no hand. +Goal: whip the butter until fluffy and creamy. One or two human hands enter the frame from off-screen, figure out which of the 8 items has the physical affordance to actually perform the action, pick up only that one, use it to whip the butter until fluffy and creamy cleanly, set the tool back down on the table, then exit the frame. By the final frame the butter is whipped pale, fluffy and creamy. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence; a tool that cannot perform the action must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other 7 candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs the action → sets tool down → hand exits). No jump cuts or morphing. +- The action happens on the target object only; everything else stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. 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still counts as 2. +OVERRIDE (applies to every task): if the output changes drastically from the input image, unrelated new elements suddenly appear, or the scene differs wholesale from the input, score 0, regardless of any apparent task progress. +GUIDING PRINCIPLE: generated video is uncontrollable and may sprout odd elements. As a rule of thumb, if the procedure is carried out step by step but the final answer is simply wrong, give 1 (not 0). Reserve 0 for: the procedure is not attempted at all, or the output breaks / deviates drastically from the input (see OVERRIDE). + +0: A wrong tool is the one applied to the target, or no tool is picked up, or the interaction is random. +1: The correct tool is touched / picked up but is not clearly brought to bear on the target, or a wrong tool is mostly used with only a brief touch of the correct one. +2: The correct tool (the item whose physical properties can actually serve, even if it is not the obvious / dedicated tool) is picked up and used on the target. The physical action need NOT be perfectly completed, applying the right tool to the target is enough. diff --git a/bench_data/tool_use_uncommon/judge_spec/_judge_rubric_tool_use_uncommon.json b/bench_data/tool_use_uncommon/judge_spec/_judge_rubric_tool_use_uncommon.json new file mode 100644 index 0000000000000000000000000000000000000000..11f041c9c2924310a9e488b970cc2b18da3ca50a --- /dev/null +++ b/bench_data/tool_use_uncommon/judge_spec/_judge_rubric_tool_use_uncommon.json @@ -0,0 +1,752 @@ +[ + { + "id": "tool_use_uncommon_lv1_001", + "answer": { + "target_object": "old paper map with curling corners", + "target_action": "flattening the curling paper map flat", + "candidate_tools": [ + "thick dark-brown hardcover book", + "folded white paper napkin", + "plastic ballpoint pen", + "grey rubber eraser" + ], + "correct_tool": "thick dark-brown hardcover book", + "uncommon_use_note": "no paperweight is available; the thick hardcover book is heavy and flat enough to press the curling map flat" + }, + "rubric": [ + "The candidate items in the scene (thick dark-brown hardcover book, folded white paper napkin, plastic ballpoint pen, grey rubber eraser) and the old paper map with curling corners from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the old paper map with curling corners is the thick dark-brown hardcover book. For image outputs a closed red circle is drawn around the thick dark-brown hardcover book and around no other item.", + "It is acceptable if a wrong tool (folded white paper napkin, plastic ballpoint pen, grey rubber eraser) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the old paper map with curling corners; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the old paper map with curling corners shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the thick dark-brown hardcover book is the tool the hand picks up and uses on the old paper map with curling corners. The hand may briefly pick up and set down a wrong tool before settling on the thick dark-brown hardcover book. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_uncommon_lv1_002", + "answer": { + "target_object": "glass cup half-filled with water", + "target_action": "covering the open mouth of the water glass against dust", + "candidate_tools": [ + "small flat white ceramic saucer", + "soft pink sponge", + "plastic ballpoint pen", + "small roll of brown jute twine" + ], + "correct_tool": "small flat white ceramic saucer", + "uncommon_use_note": "no lid is available; the flat ceramic saucer is wider than the cup's mouth and rigid enough to sit on the rim as a lid" + }, + "rubric": [ + "The candidate items in the scene (small flat white ceramic saucer, soft pink sponge, plastic ballpoint pen, small roll of brown jute twine) and the glass cup half-filled with water from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the glass cup half-filled with water is the small flat white ceramic saucer. For image outputs a closed red circle is drawn around the small flat white ceramic saucer and around no other item.", + "It is acceptable if a wrong tool (soft pink sponge, plastic ballpoint pen, small roll of brown jute twine) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the glass cup half-filled with water; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the glass cup half-filled with water shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the small flat white ceramic saucer is the tool the hand picks up and uses on the glass cup half-filled with water. The hand may briefly pick up and set down a wrong tool before settling on the small flat white ceramic saucer. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_uncommon_lv1_003", + "answer": { + "target_object": "scatter of spilled salt grains", + "target_action": "sweeping the salt into a single small pile", + "candidate_tools": [ + "stiff old postcard", + "folded thin white paper napkin", + "plastic ballpoint pen", + "grey rubber eraser" + ], + "correct_tool": "stiff old postcard", + "uncommon_use_note": "no brush or dustpan is available; the postcard's rigid straight edge pushes the grains together cleanly, the napkin folds / absorbs, the pen / eraser have no long edge" + }, + "rubric": [ + "The candidate items in the scene (stiff old postcard, folded thin white paper napkin, plastic ballpoint pen, grey rubber eraser) and the scatter of spilled salt grains from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the scatter of spilled salt grains is the stiff old postcard. For image outputs a closed red circle is drawn around the stiff old postcard and around no other item.", + "It is acceptable if a wrong tool (folded thin white paper napkin, plastic ballpoint pen, grey rubber eraser) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the scatter of spilled salt grains; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the scatter of spilled salt grains shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the stiff old postcard is the tool the hand picks up and uses on the scatter of spilled salt grains. The hand may briefly pick up and set down a wrong tool before settling on the stiff old postcard. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_uncommon_lv1_004", + "answer": { + "target_object": "small wooden drawer-box with a stuck drawer", + "target_action": "prying the stuck wooden drawer open all the way", + "candidate_tools": [ + "rigid plastic bank card", + "folded thin white paper napkin", + "plastic ballpoint pen", + "grey rubber eraser" + ], + "correct_tool": "rigid plastic bank card", + "uncommon_use_note": "no flat-head screwdriver or pry bar is available; the rigid thin plastic card is slim enough to slide into the 1cm gap and stiff enough to lever the drawer free" + }, + "rubric": [ + "The candidate items in the scene (rigid plastic bank card, folded thin white paper napkin, plastic ballpoint pen, grey rubber eraser) and the small wooden drawer-box with a stuck drawer from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the small wooden drawer-box with a stuck drawer is the rigid plastic bank card. For image outputs a closed red circle is drawn around the rigid plastic bank card and around no other item.", + "It is acceptable if a wrong tool (folded thin white paper napkin, plastic ballpoint pen, grey rubber eraser) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the small wooden drawer-box with a stuck drawer; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the small wooden drawer-box with a stuck drawer shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the rigid plastic bank card is the tool the hand picks up and uses on the small wooden drawer-box with a stuck drawer. The hand may briefly pick up and set down a wrong tool before settling on the rigid plastic bank card. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_uncommon_lv1_005", + "answer": { + "target_object": "cork board with a standing tack", + "target_action": "driving the small tack into the cork board", + "candidate_tools": [ + "round transparent glass paperweight ball", + "folded white paper napkin", + "plastic ballpoint pen", + "grey rubber eraser" + ], + "correct_tool": "round transparent glass paperweight ball", + "uncommon_use_note": "no hammer is available; the heavy glass ball provides the concentrated mass to drive the tack, the napkin / pen / eraser lack the mass" + }, + "rubric": [ + "The candidate items in the scene (round transparent glass paperweight ball, folded white paper napkin, plastic ballpoint pen, grey rubber eraser) and the cork board with a standing tack from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the cork board with a standing tack is the round transparent glass paperweight ball. For image outputs a closed red circle is drawn around the round transparent glass paperweight ball and around no other item.", + "It is acceptable if a wrong tool (folded white paper napkin, plastic ballpoint pen, grey rubber eraser) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the cork board with a standing tack; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the cork board with a standing tack shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the round transparent glass paperweight ball is the tool the hand picks up and uses on the cork board with a standing tack. The hand may briefly pick up and set down a wrong tool before settling on the round transparent glass paperweight ball. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_uncommon_lv1_006", + "answer": { + "target_object": "smartphone tipping forward", + "target_action": "propping the smartphone upright so it stands stably", + "candidate_tools": [ + "thick folded magazine", + "soft pink sponge", + "plastic ballpoint pen", + "folded thin white paper napkin" + ], + "correct_tool": "thick folded magazine", + "uncommon_use_note": "no phone stand is available; the thick folded magazine is rigid enough to brace the phone's back as a stand, while the sponge collapses, the pen rolls and the napkin is too floppy" + }, + "rubric": [ + "The candidate items in the scene (thick folded magazine, soft pink sponge, plastic ballpoint pen, folded thin white paper napkin) and the smartphone tipping forward from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the smartphone tipping forward is the thick folded magazine. For image outputs a closed red circle is drawn around the thick folded magazine and around no other item.", + "It is acceptable if a wrong tool (soft pink sponge, plastic ballpoint pen, folded thin white paper napkin) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the smartphone tipping forward; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the smartphone tipping forward shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the thick folded magazine is the tool the hand picks up and uses on the smartphone tipping forward. The hand may briefly pick up and set down a wrong tool before settling on the thick folded magazine. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_uncommon_lv1_007", + "answer": { + "target_object": "whole unshelled walnut", + "target_action": "crack the walnut's hard shell open", + "candidate_tools": [ + "heavy thick-walled glass jar", + "folded thin white paper napkin", + "plastic ballpoint pen", + "grey rubber eraser" + ], + "correct_tool": "heavy thick-walled glass jar", + "uncommon_use_note": "no nutcracker or hammer is available; the heavy thick-walled glass jar's hard base presses or strikes down on the shell to crack it, the napkin / pen / eraser lack the rigid mass" + }, + "rubric": [ + "The candidate items in the scene (heavy thick-walled glass jar, folded thin white paper napkin, plastic ballpoint pen, and grey rubber eraser) and the whole unshelled walnut from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the whole unshelled walnut is the heavy thick-walled glass jar. For image outputs a closed red circle is drawn around the heavy thick-walled glass jar and around no other item.", + "It is acceptable if a wrong tool (folded thin white paper napkin, plastic ballpoint pen, and grey rubber eraser) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the whole unshelled walnut; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the whole unshelled walnut shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the heavy thick-walled glass jar is the tool the hand picks up and uses on the whole unshelled walnut. The hand may briefly pick up and set down a wrong tool before settling on the heavy thick-walled glass jar. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_uncommon_lv1_008", + "answer": { + "target_object": "sheet of paper with small paper crumbs clinging to it by static", + "target_action": "lift the static-clinging paper crumbs off the sheet", + "candidate_tools": [ + "inflated rubber balloon", + "folded thin white paper napkin", + "plastic ballpoint pen", + "grey rubber eraser" + ], + "correct_tool": "inflated rubber balloon", + "uncommon_use_note": "no anti-static brush is available; the inflated rubber balloon rubbed lightly builds a static charge that attracts and lifts the light crumbs off, the napkin / pen / eraser cannot pick up loose crumbs by static" + }, + "rubric": [ + "The candidate items in the scene (inflated rubber balloon, folded thin white paper napkin, plastic ballpoint pen, and grey rubber eraser) and the sheet of paper with small paper crumbs clinging to it by static from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the sheet of paper with small paper crumbs clinging to it by static is the inflated rubber balloon. For image outputs a closed red circle is drawn around the inflated rubber balloon and around no other item.", + "It is acceptable if a wrong tool (folded thin white paper napkin, plastic ballpoint pen, and grey rubber eraser) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the sheet of paper with small paper crumbs clinging to it by static; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the sheet of paper with small paper crumbs clinging to it by static shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the inflated rubber balloon is the tool the hand picks up and uses on the sheet of paper with small paper crumbs clinging to it by static. The hand may briefly pick up and set down a wrong tool before settling on the inflated rubber balloon. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_uncommon_lv1_009", + "answer": { + "target_object": "key ring hanging on a high hook out of easy reach", + "target_action": "hook the key ring down off the high hook", + "candidate_tools": [ + "long-handled wooden spoon with a slightly curved handle end", + "folded thin white paper napkin", + "plastic ballpoint pen", + "grey rubber eraser" + ], + "correct_tool": "long-handled wooden spoon with a slightly curved handle end", + "uncommon_use_note": "no hook-pole or reacher is available; the long wooden spoon extends reach and its curved handle end catches the ring to lift it off the high hook, the napkin / pen / eraser are too short or cannot hook" + }, + "rubric": [ + "The candidate items in the scene (long-handled wooden spoon with a slightly curved handle end, folded thin white paper napkin, plastic ballpoint pen, and grey rubber eraser) and the key ring hanging on a high hook out of easy reach from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the key ring hanging on a high hook out of easy reach is the long-handled wooden spoon with a slightly curved handle end. For image outputs a closed red circle is drawn around the long-handled wooden spoon with a slightly curved handle end and around no other item.", + "It is acceptable if a wrong tool (folded thin white paper napkin, plastic ballpoint pen, and grey rubber eraser) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the key ring hanging on a high hook out of easy reach; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the key ring hanging on a high hook out of easy reach shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the long-handled wooden spoon with a slightly curved handle end is the tool the hand picks up and uses on the key ring hanging on a high hook out of easy reach. The hand may briefly pick up and set down a wrong tool before settling on the long-handled wooden spoon with a slightly curved handle end. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_uncommon_lv1_010", + "answer": { + "target_object": "small wobbling stool with one short leg", + "target_action": "steady the wobbling stool so it stops rocking", + "candidate_tools": [ + "folded stack of stiff cardboard pieces", + "soft pink sponge", + "plastic ballpoint pen", + "folded thin white paper napkin" + ], + "correct_tool": "folded stack of stiff cardboard pieces", + "uncommon_use_note": "no wedge or shim is available; the folded stiff cardboard is wedged under the short leg as a rigid shim to level it, the sponge compresses, the napkin crushes, the pen rolls out" + }, + "rubric": [ + "The candidate items in the scene (folded stack of stiff cardboard pieces, soft pink sponge, plastic ballpoint pen, and folded thin white paper napkin) and the small wobbling stool with one short leg from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the small wobbling stool with one short leg is the folded stack of stiff cardboard pieces. For image outputs a closed red circle is drawn around the folded stack of stiff cardboard pieces and around no other item.", + "It is acceptable if a wrong tool (soft pink sponge, plastic ballpoint pen, and folded thin white paper napkin) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the small wobbling stool with one short leg; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the small wobbling stool with one short leg shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the folded stack of stiff cardboard pieces is the tool the hand picks up and uses on the small wobbling stool with one short leg. The hand may briefly pick up and set down a wrong tool before settling on the folded stack of stiff cardboard pieces. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_uncommon_lv2_001", + "answer": { + "target_object": "smartphone with smudged screen", + "target_action": "wiping the smudges off the phone screen without scratching it", + "candidate_tools": [ + "clean soft white cotton t-shirt fabric scrap", + "rougher kitchen paper towel", + "soft pink sponge", + "grey rubber eraser", + "plastic ballpoint pen", + "blue plastic bottle cap" + ], + "correct_tool": "clean soft white cotton t-shirt fabric scrap", + "uncommon_use_note": "no microfibre cloth is available; the soft cotton t-shirt scrap is lint-free and gentle enough to wipe a screen, the rougher paper towel is a near-miss but leaves lint and can micro-scratch" + }, + "rubric": [ + "The candidate items in the scene (clean soft white cotton t-shirt fabric scrap, rougher kitchen paper towel, soft pink sponge, grey rubber eraser, plastic ballpoint pen, blue plastic bottle cap) and the smartphone with smudged screen from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the smartphone with smudged screen is the clean soft white cotton t-shirt fabric scrap. For image outputs a closed red circle is drawn around the clean soft white cotton t-shirt fabric scrap and around no other item.", + "It is acceptable if a wrong tool (rougher kitchen paper towel, soft pink sponge, grey rubber eraser, plastic ballpoint pen, blue plastic bottle cap) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the smartphone with smudged screen; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the smartphone with smudged screen shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the clean soft white cotton t-shirt fabric scrap is the tool the hand picks up and uses on the smartphone with smudged screen. The hand may briefly pick up and set down a wrong tool before settling on the clean soft white cotton t-shirt fabric scrap. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_uncommon_lv2_002", + "answer": { + "target_object": "curled colour photograph", + "target_action": "flattening the curled photograph flat", + "candidate_tools": [ + "thick dark-brown hardcover book", + "blue plastic bottle cap", + "soft pink sponge", + "folded thin white paper napkin", + "plastic ballpoint pen", + "small roll of brown jute twine" + ], + "correct_tool": "thick dark-brown hardcover book", + "uncommon_use_note": "no flat photo press is available; the heavy flat hardcover book provides the even weight needed to press the photo flat, the sponge compresses, the napkin is too light" + }, + "rubric": [ + "The candidate items in the scene (thick dark-brown hardcover book, blue plastic bottle cap, soft pink sponge, folded thin white paper napkin, plastic ballpoint pen, small roll of brown jute twine) and the curled colour photograph from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the curled colour photograph is the thick dark-brown hardcover book. For image outputs a closed red circle is drawn around the thick dark-brown hardcover book and around no other item.", + "It is acceptable if a wrong tool (blue plastic bottle cap, soft pink sponge, folded thin white paper napkin, plastic ballpoint pen, small roll of brown jute twine) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the curled colour photograph; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the curled colour photograph shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the thick dark-brown hardcover book is the tool the hand picks up and uses on the curled colour photograph. The hand may briefly pick up and set down a wrong tool before settling on the thick dark-brown hardcover book. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_uncommon_lv2_003", + "answer": { + "target_object": "lit white tea-light candle", + "target_action": "extinguishing the candle flame without blowing on it", + "candidate_tools": [ + "small clear glass cup placed inverted", + "folded thin white paper napkin", + "soft pink sponge", + "grey rubber eraser", + "plastic ballpoint pen", + "blue plastic bottle cap" + ], + "correct_tool": "small clear glass cup placed inverted", + "uncommon_use_note": "no candle snuffer is available; the inverted glass cup over the flame deprives it of oxygen and smothers it safely, the napkin and sponge would catch fire, the cap is too small to cover the flame" + }, + "rubric": [ + "The candidate items in the scene (small clear glass cup placed inverted, folded thin white paper napkin, soft pink sponge, grey rubber eraser, plastic ballpoint pen, blue plastic bottle cap) and the lit white tea-light candle from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the lit white tea-light candle is the small clear glass cup placed inverted. For image outputs a closed red circle is drawn around the small clear glass cup placed inverted and around no other item.", + "It is acceptable if a wrong tool (folded thin white paper napkin, soft pink sponge, grey rubber eraser, plastic ballpoint pen, blue plastic bottle cap) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the lit white tea-light candle; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the lit white tea-light candle shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the small clear glass cup placed inverted is the tool the hand picks up and uses on the lit white tea-light candle. The hand may briefly pick up and set down a wrong tool before settling on the small clear glass cup placed inverted. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_uncommon_lv2_004", + "answer": { + "target_object": "dark wool sweater covered in pet hair", + "target_action": "lifting all the pet hairs off the sweater's surface", + "candidate_tools": [ + "roll of clear adhesive tape with the outer loop pulled free", + "soft pink sponge", + "folded thin white paper napkin", + "grey rubber eraser", + "plastic ballpoint pen", + "blue plastic bottle cap" + ], + "correct_tool": "roll of clear adhesive tape with the outer loop pulled free", + "uncommon_use_note": "no lint roller is available; the exposed sticky outer loop of the tape acts as a lint roller, the hairs adhere to it on contact, the sponge would just push hairs around" + }, + "rubric": [ + "The candidate items in the scene (roll of clear adhesive tape with the outer loop pulled free, soft pink sponge, folded thin white paper napkin, grey rubber eraser, plastic ballpoint pen, blue plastic bottle cap) and the dark wool sweater covered in pet hair from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the dark wool sweater covered in pet hair is the roll of clear adhesive tape with the outer loop pulled free. For image outputs a closed red circle is drawn around the roll of clear adhesive tape with the outer loop pulled free and around no other item.", + "It is acceptable if a wrong tool (soft pink sponge, folded thin white paper napkin, grey rubber eraser, plastic ballpoint pen, blue plastic bottle cap) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the dark wool sweater covered in pet hair; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the dark wool sweater covered in pet hair shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the roll of clear adhesive tape with the outer loop pulled free is the tool the hand picks up and uses on the dark wool sweater covered in pet hair. The hand may briefly pick up and set down a wrong tool before settling on the roll of clear adhesive tape with the outer loop pulled free. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_uncommon_lv2_005", + "answer": { + "target_object": "hot ceramic bowl of soup", + "target_action": "lifting the hot soup bowl off the table without burning the bare hand", + "candidate_tools": [ + "thickly folded beige cotton kitchen cloth", + "folded thin white paper napkin", + "plastic ballpoint pen", + "soft pink sponge", + "grey rubber eraser", + "blue plastic bottle cap" + ], + "correct_tool": "thickly folded beige cotton kitchen cloth", + "uncommon_use_note": "no oven mitt or silicone pad is available; the thickly folded cotton kitchen cloth provides enough sustained thermal insulation to grip the hot bowl rim, paper napkin is too thin and would conduct heat through quickly" + }, + "rubric": [ + "The candidate items in the scene (thickly folded beige cotton kitchen cloth, folded thin white paper napkin, plastic ballpoint pen, soft pink sponge, grey rubber eraser, blue plastic bottle cap) and the hot ceramic bowl of soup from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the hot ceramic bowl of soup is the thickly folded beige cotton kitchen cloth. For image outputs a closed red circle is drawn around the thickly folded beige cotton kitchen cloth and around no other item.", + "It is acceptable if a wrong tool (folded thin white paper napkin, plastic ballpoint pen, soft pink sponge, grey rubber eraser, blue plastic bottle cap) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the hot ceramic bowl of soup; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the hot ceramic bowl of soup shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the thickly folded beige cotton kitchen cloth is the tool the hand picks up and uses on the hot ceramic bowl of soup. The hand may briefly pick up and set down a wrong tool before settling on the thickly folded beige cotton kitchen cloth. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_uncommon_lv2_006", + "answer": { + "target_object": "bread slice with a peanut-butter blob", + "target_action": "spreading the peanut butter evenly across the bread", + "candidate_tools": [ + "stainless-steel tablespoon", + "folded thin white paper napkin", + "plastic ballpoint pen", + "grey rubber eraser", + "blue plastic bottle cap", + "small roll of brown jute twine" + ], + "correct_tool": "stainless-steel tablespoon", + "uncommon_use_note": "no butter knife or spatula is available; the spoon's smooth convex back works as an improvised spreader, the napkin would absorb / tear, the pen / eraser / twine cannot spread paste" + }, + "rubric": [ + "The candidate items in the scene (stainless-steel tablespoon, folded thin white paper napkin, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, small roll of brown jute twine) and the bread slice with a peanut-butter blob from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the bread slice with a peanut-butter blob is the stainless-steel tablespoon. For image outputs a closed red circle is drawn around the stainless-steel tablespoon and around no other item.", + "It is acceptable if a wrong tool (folded thin white paper napkin, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, small roll of brown jute twine) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the bread slice with a peanut-butter blob; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the bread slice with a peanut-butter blob shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the stainless-steel tablespoon is the tool the hand picks up and uses on the bread slice with a peanut-butter blob. The hand may briefly pick up and set down a wrong tool before settling on the stainless-steel tablespoon. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_uncommon_lv2_007", + "answer": { + "target_object": "narrow glass bottle with a coin stuck at the bottom", + "target_action": "get the stuck coin out of the bottom of the narrow bottle", + "candidate_tools": [ + "strong bar fridge magnet", + "folded thin white paper napkin", + "plastic ballpoint pen", + "grey rubber eraser", + "blue plastic bottle cap", + "soft pink sponge" + ], + "correct_tool": "strong bar fridge magnet", + "uncommon_use_note": "no magnetic pick-up tool or tweezers is available; the strong bar magnet lowered into the bottle attracts the metal coin and lifts it out, the napkin / pen / eraser / cap / sponge cannot reach or grip the coin" + }, + "rubric": [ + "The candidate items in the scene (strong bar fridge magnet, folded thin white paper napkin, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, and soft pink sponge) and the narrow glass bottle with a coin stuck at the bottom from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the narrow glass bottle with a coin stuck at the bottom is the strong bar fridge magnet. For image outputs a closed red circle is drawn around the strong bar fridge magnet and around no other item.", + "It is acceptable if a wrong tool (folded thin white paper napkin, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, and soft pink sponge) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the narrow glass bottle with a coin stuck at the bottom; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the narrow glass bottle with a coin stuck at the bottom shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the strong bar fridge magnet is the tool the hand picks up and uses on the narrow glass bottle with a coin stuck at the bottom. The hand may briefly pick up and set down a wrong tool before settling on the strong bar fridge magnet. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_uncommon_lv2_008", + "answer": { + "target_object": "thin flower stem leaning over and needing support", + "target_action": "prop the leaning flower stem so it stands upright", + "candidate_tools": [ + "straight wooden barbecue skewer", + "length of cotton string about 30cm", + "plastic ballpoint pen", + "grey rubber eraser", + "blue plastic bottle cap", + "soft pink sponge" + ], + "correct_tool": "straight wooden barbecue skewer", + "uncommon_use_note": "no plant stake or splint is available; the straight rigid skewer is pushed in beside the stem and the string ties them together as a splint to hold the stem upright, the cap / eraser / sponge cannot brace a tall stem, and the string alone has no rigidity" + }, + "rubric": [ + "The candidate items in the scene (straight wooden barbecue skewer, length of cotton string about 30cm, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, and soft pink sponge) and the thin flower stem leaning over and needing support from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the thin flower stem leaning over and needing support is the straight wooden barbecue skewer. For image outputs a closed red circle is drawn around the straight wooden barbecue skewer and around no other item.", + "It is acceptable if a wrong tool (length of cotton string about 30cm, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, and soft pink sponge) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the thin flower stem leaning over and needing support; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the thin flower stem leaning over and needing support shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the straight wooden barbecue skewer is the tool the hand picks up and uses on the thin flower stem leaning over and needing support. The hand may briefly pick up and set down a wrong tool before settling on the straight wooden barbecue skewer. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_uncommon_lv2_009", + "answer": { + "target_object": "leaking threaded pipe joint needing a temporary seal", + "target_action": "wrap and seal the leaking pipe-joint gap", + "candidate_tools": [ + "roll of clear adhesive tape with the outer end pulled free", + "folded thin white paper napkin", + "plastic ballpoint pen", + "grey rubber eraser", + "blue plastic bottle cap", + "soft pink sponge" + ], + "correct_tool": "roll of clear adhesive tape with the outer end pulled free", + "uncommon_use_note": "no plumber's tape or sealant is available; the clear adhesive tape is wound tightly around the threaded gap to seal it, the napkin / sponge soak through, the pen / eraser / cap cannot wrap and seal" + }, + "rubric": [ + "The candidate items in the scene (roll of clear adhesive tape with the outer end pulled free, folded thin white paper napkin, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, and soft pink sponge) and the leaking threaded pipe joint needing a temporary seal from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the leaking threaded pipe joint needing a temporary seal is the roll of clear adhesive tape with the outer end pulled free. For image outputs a closed red circle is drawn around the roll of clear adhesive tape with the outer end pulled free and around no other item.", + "It is acceptable if a wrong tool (folded thin white paper napkin, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, and soft pink sponge) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the leaking threaded pipe joint needing a temporary seal; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the leaking threaded pipe joint needing a temporary seal shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the roll of clear adhesive tape with the outer end pulled free is the tool the hand picks up and uses on the leaking threaded pipe joint needing a temporary seal. The hand may briefly pick up and set down a wrong tool before settling on the roll of clear adhesive tape with the outer end pulled free. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_uncommon_lv2_010", + "answer": { + "target_object": "narrow glass with stubborn tea stain at the inner bottom", + "target_action": "scrub the tea stain off the inner bottom of the narrow glass", + "candidate_tools": [ + "wooden chopstick with a wad of paper towel bound to its tip as a scrub head", + "folded thin white paper napkin", + "plastic ballpoint pen", + "grey rubber eraser", + "blue plastic bottle cap", + "soft pink sponge" + ], + "correct_tool": "wooden chopstick with a wad of paper towel bound to its tip as a scrub head", + "uncommon_use_note": "no bottle brush is available; the chopstick with a paper-towel wad on its tip reaches down the narrow glass as an improvised scrub-brush to scour the bottom stain, the loose napkin / sponge / eraser are too short or too wide to reach the bottom" + }, + "rubric": [ + "The candidate items in the scene (wooden chopstick with a wad of paper towel bound to its tip as a scrub head, folded thin white paper napkin, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, and soft pink sponge) and the narrow glass with stubborn tea stain at the inner bottom from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the narrow glass with stubborn tea stain at the inner bottom is the wooden chopstick with a wad of paper towel bound to its tip as a scrub head. For image outputs a closed red circle is drawn around the wooden chopstick with a wad of paper towel bound to its tip as a scrub head and around no other item.", + "It is acceptable if a wrong tool (folded thin white paper napkin, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, and soft pink sponge) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the narrow glass with stubborn tea stain at the inner bottom; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the narrow glass with stubborn tea stain at the inner bottom shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the wooden chopstick with a wad of paper towel bound to its tip as a scrub head is the tool the hand picks up and uses on the narrow glass with stubborn tea stain at the inner bottom. The hand may briefly pick up and set down a wrong tool before settling on the wooden chopstick with a wad of paper towel bound to its tip as a scrub head. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_uncommon_lv3_001", + "answer": { + "target_object": "block of soft cheese", + "target_action": "cut the cheese block cleanly into two halves", + "candidate_tools": [ + "thin 25cm length of fine white cotton sewing thread (about 0.5mm thick)", + "folded grey cotton cloth", + "plastic ballpoint pen", + "grey rubber eraser", + "blue plastic bottle cap", + "soft pink sponge", + "empty glass cup", + "folded white paper napkin" + ], + "correct_tool": "thin 25cm length of fine white cotton sewing thread (about 0.5mm thick)", + "uncommon_use_note": "no knife or wire is available; the thin cotton thread is pulled taut between two hands and used as a cheese-wire, pressed straight down through the soft cheese to cut it" + }, + "rubric": [ + "The candidate items in the scene (thin 25cm fine white cotton sewing thread, folded grey cotton cloth, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, soft pink sponge, empty glass cup, folded white paper napkin) and the block of soft cheese from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the block of soft cheese is the thin 25cm length of fine white cotton sewing thread (about 0.5mm thick). For image outputs a closed red circle is drawn around the thin 25cm length of fine white cotton sewing thread (about 0.5mm thick) and around no other item.", + "It is acceptable if a wrong tool (folded grey cotton cloth, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, soft pink sponge, empty glass cup, folded white paper napkin) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the block of soft cheese; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the block of soft cheese shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the thin 25cm length of fine white cotton sewing thread (about 0.5mm thick) is the tool the hand picks up and uses on the block of soft cheese. The hand may briefly pick up and set down a wrong tool before settling on the thin 25cm length of fine white cotton sewing thread (about 0.5mm thick). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_uncommon_lv3_002", + "answer": { + "target_object": "glass jar with sticky label residue stuck on it", + "target_action": "scrape the sticky residue off the jar's side", + "candidate_tools": [ + "silver coin about 2.5cm wide", + "soft pink sponge", + "folded thin white paper napkin", + "small damp yellow sponge cloth", + "fluffy white cotton ball", + "small roll of brown jute twine", + "grey rubber eraser", + "sharpened wooden pencil" + ], + "correct_tool": "silver coin about 2.5cm wide", + "uncommon_use_note": "no scraper or knife is available; the coin's hard rigid edge is used as a straight-edge scraper held against the curved glass, the new soft distractor items (yellow sponge cloth, cotton ball) cannot deliver the rigid scraping pressure needed" + }, + "rubric": [ + "The candidate items in the scene (silver coin, soft pink sponge, folded thin white paper napkin, small damp yellow sponge cloth, fluffy white cotton ball, small roll of brown jute twine, grey rubber eraser, sharpened wooden pencil) and the glass jar with sticky label residue stuck on it from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the glass jar with sticky label residue stuck on it is the silver coin about 2.5cm wide. For image outputs a closed red circle is drawn around the silver coin about 2.5cm wide and around no other item.", + "It is acceptable if a wrong tool (soft pink sponge, folded thin white paper napkin, small damp yellow sponge cloth, fluffy white cotton ball, small roll of brown jute twine, grey rubber eraser, sharpened wooden pencil) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the glass jar with sticky label residue stuck on it; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the glass jar with sticky label residue stuck on it shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the silver coin about 2.5cm wide is the tool the hand picks up and uses on the glass jar with sticky label residue stuck on it. The hand may briefly pick up and set down a wrong tool before settling on the silver coin about 2.5cm wide. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_uncommon_lv3_003", + "answer": { + "target_object": "navy canvas jacket with a stuck metal zipper", + "target_action": "free the stuck zipper and slide it smoothly", + "candidate_tools": [ + "sharpened wooden pencil with exposed graphite tip", + "soft pink sponge", + "plastic ballpoint pen", + "empty glass cup", + "small roll of brown jute twine", + "blue plastic bottle cap", + "folded thin white paper napkin", + "grey rubber eraser" + ], + "correct_tool": "sharpened wooden pencil with exposed graphite tip", + "uncommon_use_note": "no lubricant spray, soap or wax is available; the pencil's exposed graphite tip is rubbed onto the stuck zipper teeth, graphite acts as a dry lubricant that lets the slider free up and slide along the teeth" + }, + "rubric": [ + "The candidate items in the scene (sharpened wooden pencil with exposed graphite tip, soft pink sponge, plastic ballpoint pen, empty glass cup, small roll of brown jute twine, blue plastic bottle cap, folded thin white paper napkin, grey rubber eraser) and the navy canvas jacket with a stuck metal zipper from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the navy canvas jacket with a stuck metal zipper is the sharpened wooden pencil with exposed graphite tip. For image outputs a closed red circle is drawn around the sharpened wooden pencil with exposed graphite tip and around no other item.", + "It is acceptable if a wrong tool (soft pink sponge, plastic ballpoint pen, empty glass cup, small roll of brown jute twine, blue plastic bottle cap, folded thin white paper napkin, grey rubber eraser) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the navy canvas jacket with a stuck metal zipper; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the navy canvas jacket with a stuck metal zipper shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the sharpened wooden pencil with exposed graphite tip is the tool the hand picks up and uses on the navy canvas jacket with a stuck metal zipper. The hand may briefly pick up and set down a wrong tool before settling on the sharpened wooden pencil with exposed graphite tip. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_uncommon_lv3_004", + "answer": { + "target_object": "white squeeze glue tube with a hardened glue plug blocking the nozzle", + "target_action": "clear the hardened plug out of the tube's nozzle", + "candidate_tools": [ + "thin silver sewing needle (about 4cm long, sharp tip)", + "soft pink sponge", + "plastic ballpoint pen", + "empty glass cup", + "small roll of brown jute twine", + "blue plastic bottle cap", + "folded thin white paper napkin", + "grey rubber eraser" + ], + "correct_tool": "thin silver sewing needle (about 4cm long, sharp tip)", + "uncommon_use_note": "no pin, awl or knife is available; the thin sewing needle is the only item with a tip narrow and rigid enough to be inserted into the tiny nozzle hole and pierce through the hardened glue plug, clearing the channel" + }, + "rubric": [ + "The candidate items in the scene (thin silver sewing needle, soft pink sponge, plastic ballpoint pen, empty glass cup, small roll of brown jute twine, blue plastic bottle cap, folded thin white paper napkin, grey rubber eraser) and the white squeeze glue tube with a hardened glue plug blocking the nozzle from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the white squeeze glue tube with a hardened glue plug blocking the nozzle is the thin silver sewing needle (about 4cm long, sharp tip). For image outputs a closed red circle is drawn around the thin silver sewing needle (about 4cm long, sharp tip) and around no other item.", + "It is acceptable if a wrong tool (soft pink sponge, plastic ballpoint pen, empty glass cup, small roll of brown jute twine, blue plastic bottle cap, folded thin white paper napkin, grey rubber eraser) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the white squeeze glue tube with a hardened glue plug blocking the nozzle; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the white squeeze glue tube with a hardened glue plug blocking the nozzle shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the thin silver sewing needle (about 4cm long, sharp tip) is the tool the hand picks up and uses on the white squeeze glue tube with a hardened glue plug blocking the nozzle. The hand may briefly pick up and set down a wrong tool before settling on the thin silver sewing needle (about 4cm long, sharp tip). No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_uncommon_lv3_005", + "answer": { + "target_object": "sealed paint can with a stuck lid", + "target_action": "prying the stuck paint-can lid off", + "candidate_tools": [ + "stainless-steel tablespoon", + "plastic ballpoint pen", + "grey rubber eraser", + "sharpened wooden pencil", + "blue plastic bottle cap", + "small roll of brown jute twine", + "empty glass cup", + "folded white cotton cloth" + ], + "correct_tool": "stainless-steel tablespoon", + "uncommon_use_note": "no flathead screwdriver or paint-can opener is available; the steel spoon's thin hard handle slips into the lid gap and serves as a rigid lever, the pen / pencil snap or bend, the eraser / cap / twine / cup / cloth cannot transmit lever force" + }, + "rubric": [ + "The candidate items in the scene (stainless-steel tablespoon, plastic ballpoint pen, grey rubber eraser, sharpened wooden pencil, blue plastic bottle cap, small roll of brown jute twine, empty glass cup, folded white cotton cloth) and the sealed paint can with a stuck lid from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the sealed paint can with a stuck lid is the stainless-steel tablespoon. For image outputs a closed red circle is drawn around the stainless-steel tablespoon and around no other item.", + "It is acceptable if a wrong tool (plastic ballpoint pen, grey rubber eraser, sharpened wooden pencil, blue plastic bottle cap, small roll of brown jute twine, empty glass cup, folded white cotton cloth) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the sealed paint can with a stuck lid; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the sealed paint can with a stuck lid shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the stainless-steel tablespoon is the tool the hand picks up and uses on the sealed paint can with a stuck lid. The hand may briefly pick up and set down a wrong tool before settling on the stainless-steel tablespoon. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_uncommon_lv3_006", + "answer": { + "target_object": "stack of lightweight fluttering tissue sheets", + "target_action": "weighing the tissue stack down so it lies flat", + "candidate_tools": [ + "smooth flat grey river stone", + "folded thin white paper napkin", + "plastic ballpoint pen", + "grey rubber eraser", + "blue plastic bottle cap", + "sharpened wooden pencil", + "small roll of brown jute twine", + "soft pink sponge" + ], + "correct_tool": "smooth flat grey river stone", + "uncommon_use_note": "no paperweight is available; the heavy flat river stone has the mass and flat base to press the stack down, the napkin / sponge are too light, the pen / pencil / cap / eraser / twine are too small or unstable" + }, + "rubric": [ + "The candidate items in the scene (smooth flat grey river stone, folded thin white paper napkin, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, sharpened wooden pencil, small roll of brown jute twine, soft pink sponge) and the stack of lightweight fluttering tissue sheets from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the stack of lightweight fluttering tissue sheets is the smooth flat grey river stone. For image outputs a closed red circle is drawn around the smooth flat grey river stone and around no other item.", + "It is acceptable if a wrong tool (folded thin white paper napkin, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, sharpened wooden pencil, small roll of brown jute twine, soft pink sponge) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the stack of lightweight fluttering tissue sheets; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the stack of lightweight fluttering tissue sheets shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the smooth flat grey river stone is the tool the hand picks up and uses on the stack of lightweight fluttering tissue sheets. The hand may briefly pick up and set down a wrong tool before settling on the smooth flat grey river stone. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_uncommon_lv3_007", + "answer": { + "target_object": "length of rope that needs its length measured", + "target_action": "measure the length of the rope", + "candidate_tools": [ + "standard-size plastic bank card", + "folded thin white paper napkin", + "plastic ballpoint pen", + "grey rubber eraser", + "blue plastic bottle cap", + "soft pink sponge", + "empty glass cup", + "sharpened wooden pencil" + ], + "correct_tool": "standard-size plastic bank card", + "uncommon_use_note": "no ruler or tape measure is available; the bank card has a fixed standardised length, so it is stepped end-over-end along the rope as a known unit to measure it, the soft / round / irregular items have no fixed straight reference length" + }, + "rubric": [ + "The candidate items in the scene (standard-size plastic bank card, folded thin white paper napkin, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, soft pink sponge, empty glass cup, and sharpened wooden pencil) and the length of rope that needs its length measured from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the length of rope that needs its length measured is the standard-size plastic bank card. For image outputs a closed red circle is drawn around the standard-size plastic bank card and around no other item.", + "It is acceptable if a wrong tool (folded thin white paper napkin, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, soft pink sponge, empty glass cup, and sharpened wooden pencil) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the length of rope that needs its length measured; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the length of rope that needs its length measured shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the standard-size plastic bank card is the tool the hand picks up and uses on the length of rope that needs its length measured. The hand may briefly pick up and set down a wrong tool before settling on the standard-size plastic bank card. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_uncommon_lv3_008", + "answer": { + "target_object": "empty wine bottle with a cork pushed down inside it", + "target_action": "get the loose cork out of inside the wine bottle", + "candidate_tools": [ + "plastic shopping bag tied into a loop", + "folded thin white paper napkin", + "plastic ballpoint pen", + "grey rubber eraser", + "blue plastic bottle cap", + "soft pink sponge", + "empty glass cup", + "sharpened wooden pencil" + ], + "correct_tool": "plastic shopping bag tied into a loop", + "uncommon_use_note": "no corkscrew or hooked retriever is available; the plastic bag is pushed into the bottle, the cork dropped into its loop, then the bag is inflated/pulled so its tightening loop grips the cork and draws it out through the neck, the rigid pen / pencil / cap cannot loop and grip the cork inside" + }, + "rubric": [ + "The candidate items in the scene (plastic shopping bag tied into a loop, folded thin white paper napkin, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, soft pink sponge, empty glass cup, and sharpened wooden pencil) and the empty wine bottle with a cork pushed down inside it from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the empty wine bottle with a cork pushed down inside it is the plastic shopping bag tied into a loop. For image outputs a closed red circle is drawn around the plastic shopping bag tied into a loop and around no other item.", + "It is acceptable if a wrong tool (folded thin white paper napkin, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, soft pink sponge, empty glass cup, and sharpened wooden pencil) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the empty wine bottle with a cork pushed down inside it; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the empty wine bottle with a cork pushed down inside it shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the plastic shopping bag tied into a loop is the tool the hand picks up and uses on the empty wine bottle with a cork pushed down inside it. The hand may briefly pick up and set down a wrong tool before settling on the plastic shopping bag tied into a loop. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_uncommon_lv3_009", + "answer": { + "target_object": "unopened glass soda bottle with a crimped crown metal cap", + "target_action": "pry the crown metal cap off the glass soda bottle", + "candidate_tools": [ + "metal key", + "paper cup", + "folded white cotton cloth", + "folded thin white paper napkin", + "grey rubber eraser", + "plastic drinking straw", + "cotton swab", + "inflated rubber balloon" + ], + "correct_tool": "metal key", + "uncommon_use_note": "no bottle opener is available; the metal key's hard shaft hooks under the crown cap's crimped edge as a lever and pries it off, the paper cup / cloth / napkin / eraser / straw / swab / balloon are too soft or have no rigid edge to hook under the cap" + }, + "rubric": [ + "The candidate items in the scene (metal key, paper cup, folded white cotton cloth, folded thin white paper napkin, grey rubber eraser, plastic drinking straw, cotton swab, inflated rubber balloon) and the unopened glass soda bottle with a crimped crown metal cap from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the unopened glass soda bottle with a crimped crown metal cap is the metal key. For image outputs a closed red circle is drawn around the metal key and around no other item.", + "It is acceptable if a wrong tool (paper cup, folded white cotton cloth, folded thin white paper napkin, grey rubber eraser, plastic drinking straw, cotton swab, inflated rubber balloon) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the unopened glass soda bottle with a crimped crown metal cap; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the unopened glass soda bottle with a crimped crown metal cap shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the metal key is the tool the hand picks up and uses on the unopened glass soda bottle with a crimped crown metal cap. The hand may briefly pick up and set down a wrong tool before settling on the metal key. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + }, + { + "id": "tool_use_uncommon_lv3_010", + "answer": { + "target_object": "computer keyboard with crumbs and dust lodged in the gaps between the keys", + "target_action": "clear the crumbs and dust out of the gaps between the keyboard keys", + "candidate_tools": [ + "pad of yellow sticky notes with one sheet's adhesive edge exposed", + "fluffy white cotton ball", + "grey rubber eraser", + "yellow sponge", + "paper cup", + "plastic drinking straw", + "inflated rubber balloon", + "feather" + ], + "correct_tool": "pad of yellow sticky notes with one sheet's adhesive edge exposed", + "uncommon_use_note": "no brush is available; the sticky note's adhesive edge is pressed down into the key gaps so the crumbs and dust stick to the glue and are lifted out, the cotton ball / eraser / sponge / paper cup / straw / balloon / feather cannot enter the narrow gaps or have no adhesive to lift the debris out" + }, + "rubric": [ + "The candidate items in the scene (pad of yellow sticky notes with one sheet's adhesive edge exposed, fluffy white cotton ball, grey rubber eraser, yellow sponge, paper cup, plastic drinking straw, inflated rubber balloon, feather) and the computer keyboard with crumbs and dust lodged in the gaps between the keys from the input all remain present and visually identifiable throughout the output, in their original positions.", + "The tool that finally performs the action on the computer keyboard with crumbs and dust lodged in the gaps between the keys is the pad of yellow sticky notes with one sheet's adhesive edge exposed. For image outputs a closed red circle is drawn around the pad of yellow sticky notes with one sheet's adhesive edge exposed and around no other item.", + "It is acceptable if a wrong tool (fluffy white cotton ball, grey rubber eraser, yellow sponge, paper cup, plastic drinking straw, inflated rubber balloon, feather) is briefly picked up and then set back down during the clip. By the end, none of the wrong tools is the one that completed the action on the computer keyboard with crumbs and dust lodged in the gaps between the keys; any wrong tool that was picked up is returned to roughly its starting position.", + "Only the computer keyboard with crumbs and dust lodged in the gaps between the keys shows the result of the action; the table, the surrounding items' positions, the target's overall position / colour, the lighting, the background, and the camera viewpoint are all unchanged.", + "For video outputs: the pad of yellow sticky notes with one sheet's adhesive edge exposed is the tool the hand picks up and uses on the computer keyboard with crumbs and dust lodged in the gaps between the keys. The hand may briefly pick up and set down a wrong tool before settling on the pad of yellow sticky notes with one sheet's adhesive edge exposed. No jump cuts, no teleporting, no morphing, no fade frames, no glitches.", + "No labels, no text, no arrows, no debugging overlays, no extra annotations anywhere in the output." + ] + } +] \ No newline at end of file diff --git a/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv1_001.txt b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv1_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..736a6e7aa5a15eb68efbfe66b38418700aaaeaa6 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv1_001.txt @@ -0,0 +1 @@ +The input image shows an old paper map about 30x40cm whose four corners curl upward and refuse to lie flat on a wooden table, with 4 candidate items around it: a thick dark-brown hardcover book (about 20x14x4cm), a folded white paper napkin, a plastic ballpoint pen, a grey rubber eraser. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated common tool of that kind in the scene. The task is to identify which one of these 4 items has the physical affordance to actually flatten the curling paper map so it lies flat on the table. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the old paper map with curling corners itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv1_002.txt b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv1_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..19963b4ec2d1475b712e69364966ab06da764813 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv1_002.txt @@ -0,0 +1 @@ +The input image shows a clear glass cup half-filled with water (about 7cm mouth) standing upright in the center on a wooden table, with 4 candidate items around it: a small flat white ceramic saucer (about 12cm diameter, wider than the cup's mouth), a soft pink sponge, a plastic ballpoint pen, a small roll of brown jute twine. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated common tool of that kind in the scene. The task is to identify which one of these 4 items has the physical affordance to actually cover the open mouth of the water glass to keep dust out. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the glass cup half-filled with water itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv1_003.txt b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv1_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..6f88436e802fa29a0e224204eb480baa8615c499 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv1_003.txt @@ -0,0 +1 @@ +The input image shows a small loose scatter of white table-salt grains spread across about 8cm of the wood surface in the center on a wooden table, with 4 candidate items around it: a stiff old postcard (about 10x14cm, rigid straight edge), a folded thin white paper napkin, a plastic ballpoint pen, a grey rubber eraser. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener, no putty knife and no other dedicated common tool of that kind anywhere in the scene. The task is to identify which one of these 4 items has the physical affordance to actually sweep the scattered salt grains together into a single small pile. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the scatter of spilled salt grains itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv1_004.txt b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv1_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..c053071b4a0fb4211e7c8e9c164f1f479b182674 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv1_004.txt @@ -0,0 +1 @@ +The input image shows a 15x10cm colour photograph whose corners curl up obviously and refuse to lie flat on a wooden table, with 6 candidate items around it: a thick dark-brown hardcover book (about 22x16x4cm), a blue plastic bottle cap, a soft pink sponge, a folded thin white paper napkin, a plastic ballpoint pen, a small roll of brown jute twine. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated common tool of that kind in the scene. The task is to identify which one of these 6 items has the physical affordance to actually flatten the curled photograph so it lies flat on the table. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the curled colour photograph itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv1_005.txt b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv1_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..fa4b7e4675287da88eede84da53b46a9b494a485 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv1_005.txt @@ -0,0 +1 @@ +The input image shows a small lit white tea-light candle (about 4cm wide, 2cm-tall flame) sitting on a small metal dish in the center on a wooden table, with 6 candidate items around it: a small clear glass cup (about 6cm mouth) placed inverted (mouth-down) ready to use, a folded thin white paper napkin, a soft pink sponge, a grey rubber eraser, a plastic ballpoint pen, a blue plastic bottle cap. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated common tool of that kind in the scene. The task is to identify which one of these 6 items has the physical affordance to actually extinguish the lit tea-light's flame quickly without blowing on it. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the lit white tea-light candle itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv1_006.txt b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv1_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..fe9ff4b267388cb049c5d437a6fc83b150cbe327 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv1_006.txt @@ -0,0 +1 @@ +The input image shows a smartphone standing upright in portrait orientation, screen facing outward, but tipping slightly forward because nothing is holding it up on a wooden table, with 4 candidate items around it: a thick folded magazine (about 20x15cm, about 1.5cm thick, cover-side up), a soft pink sponge, a plastic ballpoint pen, a folded thin white paper napkin. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated common tool of that kind in the scene. The task is to identify which one of these 4 items has the physical affordance to actually prop the smartphone upright so it stands stably in portrait orientation on its own. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the smartphone tipping forward itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv1_007.txt b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv1_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..5046ecb60a6de208b5dbf6e63ea5274fb6a49dde --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv1_007.txt @@ -0,0 +1 @@ +The input image shows a whole unshelled walnut with an intact hard shell in the center on a table, with 4 candidate items around it: heavy thick-walled glass jar, folded thin white paper napkin, plastic ballpoint pen, and grey rubber eraser. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated common tool of that kind in the scene. The task is to identify which one of these 4 items has the physical affordance to actually crack the walnut's hard shell open. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the whole unshelled walnut itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv1_008.txt b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv1_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..64e62fa6b8a4ade0ac654568cc140e54e6663c4b --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv1_008.txt @@ -0,0 +1 @@ +The input image shows a sheet of paper with tiny paper crumbs clinging to its surface by static in the center on a table, with 4 candidate items around it: inflated rubber balloon, folded thin white paper napkin, plastic ballpoint pen, and grey rubber eraser. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated common tool of that kind in the scene. The task is to identify which one of these 4 items has the physical affordance to actually lift the static-clinging paper crumbs off the sheet. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the sheet of paper with small paper crumbs clinging to it by static itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv1_009.txt b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv1_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..31db0e7c40891eaef98b4a61f1b39f647b2dd326 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv1_009.txt @@ -0,0 +1 @@ +The input image shows a key ring hanging on a hook placed too high to reach comfortably by hand in the center on a table, with 4 candidate items around it: long-handled wooden spoon with a slightly curved handle end, folded thin white paper napkin, plastic ballpoint pen, and grey rubber eraser. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated common tool of that kind in the scene. The task is to identify which one of these 4 items has the physical affordance to actually hook the key ring down off the high hook. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the key ring hanging on a high hook out of easy reach itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv1_010.txt b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv1_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..01c4af23e47611bf4a0d0f7f487f1907d7cd6850 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv1_010.txt @@ -0,0 +1 @@ +The input image shows a small wooden stool that wobbles because one leg is slightly too short in the center on a table, with 4 candidate items around it: folded stack of stiff cardboard pieces, soft pink sponge, plastic ballpoint pen, and folded thin white paper napkin. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated common tool of that kind in the scene. The task is to identify which one of these 4 items has the physical affordance to actually steady the wobbling stool so it stops rocking. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the small wobbling stool with one short leg itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv2_001.txt b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv2_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..38190e06dc3b6104594e6f47452d3b71e507d89c --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv2_001.txt @@ -0,0 +1 @@ +The input image shows a small wooden tabletop drawer-box with its drawer front facing outward, the drawer slightly stuck about 1cm proud of the box body on a wooden table, with 4 candidate items around it: a rigid plastic bank card (about 8.5x5.4cm), a folded thin white paper napkin, a plastic ballpoint pen, a grey rubber eraser. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated common tool of that kind in the scene. The task is to identify which one of these 4 items has the physical affordance to actually pry the stuck wooden drawer open all the way. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the small wooden drawer-box with a stuck drawer itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv2_002.txt b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv2_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..b1092be26829b0e5a4fa588c363386297ef85dca --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv2_002.txt @@ -0,0 +1 @@ +The input image shows a navy-blue canvas jacket lying flat on a wooden table with its metal front zipper stuck halfway up (the zipper slider is jammed in the middle of the zipper teeth, the fabric is slightly bunched around it), with eight candidate items around it: a sharpened wooden pencil (with its dark graphite tip clearly exposed), a soft pink sponge, a plastic ballpoint pen, a empty glass cup, a small roll of brown jute twine, a blue plastic bottle cap, a folded thin white paper napkin, and a grey rubber eraser. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener, no lubricant spray and no other dedicated common tool of that kind in the scene. The task is to identify which one of these 8 items has the physical affordance to actually free the stuck zipper. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the jacket itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv2_003.txt b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv2_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..b3ee72f277a61124f9d898cf10825a52c3ddccaa --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv2_003.txt @@ -0,0 +1 @@ +The input image shows a white squeeze tube of glue (about 8cm long) lying on a wooden table with its nozzle completely blocked by a hardened transparent glue plug (the opening is fully sealed, no glue can be squeezed out), with eight candidate items around it: a thin silver sewing needle (about 4cm long, sharp tip pointing outward), a soft pink sponge, a plastic ballpoint pen, a empty glass cup, a small roll of brown jute twine, a blue plastic bottle cap, a folded thin white paper napkin, and a grey rubber eraser. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener, no pin, no tweezers and no other dedicated piercing tool of that kind in the scene. The task is to identify which one of these 8 items has the physical affordance to actually clear the hardened plug out of the narrow tube nozzle. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the glue tube itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv2_004.txt b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv2_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..2b92332f5c5b56fb6667905bec9d038b3640491c --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv2_004.txt @@ -0,0 +1 @@ +The input image shows a round small metal paint can (about 12cm in diameter) with a tightly seated lid (a thin gap is visible between the lid and the rim) on a wooden table, with 8 candidate items around it: a stainless-steel tablespoon (about 18cm long, with a thin hard handle end), a plastic ballpoint pen, a grey rubber eraser, a sharpened wooden pencil, a blue plastic bottle cap, a small roll of brown jute twine, a empty glass cup, a folded white cotton cloth. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener, no putty knife and no other dedicated common tool of that kind anywhere in the scene. The task is to identify which one of these 8 items has the physical affordance to actually pry the stuck lid off the paint can. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the sealed paint can with a stuck lid itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv2_005.txt b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv2_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..c83f794159c1ebb9d7c4085e523553fb9344c11e --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv2_005.txt @@ -0,0 +1 @@ +The input image shows a hot white ceramic bowl (about 18cm wide) of soup with visible steam rising, sitting in the center on a wooden table, with 6 candidate items around it: a thickly folded beige cotton kitchen cloth (about 15x15cm, around 1.5cm thick), a folded thin white paper napkin, a plastic ballpoint pen, a soft pink sponge, a grey rubber eraser, a blue plastic bottle cap. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated common tool of that kind in the scene. The task is to identify which one of these 6 items has the physical affordance to actually lift the hot soup bowl off the table without burning the bare hands. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the hot ceramic bowl of soup itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv2_006.txt b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv2_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..822134fb3cadf918030586840918b0785f7c1907 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv2_006.txt @@ -0,0 +1 @@ +The input image shows a 2cm-thick slice of white bread in the center with a tablespoon-sized blob of brown peanut butter mounded on top (unspread) on a wooden table, with 6 candidate items around it: a stainless-steel tablespoon (about 18cm long, smooth flat back), a folded thin white paper napkin, a plastic ballpoint pen, a grey rubber eraser, a blue plastic bottle cap, a small roll of brown jute twine. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener, no putty knife and no other dedicated common tool of that kind anywhere in the scene. The task is to identify which one of these 6 items has the physical affordance to actually spread the peanut butter blob evenly across the surface of the bread slice. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the bread slice with a peanut-butter blob itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv2_007.txt b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv2_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..2c1b75686d4d5b6a66091d36974b625b84f368b9 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv2_007.txt @@ -0,0 +1 @@ +The input image shows a narrow-mouth glass bottle with a small coin stuck at the bottom, too deep to reach by finger in the center on a table, with 6 candidate items around it: strong bar fridge magnet, folded thin white paper napkin, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, and soft pink sponge. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated common tool of that kind in the scene. The task is to identify which one of these 6 items has the physical affordance to actually get the stuck coin out of the bottom of the narrow bottle. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the narrow glass bottle with a coin stuck at the bottom itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv2_008.txt b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv2_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..f95e03560664f8c15d19f923689edc3ee30fc69e --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv2_008.txt @@ -0,0 +1 @@ +The input image shows a thin flower stem stuck in floral foam that is leaning over and cannot stand upright on its own in the center on a table, with 6 candidate items around it: straight wooden barbecue skewer, length of cotton string about 30cm, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, and soft pink sponge. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated common tool of that kind in the scene. The task is to identify which one of these 6 items has the physical affordance to actually prop the leaning flower stem so it stands upright. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the thin flower stem leaning over and needing support itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv2_009.txt b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv2_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..f66377333c080e77102506d7c2804e848818212a --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv2_009.txt @@ -0,0 +1 @@ +The input image shows a plastic pipe joint with a small gap at the threaded connection that is leaking and needs sealing in the center on a table, with 6 candidate items around it: roll of clear adhesive tape with the outer end pulled free, folded thin white paper napkin, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, and soft pink sponge. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated common tool of that kind in the scene. The task is to identify which one of these 6 items has the physical affordance to actually wrap and seal the leaking pipe-joint gap. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the leaking threaded pipe joint needing a temporary seal itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv2_010.txt b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv2_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..44dc81f587282d6cdb589542fc9e8c37c4279260 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv2_010.txt @@ -0,0 +1 @@ +The input image shows a narrow glass with a stubborn brown tea stain at the inner bottom that fingers cannot reach to scrub in the center on a table, with 6 candidate items around it: wooden chopstick with a wad of paper towel bound to its tip as a scrub head, folded thin white paper napkin, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, and soft pink sponge. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated common tool of that kind in the scene. The task is to identify which one of these 6 items has the physical affordance to actually scrub the tea stain off the inner bottom of the narrow glass. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the narrow glass with stubborn tea stain at the inner bottom itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv3_001.txt b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv3_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..81a27b8256e5c44ee3ebfe2472564b225cad4b7d --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv3_001.txt @@ -0,0 +1 @@ +The input image shows a pale-yellow block of soft cheese (about 8x4x3cm) sitting in the center of the table on a wooden table, with eight candidate items around it: a thin 25cm length of fine white cotton sewing thread (about 0.5mm thick), a folded grey cotton cloth, a plastic ballpoint pen, a grey rubber eraser, a blue plastic bottle cap, a soft pink sponge, a empty glass cup, and a folded white paper napkin. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated common tool of that kind in the scene. The task is to identify which one of these 8 items has the physical affordance to actually cut the cheese block cleanly into two halves. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the block of soft cheese itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv3_002.txt b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv3_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..2fde20192da382c4f16eba3ddeecfe245830d234 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv3_002.txt @@ -0,0 +1 @@ +The input image shows a transparent glass jar (about 12cm tall) in the center of a wooden table with a sticky greyish-white label-residue patch (about 4x3cm) on its side, with eight candidate items around it: a silver coin about 2.5cm wide, a soft pink sponge, a folded thin white paper napkin, a small damp yellow sponge cloth (about 8x6cm), a fluffy white cotton ball (about 5cm diameter), a small roll of brown jute twine, a grey rubber eraser, and a sharpened wooden pencil. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener, no putty knife and no other dedicated scraper tool of that kind in the scene. The task is to identify which one of these 8 items has the physical affordance to actually scrape the sticky residue off the curved glass side. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the glass jar itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv3_003.txt b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv3_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..1dc226ca9dc7896e240484acbe5937f22acabba2 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv3_003.txt @@ -0,0 +1 @@ +The input image shows a 15x10cm light-brown cork board with a 2cm silver iron tack standing upright on its surface, its tip just touching the cork but not yet driven in on a wooden table, with 4 candidate items around it: a round transparent glass paperweight ball (about 7cm in diameter, heavy and smooth), a folded white paper napkin, a plastic ballpoint pen, a grey rubber eraser. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener, no putty knife and no other dedicated common tool of that kind anywhere in the scene. The task is to identify which one of these 4 items has the physical affordance to actually drive the small tack fully into the cork board. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the cork board with a standing tack itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv3_004.txt b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv3_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..fe048e1db94ee777539f31f65146eae75e2638cf --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv3_004.txt @@ -0,0 +1 @@ +The input image shows a smartphone lying screen-up and powered off (black screen) in the center with greasy fingerprint smudges visible on the screen on a wooden table, with 6 candidate items around it: a clean soft white cotton t-shirt fabric scrap (about 15x15cm, soft and lint-free), a rougher kitchen paper towel (about 10x10cm), a soft pink sponge, a grey rubber eraser, a plastic ballpoint pen, a blue plastic bottle cap. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated common tool of that kind in the scene. The task is to identify which one of these 6 items has the physical affordance to actually wipe the greasy fingerprint smudges off the phone screen without scratching it. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the smartphone with smudged screen itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv3_005.txt b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv3_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..ff0085eadd54273f266492ef4b690aebdb699570 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv3_005.txt @@ -0,0 +1 @@ +The input image shows a folded dark wool sweater (about 25x20cm patch lying flat) with short pale pet hairs all over its surface on a wooden table, with 6 candidate items around it: a roll of clear adhesive tape with about 5cm of tape already pulled free, sticky side exposed, a soft pink sponge, a folded thin white paper napkin, a grey rubber eraser, a plastic ballpoint pen, a blue plastic bottle cap. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated common tool of that kind in the scene. The task is to identify which one of these 6 items has the physical affordance to actually lift all the pet hairs off the sweater's surface. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the dark wool sweater covered in pet hair itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv3_006.txt b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv3_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..25b6f18206c2dd06a6141761ebb66eb874e807b6 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv3_006.txt @@ -0,0 +1 @@ +The input image shows a stack of about 5 lightweight thin white tissue sheets (about 30x20cm) lying flat with corners free to lift and visibly fluttering slightly in the air currents on a wooden table, with 8 candidate items around it: a smooth flat grey river stone (about 8x6x3cm, heavy), a folded thin white paper napkin, a plastic ballpoint pen, a grey rubber eraser, a blue plastic bottle cap, a sharpened wooden pencil, a small roll of brown jute twine, a soft pink sponge. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener, no putty knife and no other dedicated common tool of that kind anywhere in the scene. The task is to identify which one of these 8 items has the physical affordance to actually weigh the tissue stack down so it stops fluttering and lies flat. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the stack of lightweight fluttering tissue sheets itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv3_007.txt b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv3_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..703e31c54cafbe3a1991cecd05d754fa404ffa80 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv3_007.txt @@ -0,0 +1 @@ +The input image shows a length of rope lying out that needs its length measured, with no ruler present in the center on a table, with eight candidate items around it: standard-size plastic bank card, folded thin white paper napkin, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, soft pink sponge, empty glass cup, and sharpened wooden pencil. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated common tool of that kind in the scene. The task is to identify which one of these 8 items has the physical affordance to actually measure the length of the rope. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the length of rope that needs its length measured itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv3_008.txt b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv3_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..722928db77fe5ed547cd0f6d59b4a87ab9ba710d --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv3_008.txt @@ -0,0 +1 @@ +The input image shows an empty wine bottle with a cork that has fallen down inside and needs to be retrieved in the center on a table, with eight candidate items around it: plastic shopping bag tied into a loop, folded thin white paper napkin, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, soft pink sponge, empty glass cup, and sharpened wooden pencil. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated common tool of that kind in the scene. The task is to identify which one of these 8 items has the physical affordance to actually get the loose cork out of inside the wine bottle. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the empty wine bottle with a cork pushed down inside it itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv3_009.txt b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv3_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..86e40568a4e3fb000e40cbc1726bbb189073091c --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv3_009.txt @@ -0,0 +1 @@ +The input image shows a unopened glass soda bottle with a crimped crown metal cap in the center of a wooden table, with eight candidate items around it: metal key, paper cup, folded white cotton cloth, folded thin white paper napkin, grey rubber eraser, plastic drinking straw, cotton swab, and inflated rubber balloon. There is no bottle opener, no can opener, no pliers, no screwdriver, no lighter and no other dedicated prying tool of that kind in the scene. The task is to identify which one of these 8 items has the physical affordance to actually pry the crown metal cap off the glass soda bottle. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the unopened glass soda bottle with a crimped crown metal cap itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv3_010.txt b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv3_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..35ecf4f4a33a6f9c51d29ef114f4151d3e702343 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/image_gen_prompt/tool_use_uncommon_lv3_010.txt @@ -0,0 +1 @@ +The input image shows a computer keyboard with crumbs and dust lodged in the gaps between the keys in the center of a wooden table, with eight candidate items around it: pad of yellow sticky notes with one sheet's adhesive edge exposed, fluffy white cotton ball, grey rubber eraser, yellow sponge, paper cup, plastic drinking straw, inflated rubber balloon, and feather. There is no brush, no compressed-air can, no vacuum, no toothpick, no cloth and no other dedicated cleaning tool of that kind in the scene. The task is to identify which one of these 8 items has the physical affordance to actually clear the crumbs and dust out of the gaps between the keyboard keys. Output the same input image with exactly one closed red circle drawn around that correct item, and around no other item. Do not circle the computer keyboard with crumbs and dust lodged in the gaps between the keys itself or anything else. Do not modify, move, occlude, recolour, or replace any object in the scene. Background, table, lighting, and camera viewpoint stay identical to the input. No labels, no text, no arrows, no other annotations. diff --git a/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv1_001.txt b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv1_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..94ad9f5e538d8670b4f2f26240be324b2b506756 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv1_001.txt @@ -0,0 +1,8 @@ +The input shows an old paper map about 30x40cm whose four corners curl upward and refuse to lie flat on a wooden table, plus 4 candidate items around it: a thick dark-brown hardcover book (about 20x14x4cm), a folded white paper napkin, a plastic ballpoint pen, a grey rubber eraser. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated tool of any obvious kind anywhere in the scene. The input shows no hand. +Goal: flatten the curling paper map so it lies flat on the table. One or two human hands enter the frame from off-screen, figures out which of the 4 items has the physical affordance to actually flatten the curling paper map so it lies flat on the table (no common dedicated tool is available, think about which item's physical properties could still serve), picks up only that one, performs the action visibly on the target (re-orienting the tool in hand first if its working surface needs to face the target), sets the tool back down on the table, then exits the frame. By the final frame the paper map lies completely flat against the table with the heavy book pressing the previously curling corners flat. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually flatten the curling paper map so it lies flat on the table must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the old paper map with curling corners; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv1_002.txt b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv1_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..e80164dbd57f4bf0204cff24e40a345ec741c512 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv1_002.txt @@ -0,0 +1,8 @@ +The input shows a clear glass cup half-filled with water (about 7cm mouth) standing upright in the center on a wooden table, plus 4 candidate items around it: a small flat white ceramic saucer (about 12cm diameter, wider than the cup's mouth), a soft pink sponge, a plastic ballpoint pen, a small roll of brown jute twine. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated tool of any obvious kind anywhere in the scene. The input shows no hand. +Goal: cover the open mouth of the water glass to keep dust out. One or two human hands enter the frame from off-screen, figures out which of the 4 items has the physical affordance to actually cover the open mouth of the water glass to keep dust out (no common dedicated tool is available, think about which item's physical properties could still serve), picks up only that one, performs the action visibly on the target (re-orienting the tool in hand first if its working surface needs to face the target), sets the tool back down on the table, then exits the frame. By the final frame the glass mouth is fully covered, with the flat saucer resting on top of the rim like a lid. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually cover the open mouth of the water glass to keep dust out must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the glass cup half-filled with water; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv1_003.txt b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv1_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..db3b726b009181332101873d3f8cf7bc2ad8315d --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv1_003.txt @@ -0,0 +1,8 @@ +The input shows a small loose scatter of white table-salt grains spread across about 8cm of the wood surface in the center on a wooden table, plus 4 candidate items around it: a stiff old postcard (about 10x14cm, rigid straight edge), a folded thin white paper napkin, a plastic ballpoint pen, a grey rubber eraser. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated tool of any obvious kind anywhere in the scene. The input shows no hand. +Goal: sweep the scattered salt grains together into a single small pile. One or two human hands enter the frame from off-screen, figures out which of the 4 items has the physical affordance to actually sweep the scattered salt grains together into a single small pile (no common dedicated tool is available, think about which item's physical properties could still serve), picks up only that one, performs the action visibly on the target (re-orienting the tool in hand first if its working surface needs to face the target), sets the tool back down on the table, then exits the frame. By the final frame the salt grains are now gathered into a single tight small pile on the table, with the surrounding wood mostly clear. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually sweep the scattered salt grains together into a single small pile must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the scatter of spilled salt grains; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv1_004.txt b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv1_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..50123339ff5f23830a5d69efaa7469dde2df8785 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv1_004.txt @@ -0,0 +1,8 @@ +The input shows a 15x10cm colour photograph whose corners curl up obviously and refuse to lie flat on a wooden table, plus 6 candidate items around it: a thick dark-brown hardcover book (about 22x16x4cm), a blue plastic bottle cap, a soft pink sponge, a folded thin white paper napkin, a plastic ballpoint pen, a small roll of brown jute twine. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated tool of any obvious kind anywhere in the scene. The input shows no hand. +Goal: flatten the curled photograph so it lies flat on the table. One or two human hands enter the frame from off-screen, figures out which of the 6 items has the physical affordance to actually flatten the curled photograph so it lies flat on the table (no common dedicated tool is available, think about which item's physical properties could still serve), picks up only that one, performs the action visibly on the target (re-orienting the tool in hand first if its working surface needs to face the target), sets the tool back down on the table, then exits the frame. By the final frame the photograph now lies completely flat against the table under the hardcover book, with the previously curled corners pressed flat. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually flatten the curled photograph so it lies flat on the table must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the curled colour photograph; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv1_005.txt b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv1_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..c7f6f1bc4b13dcbbe2d56c84d40a48afd8e9d5b5 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv1_005.txt @@ -0,0 +1,8 @@ +The input shows a small lit white tea-light candle (about 4cm wide, 2cm-tall flame) sitting on a small metal dish in the center on a wooden table, plus 6 candidate items around it: a small clear glass cup (about 6cm mouth) placed inverted (mouth-down) ready to use, a folded thin white paper napkin, a soft pink sponge, a grey rubber eraser, a plastic ballpoint pen, a blue plastic bottle cap. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated tool of any obvious kind anywhere in the scene. The input shows no hand. +Goal: extinguish the lit tea-light's flame quickly without blowing on it. One or two human hands enter the frame from off-screen, figures out which of the 6 items has the physical affordance to actually extinguish the lit tea-light's flame quickly without blowing on it (no common dedicated tool is available, think about which item's physical properties could still serve), picks up only that one, performs the action visibly on the target (re-orienting the tool in hand first if its working surface needs to face the target), sets the tool back down on the table, then exits the frame. By the final frame the tea-light's flame is fully out, with the glass cup placed mouth-down over the candle and a faint wisp of smoke trapped inside. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually extinguish the lit tea-light's flame quickly without blowing on it must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the lit white tea-light candle; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv1_006.txt b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv1_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..92132d3989f2944678871dfa7403a46735ba8898 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv1_006.txt @@ -0,0 +1,8 @@ +The input shows a smartphone standing upright in portrait orientation, screen facing outward, but tipping slightly forward because nothing is holding it up on a wooden table, plus 4 candidate items around it: a thick folded magazine (about 20x15cm, about 1.5cm thick, cover-side up), a soft pink sponge, a plastic ballpoint pen, a folded thin white paper napkin. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated tool of any obvious kind anywhere in the scene. The input shows no hand. +Goal: prop the smartphone upright so it stands stably in portrait orientation on its own. One or two human hands enter the frame from off-screen, figures out which of the 4 items has the physical affordance to actually prop the smartphone upright so it stands stably in portrait orientation on its own (no common dedicated tool is available, think about which item's physical properties could still serve), picks up only that one, performs the action visibly on the target (re-orienting the tool in hand first if its working surface needs to face the target), sets the tool back down on the table, then exits the frame. By the final frame the smartphone stands upright stably in portrait orientation, propped against the folded magazine's edge at its back. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually prop the smartphone upright so it stands stably in portrait orientation on its own must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the smartphone tipping forward; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv1_007.txt b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv1_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..40fd6afcd156803c3a92bb9d6ffcf0db28b63b73 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv1_007.txt @@ -0,0 +1,8 @@ +The input shows a whole unshelled walnut with an intact hard shell in the center on a table, plus 4 candidate items around it: heavy thick-walled glass jar, folded thin white paper napkin, plastic ballpoint pen, and grey rubber eraser. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated tool of any obvious kind anywhere in the scene. The input shows no hand. +Goal: crack the walnut's hard shell open. One or two human hands enter the frame from off-screen, figures out which of the 4 items has the physical affordance to actually crack the walnut's hard shell open (no common dedicated tool is available, think about which item's physical properties could still serve), picks up only that one, performs the action visibly on the target (re-orienting the tool in hand first if its working surface needs to face the target), sets the tool back down on the table, then exits the frame. By the final frame the walnut shell is cracked open exposing the kernel inside. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually crack the walnut's hard shell open must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the whole unshelled walnut; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv1_008.txt b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv1_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..f564b490acbe304f187529fbce92e7cbae8c5aec --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv1_008.txt @@ -0,0 +1,8 @@ +The input shows a sheet of paper with tiny paper crumbs clinging to its surface by static in the center on a table, plus 4 candidate items around it: inflated rubber balloon, folded thin white paper napkin, plastic ballpoint pen, and grey rubber eraser. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated tool of any obvious kind anywhere in the scene. The input shows no hand. +Goal: remove the static-clinging paper crumbs from the paper sheet. One or two human hands enter the frame from off-screen, figures out which of the 4 items has the physical affordance to actually lift the static-clinging paper crumbs off the sheet (no common dedicated tool is available, think about which item's physical properties could still serve), picks up only that one, performs the action visibly on the target (re-orienting the tool in hand first if its working surface needs to face the target), sets the tool back down on the table, then exits the frame. By the final frame the paper crumbs are lifted away and the sheet's surface is clean. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually lift the static-clinging paper crumbs off the sheet must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the sheet of paper with small paper crumbs clinging to it by static; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv1_009.txt b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv1_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..8eef4b9b1dac4ead9d29d846aded0c916804f388 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv1_009.txt @@ -0,0 +1,8 @@ +The input shows a key ring hanging on a hook placed too high to reach comfortably by hand in the center on a table, plus 4 candidate items around it: long-handled wooden spoon with a slightly curved handle end, folded thin white paper napkin, plastic ballpoint pen, and grey rubber eraser. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated tool of any obvious kind anywhere in the scene. The input shows no hand. +Goal: lift the key ring down from the high hook. One or two human hands enter the frame from off-screen, figures out which of the 4 items has the physical affordance to actually hook the key ring down off the high hook (no common dedicated tool is available, think about which item's physical properties could still serve), picks up only that one, performs the action visibly on the target (re-orienting the tool in hand first if its working surface needs to face the target), sets the tool back down on the table, then exits the frame. By the final frame the key ring is unhooked and brought down onto the table. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually hook the key ring down off the high hook must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the key ring hanging on a high hook out of easy reach; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv1_010.txt b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv1_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..b2dbc19e1b611d255de765cdd2ec9b40abdbdf0c --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv1_010.txt @@ -0,0 +1,8 @@ +The input shows a small wooden stool that wobbles because one leg is slightly too short in the center on a table, plus 4 candidate items around it: folded stack of stiff cardboard pieces, soft pink sponge, plastic ballpoint pen, and folded thin white paper napkin. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated tool of any obvious kind anywhere in the scene. The input shows no hand. +Goal: stop the wobbling stool from rocking so it sits level. One or two human hands enter the frame from off-screen, figures out which of the 4 items has the physical affordance to actually steady the wobbling stool so it stops rocking (no common dedicated tool is available, think about which item's physical properties could still serve), picks up only that one, performs the action visibly on the target (re-orienting the tool in hand first if its working surface needs to face the target), sets the tool back down on the table, then exits the frame. By the final frame the stool sits level and steady with the gap under the short leg filled. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually steady the wobbling stool so it stops rocking must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the small wobbling stool with one short leg; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv2_001.txt b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv2_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..f59d6b6951e16a61f022c01a95fa43550ebe93b7 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv2_001.txt @@ -0,0 +1,8 @@ +The input shows a small wooden tabletop drawer-box with its drawer front facing outward, the drawer slightly stuck about 1cm proud of the box body on a wooden table, plus 4 candidate items around it: a rigid plastic bank card (about 8.5x5.4cm), a folded thin white paper napkin, a plastic ballpoint pen, a grey rubber eraser. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated tool of any obvious kind anywhere in the scene. The input shows no hand. +Goal: pry the stuck wooden drawer open all the way. One or two human hands enter the frame from off-screen, figures out which of the 4 items has the physical affordance to actually pry the stuck wooden drawer open all the way (no common dedicated tool is available, think about which item's physical properties could still serve), picks up only that one, performs the action visibly on the target (re-orienting the tool in hand first if its working surface needs to face the target), sets the tool back down on the table, then exits the frame. By the final frame the wooden drawer is now fully open, slid out from the box body by several centimetres. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually pry the stuck wooden drawer open all the way must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the small wooden drawer-box with a stuck drawer; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv2_002.txt b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv2_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..a8030582b9a8749200c8d004d4a1d842c8f3d019 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv2_002.txt @@ -0,0 +1,8 @@ +The input shows a navy-blue canvas jacket lying flat on a wooden table with its metal front zipper stuck halfway up (the zipper slider is jammed in the middle of the zipper teeth, the fabric is slightly bunched around it), plus eight candidate items around it: a sharpened wooden pencil (with its dark graphite tip clearly exposed), a soft pink sponge, a plastic ballpoint pen, a empty glass cup, a small roll of brown jute twine, a blue plastic bottle cap, a folded thin white paper napkin, and a grey rubber eraser. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener, no lubricant spray and no other dedicated tool of any obvious kind anywhere in the scene. The input shows no hand. +Goal: free the stuck zipper and slide it smoothly. One or two human hands enter the frame from off-screen, figures out which of the 8 items has the physical affordance to actually free the stuck zipper (no common dedicated tool is available, think about which item's physical properties could still serve), picks up only that one, performs the action visibly on the target (re-orienting the tool in hand first if its working surface needs to face the target), sets the tool back down on the table, then exits the frame. By the final frame the zipper slider has moved past the stuck spot and the fabric around it is no longer bunched. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually free the stuck zipper must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the jacket's zipper area; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv2_003.txt b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv2_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..4e71b676fddc8b76139d6990dfb08ec5554e5ac8 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv2_003.txt @@ -0,0 +1,8 @@ +The input shows a white squeeze tube of glue (about 8cm long) lying on a wooden table with its nozzle completely blocked by a hardened transparent glue plug (the opening is fully sealed, no glue can be squeezed out), plus eight candidate items around it: a thin silver sewing needle (about 4cm long, sharp tip pointing outward), a soft pink sponge, a plastic ballpoint pen, a empty glass cup, a small roll of brown jute twine, a blue plastic bottle cap, a folded thin white paper napkin, and a grey rubber eraser. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener, no pin, no tweezers and no other dedicated piercing tool of any obvious kind anywhere in the scene. The input shows no hand. +Goal: clear the hardened plug out of the glue tube's nozzle so the nozzle opens again. One or two human hands enter the frame from off-screen, figures out which of the 8 items has the physical affordance to actually clear the hardened plug out of the narrow tube nozzle (no common dedicated tool is available, think about which item's physical properties could still serve), picks up only that one, performs the action visibly on the target (re-orienting the tool in hand first if its working surface needs to face the target), sets the tool back down on the table, then exits the frame. By the final frame the nozzle opening is visibly clear and a small bit of glue protrudes through it. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually clear the hardened plug must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the glue tube's nozzle; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv2_004.txt b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv2_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..b370b63ec9a6a926eec249b47bbd4c6cee896e32 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv2_004.txt @@ -0,0 +1,8 @@ +The input shows a round small metal paint can (about 12cm in diameter) with a tightly seated lid (a thin gap is visible between the lid and the rim) on a wooden table, plus 8 candidate items around it: a stainless-steel tablespoon (about 18cm long, with a thin hard handle end), a plastic ballpoint pen, a grey rubber eraser, a sharpened wooden pencil, a blue plastic bottle cap, a small roll of brown jute twine, a empty glass cup, a folded white cotton cloth. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated tool of any obvious kind anywhere in the scene. The input shows no hand. +Goal: pry the stuck lid off the paint can. One or two human hands enter the frame from off-screen, figures out which of the 8 items has the physical affordance to actually pry the stuck lid off the paint can (no common dedicated tool is available, think about which item's physical properties could still serve), picks up only that one, performs the action visibly on the target (re-orienting the tool in hand first if its working surface needs to face the target), sets the tool back down on the table, then exits the frame. By the final frame the paint can's lid has been levered free and lies on the table next to the open can; the can's interior is now exposed. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually pry the stuck lid off the paint can must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the sealed paint can with a stuck lid; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv2_005.txt b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv2_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..51703350382d04211730e213b739362f28864522 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv2_005.txt @@ -0,0 +1,8 @@ +The input shows a hot white ceramic bowl (about 18cm wide) of soup with visible steam rising, sitting in the center on a wooden table, plus 6 candidate items around it: a thickly folded beige cotton kitchen cloth (about 15x15cm, around 1.5cm thick), a folded thin white paper napkin, a plastic ballpoint pen, a soft pink sponge, a grey rubber eraser, a blue plastic bottle cap. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated tool of any obvious kind anywhere in the scene. The input shows no hand. +Goal: lift the hot soup bowl off the table without burning the bare hands. One or two human hands enter the frame from off-screen, figures out which of the 6 items has the physical affordance to actually lift the hot soup bowl off the table without burning the bare hands (no common dedicated tool is available, think about which item's physical properties could still serve), picks up only that one, performs the action visibly on the target (re-orienting the tool in hand first if its working surface needs to face the target), sets the tool back down on the table, then exits the frame. By the final frame the hot soup bowl has been lifted off the table by both sides, held a few centimetres above the table, the hand protected from the hot rim by the thick kitchen cloth. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually lift the hot soup bowl off the table without burning the bare hands must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the hot ceramic bowl of soup; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv2_006.txt b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv2_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..54f753949408b5493f62ddb001223bfaf786ca3f --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv2_006.txt @@ -0,0 +1,8 @@ +The input shows a 2cm-thick slice of white bread in the center with a tablespoon-sized blob of brown peanut butter mounded on top (unspread) on a wooden table, plus 6 candidate items around it: a stainless-steel tablespoon (about 18cm long, smooth flat back), a folded thin white paper napkin, a plastic ballpoint pen, a grey rubber eraser, a blue plastic bottle cap, a small roll of brown jute twine. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated tool of any obvious kind anywhere in the scene. The input shows no hand. +Goal: spread the peanut butter blob evenly across the surface of the bread slice. One or two human hands enter the frame from off-screen, figures out which of the 6 items has the physical affordance to actually spread the peanut butter blob evenly across the surface of the bread slice (no common dedicated tool is available, think about which item's physical properties could still serve), picks up only that one, performs the action visibly on the target (re-orienting the tool in hand first if its working surface needs to face the target), sets the tool back down on the table, then exits the frame. By the final frame the peanut butter is now spread as an even brown layer covering the visible top surface of the bread, with the original blob gone. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually spread the peanut butter blob evenly across the surface of the bread slice must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the bread slice with a peanut-butter blob; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv2_007.txt b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv2_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..f4854bd3efd8e87280d6d461720fa031f1ceaab1 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv2_007.txt @@ -0,0 +1,8 @@ +The input shows a narrow-mouth glass bottle with a small coin stuck at the bottom, too deep to reach by finger in the center on a table, plus 6 candidate items around it: strong bar fridge magnet, folded thin white paper napkin, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, and soft pink sponge. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated tool of any obvious kind anywhere in the scene. The input shows no hand. +Goal: remove the coin stuck at the bottom of the narrow bottle. One or two human hands enter the frame from off-screen, figures out which of the 6 items has the physical affordance to actually get the stuck coin out of the bottom of the narrow bottle (no common dedicated tool is available, think about which item's physical properties could still serve), picks up only that one, performs the action visibly on the target (re-orienting the tool in hand first if its working surface needs to face the target), sets the tool back down on the table, then exits the frame. By the final frame the coin is lifted out of the bottle and sits on the table. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually get the stuck coin out of the bottom of the narrow bottle must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the narrow glass bottle with a coin stuck at the bottom; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv2_008.txt b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv2_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..3d2c9958e29d2bb677efcb6ad0f6cf35e963d0d4 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv2_008.txt @@ -0,0 +1,8 @@ +The input shows a thin flower stem stuck in floral foam that is leaning over and cannot stand upright on its own in the center on a table, plus 6 candidate items around it: straight wooden barbecue skewer, length of cotton string about 30cm, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, and soft pink sponge. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated tool of any obvious kind anywhere in the scene. The input shows no hand. +Goal: support the leaning flower stem so it stands straight upright. One or two human hands enter the frame from off-screen, figures out which of the 6 items has the physical affordance to actually prop the leaning flower stem so it stands upright (no common dedicated tool is available, think about which item's physical properties could still serve), picks up only that one, performs the action visibly on the target (re-orienting the tool in hand first if its working surface needs to face the target), sets the tool back down on the table, then exits the frame. By the final frame the flower stem stands upright, splinted straight by the support tied alongside it. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually prop the leaning flower stem so it stands upright must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the thin flower stem leaning over and needing support; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv2_009.txt b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv2_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..720f531f64681371147115e744f536854686b12b --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv2_009.txt @@ -0,0 +1,8 @@ +The input shows a plastic pipe joint with a small gap at the threaded connection that is leaking and needs sealing in the center on a table, plus 6 candidate items around it: roll of clear adhesive tape with the outer end pulled free, folded thin white paper napkin, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, and soft pink sponge. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated tool of any obvious kind anywhere in the scene. The input shows no hand. +Goal: seal the gap at the leaking threaded pipe joint. One or two human hands enter the frame from off-screen, figures out which of the 6 items has the physical affordance to actually wrap and seal the leaking pipe-joint gap (no common dedicated tool is available, think about which item's physical properties could still serve), picks up only that one, performs the action visibly on the target (re-orienting the tool in hand first if its working surface needs to face the target), sets the tool back down on the table, then exits the frame. By the final frame the joint gap is tightly wrapped and sealed, no longer leaking. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually wrap and seal the leaking pipe-joint gap must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the leaking threaded pipe joint needing a temporary seal; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv2_010.txt b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv2_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..ad911c9d342e9c9277487a89a2d552fd474e3930 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv2_010.txt @@ -0,0 +1,8 @@ +The input shows a narrow glass with a stubborn brown tea stain at the inner bottom that fingers cannot reach to scrub in the center on a table, plus 6 candidate items around it: wooden chopstick with a wad of paper towel bound to its tip as a scrub head, folded thin white paper napkin, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, and soft pink sponge. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated tool of any obvious kind anywhere in the scene. The input shows no hand. +Goal: scrub the stubborn tea stain off the inside bottom of the narrow glass. One or two human hands enter the frame from off-screen, figures out which of the 6 items has the physical affordance to actually scrub the tea stain off the inner bottom of the narrow glass (no common dedicated tool is available, think about which item's physical properties could still serve), picks up only that one, performs the action visibly on the target (re-orienting the tool in hand first if its working surface needs to face the target), sets the tool back down on the table, then exits the frame. By the final frame the inner bottom of the glass is scrubbed clean with the stain gone. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually scrub the tea stain off the inner bottom of the narrow glass must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the narrow glass with stubborn tea stain at the inner bottom; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv3_001.txt b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv3_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..53808feb393d99b6b0268ba68efc4f3c866939d4 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv3_001.txt @@ -0,0 +1,8 @@ +The input shows a pale-yellow block of soft cheese (about 8x4x3cm) sitting in the center of the table on a wooden table, plus eight candidate items around it: a thin 25cm length of fine white cotton sewing thread (about 0.5mm thick), a folded grey cotton cloth, a plastic ballpoint pen, a grey rubber eraser, a blue plastic bottle cap, a soft pink sponge, a empty glass cup, and a folded white paper napkin. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated tool of any obvious kind anywhere in the scene. The input shows no hand. +Goal: cut the cheese block cleanly into two halves. One or two human hands enter the frame from off-screen, figures out which of the 8 items has the physical affordance to actually cut the cheese block cleanly into two halves (no common dedicated tool is available, think about which item's physical properties could still serve), picks up only that one, performs the action visibly on the target (re-orienting the tool in hand first if its working surface needs to face the target), sets the tool back down on the table, then exits the frame. By the final frame the cheese is in two separate halves on the table. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually cut the cheese block cleanly into two halves must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the block of soft cheese; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv3_002.txt b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv3_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..52cbdf5e9b77e108a0008a1927b10fe2282978f4 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv3_002.txt @@ -0,0 +1,8 @@ +The input shows a transparent glass jar (about 12cm tall) in the center of a wooden table with a sticky greyish-white label-residue patch (about 4x3cm) on its side, plus eight candidate items around it: a silver coin about 2.5cm wide, a soft pink sponge, a folded thin white paper napkin, a small damp yellow sponge cloth (about 8x6cm), a fluffy white cotton ball (about 5cm diameter), a small roll of brown jute twine, a grey rubber eraser, and a sharpened wooden pencil. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener, no putty knife and no other dedicated scraper tool anywhere in the scene. The input shows no hand. +Goal: scrape all the sticky residue off the jar's curved glass side. One or two human hands enter the frame from off-screen, figures out which of the 8 items has the physical affordance to actually scrape the sticky residue off the curved glass (no common dedicated tool is available, think about which item's physical properties could still serve), picks up only that one, performs the action visibly on the target (re-orienting the tool in hand first if its working surface needs to face the target), sets the tool back down on the table, then exits the frame. By the final frame the residue patch is visibly gone from the jar's side. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually scrape the sticky residue off the curved glass must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the glass jar's residue patch; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv3_003.txt b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv3_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..abef90be5e760a19fdb67c77425a1eeb281aa4bc --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv3_003.txt @@ -0,0 +1,8 @@ +The input shows a 15x10cm light-brown cork board with a 2cm silver iron tack standing upright on its surface, its tip just touching the cork but not yet driven in on a wooden table, plus 4 candidate items around it: a round transparent glass paperweight ball (about 7cm in diameter, heavy and smooth), a folded white paper napkin, a plastic ballpoint pen, a grey rubber eraser. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated tool of any obvious kind anywhere in the scene. The input shows no hand. +Goal: drive the small tack fully into the cork board. One or two human hands enter the frame from off-screen, figures out which of the 4 items has the physical affordance to actually drive the small tack fully into the cork board (no common dedicated tool is available, think about which item's physical properties could still serve), picks up only that one, performs the action visibly on the target (re-orienting the tool in hand first if its working surface needs to face the target), sets the tool back down on the table, then exits the frame. By the final frame the tack head is now flush against the cork board's surface, no longer standing up. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually drive the small tack fully into the cork board must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the cork board with a standing tack; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv3_004.txt b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv3_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..9fefe189044e49c9a45458b5b7e19b87e1929a4f --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv3_004.txt @@ -0,0 +1,8 @@ +The input shows a smartphone lying screen-up and powered off (black screen) in the center with greasy fingerprint smudges visible on the screen on a wooden table, plus 6 candidate items around it: a clean soft white cotton t-shirt fabric scrap (about 15x15cm, soft and lint-free), a rougher kitchen paper towel (about 10x10cm), a soft pink sponge, a grey rubber eraser, a plastic ballpoint pen, a blue plastic bottle cap. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated tool of any obvious kind anywhere in the scene. The input shows no hand. +Goal: wipe the greasy fingerprint smudges off the phone screen without scratching it. One or two human hands enter the frame from off-screen, figures out which of the 6 items has the physical affordance to actually wipe the greasy fingerprint smudges off the phone screen without scratching it (no common dedicated tool is available, think about which item's physical properties could still serve), picks up only that one, performs the action visibly on the target (re-orienting the tool in hand first if its working surface needs to face the target), sets the tool back down on the table, then exits the frame. By the final frame the phone screen surface is now clean and reflective with no remaining fingerprint smudges or scratches. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually wipe the greasy fingerprint smudges off the phone screen without scratching it must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the smartphone with smudged screen; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv3_005.txt b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv3_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..16abc087a1d11541278f1690bb0bfcb92c087d1b --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv3_005.txt @@ -0,0 +1,8 @@ +The input shows a folded dark wool sweater (about 25x20cm patch lying flat) with short pale pet hairs all over its surface on a wooden table, plus 6 candidate items around it: a roll of clear adhesive tape with about 5cm of tape already pulled free, sticky side exposed, a soft pink sponge, a folded thin white paper napkin, a grey rubber eraser, a plastic ballpoint pen, a blue plastic bottle cap. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated tool of any obvious kind anywhere in the scene. The input shows no hand. +Goal: lift all the pet hairs off the sweater's surface. One or two human hands enter the frame from off-screen, figures out which of the 6 items has the physical affordance to actually lift all the pet hairs off the sweater's surface (no common dedicated tool is available, think about which item's physical properties could still serve), picks up only that one, performs the action visibly on the target (re-orienting the tool in hand first if its working surface needs to face the target), sets the tool back down on the table, then exits the frame. By the final frame the dark wool sweater's surface is now clean and free of pet hair, with the lifted hairs sticking to the tape. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually lift all the pet hairs off the sweater's surface must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the dark wool sweater covered in pet hair; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv3_006.txt b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv3_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..624d0d4324955d9b5e835ce33041fb72fddb6ecc --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv3_006.txt @@ -0,0 +1,8 @@ +The input shows a stack of about 5 lightweight thin white tissue sheets (about 30x20cm) lying flat with corners free to lift and visibly fluttering slightly in the air currents on a wooden table, plus 8 candidate items around it: a smooth flat grey river stone (about 8x6x3cm, heavy), a folded thin white paper napkin, a plastic ballpoint pen, a grey rubber eraser, a blue plastic bottle cap, a sharpened wooden pencil, a small roll of brown jute twine, a soft pink sponge. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated tool of any obvious kind anywhere in the scene. The input shows no hand. +Goal: weigh the tissue stack down so it stops fluttering and lies flat. One or two human hands enter the frame from off-screen, figures out which of the 8 items has the physical affordance to actually weigh the tissue stack down so it stops fluttering and lies flat (no common dedicated tool is available, think about which item's physical properties could still serve), picks up only that one, performs the action visibly on the target (re-orienting the tool in hand first if its working surface needs to face the target), sets the tool back down on the table, then exits the frame. By the final frame the smooth river stone sits flat on top of the tissue stack pressing it firmly to the table, and the tissue corners no longer lift or flutter. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually weigh the tissue stack down so it stops fluttering and lies flat must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the stack of lightweight fluttering tissue sheets; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv3_007.txt b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv3_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..df93d7f160d51e604dcbd1dd09a2208a2caa2b41 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv3_007.txt @@ -0,0 +1,8 @@ +The input shows a length of rope lying out that needs its length measured, with no ruler present in the center on a table, plus eight candidate items around it: standard-size plastic bank card, folded thin white paper napkin, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, soft pink sponge, empty glass cup, and sharpened wooden pencil. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated tool of any obvious kind anywhere in the scene. The input shows no hand. +Goal: measure the length of the rope. One or two human hands enter the frame from off-screen, figures out which of the 8 items has the physical affordance to actually measure the length of the rope (no common dedicated tool is available, think about which item's physical properties could still serve), picks up only that one, performs the action visibly on the target (re-orienting the tool in hand first if its working surface needs to face the target), sets the tool back down on the table, then exits the frame. By the final frame the rope's length has been measured out using the known-size reference laid end to end along it. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually measure the length of the rope must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the length of rope that needs its length measured; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv3_008.txt b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv3_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..e5eb2b9f76c0bc92269b74e0266a56a74a4ab013 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv3_008.txt @@ -0,0 +1,8 @@ +The input shows an empty wine bottle with a cork that has fallen down inside and needs to be retrieved in the center on a table, plus eight candidate items around it: plastic shopping bag tied into a loop, folded thin white paper napkin, plastic ballpoint pen, grey rubber eraser, blue plastic bottle cap, soft pink sponge, empty glass cup, and sharpened wooden pencil. There is no scissors, no knife, no screwdriver, no hammer, no bottle opener and no other dedicated tool of any obvious kind anywhere in the scene. The input shows no hand. +Goal: remove the cork that has fallen inside the wine bottle. One or two human hands enter the frame from off-screen, figures out which of the 8 items has the physical affordance to actually get the loose cork out of inside the wine bottle (no common dedicated tool is available, think about which item's physical properties could still serve), picks up only that one, performs the action visibly on the target (re-orienting the tool in hand first if its working surface needs to face the target), sets the tool back down on the table, then exits the frame. By the final frame the cork is pulled up out through the bottle neck and sits on the table. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually get the loose cork out of inside the wine bottle must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the empty wine bottle with a cork pushed down inside it; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv3_009.txt b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv3_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..0a7afc61b8e97a14bf1f4546c4b2053a2f3ac9fe --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv3_009.txt @@ -0,0 +1,8 @@ +The input shows a unopened glass soda bottle with a crimped crown metal cap in the center of a wooden table, plus eight candidate items around it: metal key, paper cup, folded white cotton cloth, folded thin white paper napkin, grey rubber eraser, plastic drinking straw, cotton swab, and inflated rubber balloon. There is no bottle opener, no can opener, no pliers, no screwdriver, no lighter and no other dedicated prying tool anywhere in the scene. The input shows no hand. +Goal: pry the crown metal cap off the glass soda bottle. One or two human hands enter the frame from off-screen, figures out which of the 8 items has the physical affordance to actually pry the crown metal cap off the glass soda bottle (no common dedicated tool is available, think about which item's physical properties could still serve), picks up only that one, performs the action visibly on the target (re-orienting the tool in hand first if its working surface needs to face the target), sets the tool back down on the table, then exits the frame. By the final frame the action on the unopened glass soda bottle with a crimped crown metal cap is clearly visible. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually pry the crown metal cap off the glass soda bottle must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the unopened glass soda bottle with a crimped crown metal cap; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv3_010.txt b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv3_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..ad4653a2178705a784d38d1acf5561da63629be1 --- /dev/null +++ b/bench_data/tool_use_uncommon/prompt/video_gen_prompt/tool_use_uncommon_lv3_010.txt @@ -0,0 +1,8 @@ +The input shows a computer keyboard with crumbs and dust lodged in the gaps between the keys in the center of a wooden table, plus eight candidate items around it: pad of yellow sticky notes with one sheet's adhesive edge exposed, fluffy white cotton ball, grey rubber eraser, yellow sponge, paper cup, plastic drinking straw, inflated rubber balloon, and feather. There is no brush, no compressed-air can, no vacuum, no toothpick, no cloth and no other dedicated cleaning tool anywhere in the scene. The input shows no hand. +Goal: clear the crumbs and dust out of the gaps between the keyboard keys. One or two human hands enter the frame from off-screen, figures out which of the 8 items has the physical affordance to actually clear the crumbs and dust out of the gaps between the keyboard keys (no common dedicated tool is available, think about which item's physical properties could still serve), picks up only that one, performs the action visibly on the target (re-orienting the tool in hand first if its working surface needs to face the target), sets the tool back down on the table, then exits the frame. By the final frame the action on the computer keyboard with crumbs and dust lodged in the gaps between the keys is clearly visible. +Mandatory: +- Pick the correct tool by physical affordance, not visual prominence or familiarity; a tool that cannot actually clear the crumbs and dust out of the gaps between the keyboard keys must never be the one the hand picks up. +- Only the chosen tool is touched and moved; the other candidate items stay perfectly still in their original positions and orientations throughout. +- One or two normal human hands may be used (a single hand or both hands working together are both fine), entering from a frame edge; no body, no face, no extra person, no extra object. +- One continuous motion (hand enters → picks up chosen tool → performs action → sets tool down → hand exits). No jump cuts or morphing. +- The action affects only the computer keyboard with crumbs and dust lodged in the gaps between the keys; the rest of the scene stays unchanged. Background, table, lighting, and camera viewpoint stay fixed. No labels, no text, no arrows, no annotations, no glitches. diff --git a/bench_data/unhook_ring/input_image/lv1/unhook_ring_lv1_001.png b/bench_data/unhook_ring/input_image/lv1/unhook_ring_lv1_001.png new file mode 100644 index 0000000000000000000000000000000000000000..05731d86e4736bde25027b75874aded5d0fe4a6c --- /dev/null +++ b/bench_data/unhook_ring/input_image/lv1/unhook_ring_lv1_001.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:bc16577de7e692b4fc7e7342c7acab61a0d6d2f514b871f020f0741dba9e1d4e +size 2017673 diff --git a/bench_data/unhook_ring/input_image/lv1/unhook_ring_lv1_002.png b/bench_data/unhook_ring/input_image/lv1/unhook_ring_lv1_002.png new file mode 100644 index 0000000000000000000000000000000000000000..2ccc5a8b731190ba156a67d2daec43dacb940ec5 --- /dev/null +++ b/bench_data/unhook_ring/input_image/lv1/unhook_ring_lv1_002.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:826d87b8c8e71948b80994151a7293eb32e5593e555ddf5232f60b9fb7750125 +size 1924274 diff --git a/bench_data/unhook_ring/input_image/lv1/unhook_ring_lv1_003.png b/bench_data/unhook_ring/input_image/lv1/unhook_ring_lv1_003.png new file mode 100644 index 0000000000000000000000000000000000000000..97a6d84fe7607c36772b257b0e055a4ebebfb90f --- /dev/null +++ b/bench_data/unhook_ring/input_image/lv1/unhook_ring_lv1_003.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:1fc43c8ad15281853c10854b1c7722f0b32a361bf7a604c8a118ac5f87a516e8 +size 2011783 diff --git a/bench_data/unhook_ring/input_image/lv1/unhook_ring_lv1_004.png b/bench_data/unhook_ring/input_image/lv1/unhook_ring_lv1_004.png new file mode 100644 index 0000000000000000000000000000000000000000..88e2a6c0f7580fbfb73fffc49afa3434bf39943f --- /dev/null +++ b/bench_data/unhook_ring/input_image/lv1/unhook_ring_lv1_004.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:db0c75e2b40021258bf293d04fb5028ba790be319afe834eda9328139545317a +size 1824275 diff --git a/bench_data/unhook_ring/input_image/lv1/unhook_ring_lv1_005.png b/bench_data/unhook_ring/input_image/lv1/unhook_ring_lv1_005.png new file mode 100644 index 0000000000000000000000000000000000000000..e8321e3567d189639bc297624cdb71b90b59eb7e --- /dev/null +++ b/bench_data/unhook_ring/input_image/lv1/unhook_ring_lv1_005.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:012eeb31a98bbdcff945ce061af0e5266fdb2f1fc06050114dc86a644908cae0 +size 1824379 diff --git a/bench_data/unhook_ring/input_image/lv2/unhook_ring_lv2_001.png b/bench_data/unhook_ring/input_image/lv2/unhook_ring_lv2_001.png new file mode 100644 index 0000000000000000000000000000000000000000..e4161cb4df7673f330f0d3094fdc6cf871120361 --- /dev/null +++ b/bench_data/unhook_ring/input_image/lv2/unhook_ring_lv2_001.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:2b97c65909bab815ffed253de90de5403f8716f07fa9cadeb7af674c30dc19a7 +size 1917182 diff --git a/bench_data/unhook_ring/input_image/lv2/unhook_ring_lv2_002.png b/bench_data/unhook_ring/input_image/lv2/unhook_ring_lv2_002.png new file mode 100644 index 0000000000000000000000000000000000000000..d50a2d0208b8978035fce0deacdd872720443603 --- /dev/null +++ b/bench_data/unhook_ring/input_image/lv2/unhook_ring_lv2_002.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:87c7a00404c9b06da175224dcb2541565abf973edb93bdd05edd38ddb98ebc87 +size 1916810 diff --git a/bench_data/unhook_ring/input_image/lv2/unhook_ring_lv2_003.png b/bench_data/unhook_ring/input_image/lv2/unhook_ring_lv2_003.png new file mode 100644 index 0000000000000000000000000000000000000000..fec244fdea8f49a77c5adbaa4d6d8b92b292fba5 --- /dev/null +++ b/bench_data/unhook_ring/input_image/lv2/unhook_ring_lv2_003.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:741ddc2ee6be51c98c6323569a728a9c15ee62f4cb44304f241a00e617e65145 +size 1977280 diff --git a/bench_data/unhook_ring/input_image/lv2/unhook_ring_lv2_004.png b/bench_data/unhook_ring/input_image/lv2/unhook_ring_lv2_004.png new file mode 100644 index 0000000000000000000000000000000000000000..3d0e5815bd48f59de3737a6612091060a0347f1a --- /dev/null +++ b/bench_data/unhook_ring/input_image/lv2/unhook_ring_lv2_004.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:e795ef0d63f05351c81c19a93d227fdbd494f12207c29dde47176121ee0aaf0d +size 1705524 diff --git a/bench_data/unhook_ring/input_image/lv2/unhook_ring_lv2_005.png b/bench_data/unhook_ring/input_image/lv2/unhook_ring_lv2_005.png new file mode 100644 index 0000000000000000000000000000000000000000..6dd7c639cd7f69bd4e0c90db677129626c97d611 --- /dev/null +++ b/bench_data/unhook_ring/input_image/lv2/unhook_ring_lv2_005.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:18ed1529232f0a09dff856dd0e27036d6f4fbf218230cfea37a2ea837cbd22e0 +size 1917081 diff --git a/bench_data/unhook_ring/input_image/lv3/unhook_ring_lv3_001.png b/bench_data/unhook_ring/input_image/lv3/unhook_ring_lv3_001.png new file mode 100644 index 0000000000000000000000000000000000000000..6d3dc173ba135de1dffd0916c851c1e815b5a803 --- /dev/null +++ b/bench_data/unhook_ring/input_image/lv3/unhook_ring_lv3_001.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:dd0a7d96ec6e4a44f064528cdcad5832d585263738d1630adf36a125174f5c7f +size 2126597 diff --git a/bench_data/unhook_ring/input_image/lv3/unhook_ring_lv3_002.png b/bench_data/unhook_ring/input_image/lv3/unhook_ring_lv3_002.png new file mode 100644 index 0000000000000000000000000000000000000000..b982fc29314075220df8ee5b6e05c4d8b16c705a --- /dev/null +++ b/bench_data/unhook_ring/input_image/lv3/unhook_ring_lv3_002.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:677a4f21bf741758982668b6bbb6b7594892d756bd0ebb3d6ddf1b770c3c5f01 +size 1998108 diff --git a/bench_data/unhook_ring/input_image/lv3/unhook_ring_lv3_003.png b/bench_data/unhook_ring/input_image/lv3/unhook_ring_lv3_003.png new file mode 100644 index 0000000000000000000000000000000000000000..541249393106aa18f4892820156eba24f76311d0 --- /dev/null +++ b/bench_data/unhook_ring/input_image/lv3/unhook_ring_lv3_003.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:59aff459531c5331b5a9f1dd096c1f2751c8d8f64274e5d041e9de4c4b30f56c +size 1754263 diff --git a/bench_data/unhook_ring/input_image/lv3/unhook_ring_lv3_004.png b/bench_data/unhook_ring/input_image/lv3/unhook_ring_lv3_004.png new file mode 100644 index 0000000000000000000000000000000000000000..b67dbde61d9b23b87f975d931c9bcc159b49b1b7 --- /dev/null +++ b/bench_data/unhook_ring/input_image/lv3/unhook_ring_lv3_004.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b64838569cd9a55ca5d14e20f000409b0d52949c9ea590f3ea626fb2b6a6d238 +size 1925899 diff --git a/bench_data/unhook_ring/input_image/lv3/unhook_ring_lv3_005.png b/bench_data/unhook_ring/input_image/lv3/unhook_ring_lv3_005.png new file mode 100644 index 0000000000000000000000000000000000000000..8985b10de2202b4521920c8e13ef90a4b0256bea --- /dev/null +++ b/bench_data/unhook_ring/input_image/lv3/unhook_ring_lv3_005.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:962ac2d0d4680189624b3bf185eaab77f261dadcb8ecdde63ecdc377025f47b3 +size 2005460 diff --git a/bench_data/unhook_ring/judge_spec/_completeness_judge.txt b/bench_data/unhook_ring/judge_spec/_completeness_judge.txt new file mode 100644 index 0000000000000000000000000000000000000000..1447dc1c0183e3fb26ede76282e5ba6fabd870c1 --- /dev/null +++ b/bench_data/unhook_ring/judge_spec/_completeness_judge.txt @@ -0,0 +1,8 @@ +Completeness scoring, three tiers (0 / 1 / 2), by how far the goal was carried out. +Tier 2 does NOT require flawless / perfect execution: near-complete (goal essentially reached, minor imperfections allowed) still counts as 2. +OVERRIDE (applies to every task): if the output changes drastically from the input image, unrelated new elements suddenly appear, or the scene differs wholesale from the input, score 0, regardless of any apparent task progress. +GUIDING PRINCIPLE: generated video is uncontrollable and may sprout odd elements. As a rule of thumb, if the procedure is carried out step by step but the final answer is simply wrong, give 1 (not 0). Reserve 0 for: the procedure is not attempted at all, or the output breaks / deviates drastically from the input (see OVERRIDE). + +0: The ring stays on the hook, or the hook deforms severely. +1: The ring slides along the wire toward the free tip but does not fully come off, still threaded or touching. (Ring passing through the wire is acceptable at this tier.) +2: The ring ends fully separated from the hook, resting in free space with no contact; hook unchanged. A small final gap is enough. diff --git a/bench_data/unhook_ring/judge_spec/_judge_rubric_unhook_ring.json b/bench_data/unhook_ring/judge_spec/_judge_rubric_unhook_ring.json new file mode 100644 index 0000000000000000000000000000000000000000..9c3264d3ad66d2dad260a30b0329d5d1819e2a7d --- /dev/null +++ b/bench_data/unhook_ring/judge_spec/_judge_rubric_unhook_ring.json @@ -0,0 +1,13 @@ +[ + { + "id": "unhook_ring", + "rubric": [ + "Overall task: the single oval metal ring in the input slides off the open-ended wall-mounted wire hook on its own, traveling along the wire toward the free open tip and passing each crossing one at a time, ending fully separated from the hook in clear empty space with the hook still mounted on the wall unchanged.", + "Hook identity preserved: in every frame the hook has exactly the wire shape from the input (same outline, bends, crossings, over/under pattern, base-plate, screws), unchanged in material or color. The hook stays one continuous wire from its anchor to the free open tip, never breaks, forks, splits, or loses any segment.", + "Hook stays mounted: the hook remains firmly attached to the wall and never bends, rotates, swings, tilts, or detaches.", + "Ring identity preserved: exactly one polished metal oval ring in every frame, with the same proportions and finish as the input. The ring stays a single continuous closed oval loop, never breaks open, splits, gains any accessory, or visibly stretches into a different shape.", + "No phantom passes: the hook wire and the ring are treated as solid metal; they never pass through each other. Every crossing is resolved by visible 3D motion (ring goes around / over / under the strand). No strand dissolves, fades, or vanishes.", + "Continuous unhooking process: the ring travels along the hook toward the free open tip, passing crossings one at a time, no teleport, morph, jitter, time-lapse, or instant cut from interlocked to free." + ] + } +] diff --git a/bench_data/unhook_ring/prompt/video_gen_prompt/unhook_ring.txt b/bench_data/unhook_ring/prompt/video_gen_prompt/unhook_ring.txt new file mode 100644 index 0000000000000000000000000000000000000000..c88bd10cd2aeee8725630c3612c77d088afb339a --- /dev/null +++ b/bench_data/unhook_ring/prompt/video_gen_prompt/unhook_ring.txt @@ -0,0 +1,12 @@ +Create a smooth video where the single oval metal key-ring in the input slides off the open-ended wall-mounted wire hook on its own, no hands, arms, tools, or other manipulators ever appear. By the end the ring rests in clear empty space, fully separated with zero contact, while the hook remains firmly mounted on the wall, unchanged in shape. + +The hook is an open curve with a free tip in mid-air, so the ring can always be slid off by following the wire to that tip (Chinese-rings-puzzle style). The ring lifts, tilts, and translates in plausible 3D motion, sliding along the wire toward the free tip and passing each crossing one at a time. At every crossing the ring respects which strand is in front and which is behind, it visibly goes around / over / under each strand instead of phasing through metal. Once it reaches the tip, it slides off, drifts a short distance, and settles in clear space. + +Notes: +1. The hook in every frame is exactly the wire shape from the input (same outline, bends, crossings, over/under pattern, base-plate, screws). It does not move, bend, deform, recolor, or detach. +2. The ring is the same closed oval as in the input, one continuous loop, same proportions and metal finish; it never breaks, splits, stretches, or gains attached keys / fobs / tags. +3. Exactly one ring and one hook at all times. Both are solid metal; no strand dissolves, fades, or lets the ring phase through. +4. Crossings resolve one beat at a time, deliberately slow enough to follow. No teleporting, morphing, jitter, time-lapse, or instant cut from interlocked to free. +5. Final frame: ring entirely off the hook, resting in clear empty space; hook unchanged with both screws intact; zero interlocking. + +Keep wall background, lighting, and head-on perspective consistent with the input. Camera stays fixed, no cut, jump, zoom, or rotation. 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a/bench_data/untie_knot/judge_spec/_completeness_judge.txt b/bench_data/untie_knot/judge_spec/_completeness_judge.txt new file mode 100644 index 0000000000000000000000000000000000000000..a3583d458489d8aeeb13ec687f91a8e8e6971b52 --- /dev/null +++ b/bench_data/untie_knot/judge_spec/_completeness_judge.txt @@ -0,0 +1,8 @@ +Completeness scoring, three tiers (0 / 1 / 2), by how far the goal was carried out. +Tier 2 does NOT require flawless / perfect execution: near-complete (goal essentially reached, minor imperfections allowed) still counts as 2. +OVERRIDE (applies to every task): if the output changes drastically from the input image, unrelated new elements suddenly appear, or the scene differs wholesale from the input, score 0, regardless of any apparent task progress. +GUIDING PRINCIPLE: generated video is uncontrollable and may sprout odd elements. As a rule of thumb, if the procedure is carried out step by step but the final answer is simply wrong, give 1 (not 0). Reserve 0 for: the procedure is not attempted at all, or the output breaks / deviates drastically from the input (see OVERRIDE). + +0: The knot stays tied / still threaded on the carabiner, or hands / tools appear, or the rope behaves unphysically. +1: The knot loosens partially but the rope is not fully untied and/or is still on the carabiner. +2: The rope ends fully untied and off the carabiner, laid out essentially flat as one line; carabiner left untouched. A gentle residual curve is fine. diff --git a/bench_data/untie_knot/judge_spec/_judge_rubric_untie_knot.json b/bench_data/untie_knot/judge_spec/_judge_rubric_untie_knot.json new file mode 100644 index 0000000000000000000000000000000000000000..f460adadc27d5d5e1f8104ae55759909381338b5 --- /dev/null +++ b/bench_data/untie_knot/judge_spec/_judge_rubric_untie_knot.json @@ -0,0 +1,13 @@ +[ + { + "id": "untie_knot", + "rubric": [ + "Overall task: starting from the blue rope partially knotted onto the metal carabiner in the input, the rope untangles fully, ending as one continuous loose line on the surface with zero knots, loops, and self-crossings, and no longer touching the carabiner.", + "One continuous rope from start to finish, not cut, broken, fused, duplicated, recolored, swapped, or resized. Same length, blue color, braid pattern, and end-cap details as the input.", + "Carabiner stays the same shape, metal finish, position, and orientation throughout. Not damaged, replaced, or duplicated.", + "Strands do not teleport, pass through each other, pass through the carabiner body, or change crossings without being pulled through a real opening.", + "The knot is not 'solved' by cutting, burning, scissors, any tool, by making the rope vanish, or by replacing it with an already-untied rope.", + "Progressive loosening: visibly slide through crossings, then pull the rope free of the carabiner, no teleport between configurations, no instant cut from tied to untied." + ] + } +] diff --git a/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv1_001.txt b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv1_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..4e0525abc23a339352cd56bbdd0c35ad911ff501 --- /dev/null +++ b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv1_001.txt @@ -0,0 +1,8 @@ +The input shows a single blue rope partially knotted onto a metal carabiner. Generate a smooth video that fully untangles the rope so it ends in a flat, neutral state: the rope is laid out as one continuous line, completely free of all knots, loops, and self-crossings, and is no longer threaded through or attached to the carabiner, the carabiner sits separately on the surface, untouched and identical to the input. +Notes: +1. Use exactly the same rope shown in the input, same length, same blue color and braid pattern, same end-cap details. Never add, remove, duplicate, recolor, or resize the rope or its ends. +2. The carabiner is identical to the input throughout, same shape, same metal finish, same position and orientation. The carabiner itself is not damaged, replaced, or duplicated. +3. The motion is fully autonomous: the rope unravels itself, slides off the carabiner, and arranges itself flat on the surface on its own. No hands, no fingers, no tools, no other agents enter the frame at any point, only the rope moves. +4. Show the process: continuous self-driven loosening that progressively unties the rope from the carabiner, then pulls the rope free, then settles it flat. No teleporting between configurations and no skipping straight from tied to untied. +5. Final state check (last frame): the rope is a single straight or gently curved line on the surface with zero knots and zero crossings; the carabiner is a separate object that the rope no longer touches anywhere. +Background, surface, lighting, and camera viewpoint remain unchanged from the input throughout the video. No glitches or artifacts. diff --git a/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv1_002.txt b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv1_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..dd5ab47988e62a2db8543da6430ba51c1b711a02 --- /dev/null +++ b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv1_002.txt @@ -0,0 +1,8 @@ +The input shows a single blue rope (with small red flecks in the braid) partially knotted onto a small round metal anchor disc. Generate a smooth video that fully untangles the rope so it ends in a flat, neutral state: the rope is laid out as one continuous line, completely free of all knots, loops, and self-crossings, and is no longer attached to the anchor, the anchor disc sits separately on the surface, untouched and identical to the input. +Notes: +1. Use exactly the same rope shown in the input, same length, same blue+red braid pattern, same end-cap details. Never add, remove, duplicate, recolor, or resize the rope or its ends. +2. The anchor disc is identical to the input throughout, same round shape, same metal finish, same position and orientation. The anchor itself is not damaged, replaced, or duplicated. +3. The motion is fully autonomous: the rope unravels itself, slides off the anchor, and arranges itself flat on the surface on its own. No hands, no fingers, no tools, no other agents enter the frame at any point, only the rope moves. +4. Show the process: continuous self-driven loosening that progressively unties the rope from the anchor, then pulls the rope free, then settles it flat. No teleporting between configurations and no skipping straight from tied to untied. +5. Final state check (last frame): the rope is a single straight or gently curved line on the surface with zero knots and zero crossings; the anchor disc is a separate object that the rope no longer touches anywhere. +Background, surface, lighting, and camera viewpoint remain unchanged from the input throughout the video. No glitches or artifacts. diff --git a/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv1_003.txt b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv1_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..0f6f4aa53b2082cb1882a7a99b8add2d4e72cf7a --- /dev/null +++ b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv1_003.txt @@ -0,0 +1,7 @@ +The input shows a single blue rope (with small red flecks in the braid) partially formed into a bowline-style loop, with one end of the rope threaded through a self-loop. Generate a smooth video that fully untangles the rope so it ends in a flat, neutral state: the rope is laid out as one continuous line, completely free of all knots, loops, and self-crossings. +Notes: +1. Use exactly the same rope shown in the input, same length, same blue+red braid pattern, same end-cap details. Never add, remove, duplicate, recolor, or resize the rope or its ends. There must be exactly one rope in every frame. +2. The motion is fully autonomous: the rope unthreads and unloops itself and arranges itself flat on the surface on its own. No hands, no fingers, no tools, no other agents enter the frame at any point, only the rope moves. +3. Show the process: continuous self-driven loosening that progressively undoes the loop and pulls the end out of the self-loop, then settles the rope flat. No teleporting between configurations and no skipping straight from tied to untied. +4. Final state check (last frame): the rope is a single straight or gently curved line on the surface with zero knots and zero crossings. +Background, surface, lighting, and camera viewpoint remain unchanged from the input throughout the video. No glitches or artifacts. diff --git a/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv1_004.txt b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv1_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..446fb2b7e2f483f49957c811f119caa948e607fb --- /dev/null +++ b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv1_004.txt @@ -0,0 +1,8 @@ +The input shows a single blue rope (with small red flecks in the braid) partially formed into a clove hitch on a small round metal anchor disc, built up with successive half-hitches. Generate a smooth video that fully untangles the rope so it ends in a flat, neutral state: the rope is laid out as one continuous line, completely free of all knots, loops, hitches, and self-crossings, and is no longer attached to the anchor, the anchor disc sits separately on the surface, untouched and identical to the input. +Notes: +1. Use exactly the same rope shown in the input, same length, same blue+red braid pattern, same end-cap details. Never add, remove, duplicate, recolor, or resize the rope or its ends. +2. The anchor disc is identical to the input throughout, same round shape, same metal finish, same position and orientation. The anchor itself is not damaged, replaced, or duplicated. +3. The motion is fully autonomous: the half-hitches unwrap one by one on their own, the rope slides off the anchor, and the rope arranges itself flat on the surface. No hands, no fingers, no tools, no other agents enter the frame at any point, only the rope moves. +4. Show the process: continuous self-driven unwrapping that progressively undoes the half-hitches, then pulls the rope free of the anchor, then settles it flat. No teleporting between configurations and no skipping straight from tied to untied. +5. Final state check (last frame): the rope is a single straight or gently curved line on the surface with zero knots and zero crossings; the anchor disc is a separate object that the rope no longer touches anywhere. +Background, surface, lighting, and camera viewpoint remain unchanged from the input throughout the video. No glitches or artifacts. diff --git a/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv1_005.txt b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv1_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..842dd084f17299cb0c7f03ed0aeaef0ce27735bd --- /dev/null +++ b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv1_005.txt @@ -0,0 +1,8 @@ +The input shows a single blue rope (with small red flecks in the braid) partially formed into a clove hitch using the loops method, two side-by-side loops sitting next to a small round metal anchor disc, ready to be slipped onto it. Generate a smooth video that fully untangles the rope so it ends in a flat, neutral state: the rope is laid out as one continuous line, completely free of all loops, knots, and self-crossings; the anchor disc sits separately on the surface, untouched and identical to the input. +Notes: +1. Use exactly the same rope shown in the input, same length, same blue+red braid pattern, same end-cap details. Never add, remove, duplicate, recolor, or resize the rope or its ends. +2. The anchor disc is identical to the input throughout, same round shape, same metal finish, same position and orientation. The anchor itself is not damaged, replaced, or duplicated. +3. The motion is fully autonomous: the two loops open up and flatten on their own, and the rope arranges itself flat on the surface. No hands, no fingers, no tools, no other agents enter the frame at any point, only the rope moves. +4. Show the process: continuous self-driven loosening that progressively opens both loops, then settles the rope flat. No teleporting between configurations and no skipping straight from looped to flat. +5. Final state check (last frame): the rope is a single straight or gently curved line on the surface with zero loops and zero crossings; the anchor disc is a separate object that the rope no longer touches anywhere. +Background, surface, lighting, and camera viewpoint remain unchanged from the input throughout the video. No glitches or artifacts. diff --git a/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv1_006.txt b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv1_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..0faeac2ded306f9e53f2145c3eff64fd87e2b9e4 --- /dev/null +++ b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv1_006.txt @@ -0,0 +1,7 @@ +The input shows two ropes, one cream/tan and one blue, joined by a partial Albright knot, with one rope forming a loop that the other wraps through. Generate a smooth video that fully untangles them so each ends in a flat, neutral state: each rope is laid out as its own single continuous line, completely free of all knots, loops, and self-crossings, and the two ropes are entirely separated from each other (no contact, no overlap, no shared knot). +Notes: +1. Use exactly the two ropes shown in the input, same lengths, same colors (one cream/tan, one blue), same braid patterns, same end-cap details. Never add, remove, duplicate, recolor, or resize either rope or its ends. There must be exactly two ropes in every frame. +2. The motion is fully autonomous: the bend loosens itself, the two ropes slide apart on their own, and each settles flat on the surface. No hands, no fingers, no tools, no other agents enter the frame at any point, only the ropes move. +3. Show the process: continuous self-driven loosening of the bend, then the two ropes pulling apart, then arranging each flat on the surface. No teleporting between configurations and no skipping straight from tied to separated. +4. Final state check (last frame): the cream rope lies as a single line with zero knots and zero crossings; the blue rope lies as a separate single line with zero knots and zero crossings; the two ropes do not touch each other at any point. +Background, surface, lighting, and camera viewpoint remain unchanged from the input throughout the video. No glitches or artifacts. diff --git a/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv1_007.txt b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv1_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..a98b3dcbf20c54cec9970cf39d45009ff63fb4d7 --- /dev/null +++ b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv1_007.txt @@ -0,0 +1,8 @@ +The input shows a single blue rope partially knotted around a small black plastic arbor (reel spool). Generate a smooth video that fully untangles the rope so it ends in a flat, neutral state: the rope is laid out as one continuous line, completely free of all knots, loops, and self-crossings, and is no longer wrapped around the arbor, the arbor sits separately on the surface, untouched and identical to the input. +Notes: +1. Use exactly the same rope shown in the input, same length, same blue color and braid pattern, same end-cap details. Never add, remove, duplicate, recolor, or resize the rope or its ends. +2. The arbor is identical to the input throughout, same shape, same black finish, same position and orientation. The arbor itself is not damaged, replaced, or duplicated. +3. The motion is fully autonomous: the rope unravels itself, slides off the arbor, and arranges itself flat on the surface on its own. No hands, no fingers, no tools, no other agents enter the frame at any point, only the rope moves. +4. Show the process: continuous self-driven loosening that progressively unties the rope from the arbor, then pulls the rope free, then settles it flat. No teleporting between configurations and no skipping straight from tied to untied. +5. Final state check (last frame): the rope is a single straight or gently curved line on the surface with zero knots and zero crossings; the arbor is a separate object that the rope no longer touches anywhere. +Background, surface, lighting, and camera viewpoint remain unchanged from the input throughout the video. No glitches or artifacts. diff --git a/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv1_008.txt b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv1_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..a85e1557a2843fc1d83dbb4bebe496fad2ecb979 --- /dev/null +++ b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv1_008.txt @@ -0,0 +1,8 @@ +The input shows a single blue rope partially hitched around a horizontal wooden rod/dowel. Generate a smooth video that fully untangles the rope so it ends in a flat, neutral state: the rope is laid out as one continuous line, completely free of all knots, loops, wraps, and self-crossings, and is no longer attached to the wooden rod, the rod sits separately, untouched and identical to the input. +Notes: +1. Use exactly the same rope shown in the input, same length, same blue color and braid pattern, same end-cap details. Never add, remove, duplicate, recolor, or resize the rope or its ends. +2. The wooden rod is identical to the input throughout, same shape, same wood finish, same horizontal position and orientation. The rod itself is not damaged, replaced, or duplicated. +3. The motion is fully autonomous: the rope unwraps itself, slides off the rod, and arranges itself flat on the surface on its own. No hands, no fingers, no tools, no other agents enter the frame at any point, only the rope moves. +4. Show the process: continuous self-driven loosening that progressively unties the rope from the rod, then pulls the rope free, then settles it flat. No teleporting between configurations and no skipping straight from tied to untied. +5. Final state check (last frame): the rope is a single straight or gently curved line with zero knots and zero crossings; the wooden rod is a separate object that the rope no longer touches anywhere. +Background, surface, lighting, and camera viewpoint remain unchanged from the input throughout the video. No glitches or artifacts. diff --git a/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv1_009.txt b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv1_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..c5713781d0f0332a8dbcb43d49ccb66a99a6c1ac --- /dev/null +++ b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv1_009.txt @@ -0,0 +1,8 @@ +The input shows a single blue rope (with small red flecks in the braid) partially formed into a clove hitch around a horizontal wooden rod/dowel, tied from the working end. Generate a smooth video that fully untangles the rope so it ends in a flat, neutral state: the rope is laid out as one continuous line, completely free of all knots, loops, hitches, and self-crossings, and is no longer attached to the wooden rod, the rod sits separately, untouched and identical to the input. +Notes: +1. Use exactly the same rope shown in the input, same length, same blue+red braid pattern, same end-cap details. Never add, remove, duplicate, recolor, or resize the rope or its ends. +2. The wooden rod is identical to the input throughout, same shape, same wood finish, same horizontal position and orientation. The rod itself is not damaged, replaced, or duplicated. +3. The motion is fully autonomous: the hitch unwraps itself, the rope slides off the rod, and the rope arranges itself flat on the surface. No hands, no fingers, no tools, no other agents enter the frame at any point, only the rope moves. +4. Show the process: continuous self-driven unwrapping that progressively undoes the hitch, then pulls the rope free of the rod, then settles it flat. No teleporting between configurations and no skipping straight from tied to untied. +5. Final state check (last frame): the rope is a single straight or gently curved line with zero knots and zero crossings; the wooden rod is a separate object that the rope no longer touches anywhere. +Background, surface, lighting, and camera viewpoint remain unchanged from the input throughout the video. No glitches or artifacts. diff --git a/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv1_010.txt b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv1_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..2f5198d0165d7b3a2df5a4be2196f2e7363d5761 --- /dev/null +++ b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv1_010.txt @@ -0,0 +1,8 @@ +The input shows a single blue rope (with small red flecks in the braid) partially formed into a constrictor knot around a horizontal wooden rod/dowel, tied from the working end. Generate a smooth video that fully untangles the rope so it ends in a flat, neutral state: the rope is laid out as one continuous line, completely free of all knots, loops, wraps, and self-crossings, and is no longer attached to the wooden rod, the rod sits separately, untouched and identical to the input. +Notes: +1. Use exactly the same rope shown in the input, same length, same blue+red braid pattern, same end-cap details. Never add, remove, duplicate, recolor, or resize the rope or its ends. +2. The wooden rod is identical to the input throughout, same shape, same wood finish, same horizontal position and orientation. The rod itself is not damaged, replaced, or duplicated. +3. The motion is fully autonomous: the constrictor wraps loosen themselves, the rope slides off the rod, and the rope arranges itself flat on the surface. No hands, no fingers, no tools, no other agents enter the frame at any point, only the rope moves. +4. Show the process: continuous self-driven unwrapping that progressively undoes the constrictor, then pulls the rope free of the rod, then settles it flat. No teleporting between configurations and no skipping straight from tied to untied. +5. Final state check (last frame): the rope is a single straight or gently curved line with zero knots and zero crossings; the wooden rod is a separate object that the rope no longer touches anywhere. +Background, surface, lighting, and camera viewpoint remain unchanged from the input throughout the video. No glitches or artifacts. diff --git a/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv2_001.txt b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv2_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..4e0525abc23a339352cd56bbdd0c35ad911ff501 --- /dev/null +++ b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv2_001.txt @@ -0,0 +1,8 @@ +The input shows a single blue rope partially knotted onto a metal carabiner. Generate a smooth video that fully untangles the rope so it ends in a flat, neutral state: the rope is laid out as one continuous line, completely free of all knots, loops, and self-crossings, and is no longer threaded through or attached to the carabiner, the carabiner sits separately on the surface, untouched and identical to the input. +Notes: +1. Use exactly the same rope shown in the input, same length, same blue color and braid pattern, same end-cap details. Never add, remove, duplicate, recolor, or resize the rope or its ends. +2. The carabiner is identical to the input throughout, same shape, same metal finish, same position and orientation. The carabiner itself is not damaged, replaced, or duplicated. +3. The motion is fully autonomous: the rope unravels itself, slides off the carabiner, and arranges itself flat on the surface on its own. No hands, no fingers, no tools, no other agents enter the frame at any point, only the rope moves. +4. Show the process: continuous self-driven loosening that progressively unties the rope from the carabiner, then pulls the rope free, then settles it flat. No teleporting between configurations and no skipping straight from tied to untied. +5. Final state check (last frame): the rope is a single straight or gently curved line on the surface with zero knots and zero crossings; the carabiner is a separate object that the rope no longer touches anywhere. +Background, surface, lighting, and camera viewpoint remain unchanged from the input throughout the video. No glitches or artifacts. diff --git a/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv2_002.txt b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv2_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..0faeac2ded306f9e53f2145c3eff64fd87e2b9e4 --- /dev/null +++ b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv2_002.txt @@ -0,0 +1,7 @@ +The input shows two ropes, one cream/tan and one blue, joined by a partial Albright knot, with one rope forming a loop that the other wraps through. Generate a smooth video that fully untangles them so each ends in a flat, neutral state: each rope is laid out as its own single continuous line, completely free of all knots, loops, and self-crossings, and the two ropes are entirely separated from each other (no contact, no overlap, no shared knot). +Notes: +1. Use exactly the two ropes shown in the input, same lengths, same colors (one cream/tan, one blue), same braid patterns, same end-cap details. Never add, remove, duplicate, recolor, or resize either rope or its ends. There must be exactly two ropes in every frame. +2. The motion is fully autonomous: the bend loosens itself, the two ropes slide apart on their own, and each settles flat on the surface. No hands, no fingers, no tools, no other agents enter the frame at any point, only the ropes move. +3. Show the process: continuous self-driven loosening of the bend, then the two ropes pulling apart, then arranging each flat on the surface. No teleporting between configurations and no skipping straight from tied to separated. +4. Final state check (last frame): the cream rope lies as a single line with zero knots and zero crossings; the blue rope lies as a separate single line with zero knots and zero crossings; the two ropes do not touch each other at any point. +Background, surface, lighting, and camera viewpoint remain unchanged from the input throughout the video. No glitches or artifacts. diff --git a/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv2_003.txt b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv2_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..dd5ab47988e62a2db8543da6430ba51c1b711a02 --- /dev/null +++ b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv2_003.txt @@ -0,0 +1,8 @@ +The input shows a single blue rope (with small red flecks in the braid) partially knotted onto a small round metal anchor disc. Generate a smooth video that fully untangles the rope so it ends in a flat, neutral state: the rope is laid out as one continuous line, completely free of all knots, loops, and self-crossings, and is no longer attached to the anchor, the anchor disc sits separately on the surface, untouched and identical to the input. +Notes: +1. Use exactly the same rope shown in the input, same length, same blue+red braid pattern, same end-cap details. Never add, remove, duplicate, recolor, or resize the rope or its ends. +2. The anchor disc is identical to the input throughout, same round shape, same metal finish, same position and orientation. The anchor itself is not damaged, replaced, or duplicated. +3. The motion is fully autonomous: the rope unravels itself, slides off the anchor, and arranges itself flat on the surface on its own. No hands, no fingers, no tools, no other agents enter the frame at any point, only the rope moves. +4. Show the process: continuous self-driven loosening that progressively unties the rope from the anchor, then pulls the rope free, then settles it flat. No teleporting between configurations and no skipping straight from tied to untied. +5. Final state check (last frame): the rope is a single straight or gently curved line on the surface with zero knots and zero crossings; the anchor disc is a separate object that the rope no longer touches anywhere. +Background, surface, lighting, and camera viewpoint remain unchanged from the input throughout the video. No glitches or artifacts. diff --git a/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv2_004.txt b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv2_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..a98b3dcbf20c54cec9970cf39d45009ff63fb4d7 --- /dev/null +++ b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv2_004.txt @@ -0,0 +1,8 @@ +The input shows a single blue rope partially knotted around a small black plastic arbor (reel spool). Generate a smooth video that fully untangles the rope so it ends in a flat, neutral state: the rope is laid out as one continuous line, completely free of all knots, loops, and self-crossings, and is no longer wrapped around the arbor, the arbor sits separately on the surface, untouched and identical to the input. +Notes: +1. Use exactly the same rope shown in the input, same length, same blue color and braid pattern, same end-cap details. Never add, remove, duplicate, recolor, or resize the rope or its ends. +2. The arbor is identical to the input throughout, same shape, same black finish, same position and orientation. The arbor itself is not damaged, replaced, or duplicated. +3. The motion is fully autonomous: the rope unravels itself, slides off the arbor, and arranges itself flat on the surface on its own. No hands, no fingers, no tools, no other agents enter the frame at any point, only the rope moves. +4. Show the process: continuous self-driven loosening that progressively unties the rope from the arbor, then pulls the rope free, then settles it flat. No teleporting between configurations and no skipping straight from tied to untied. +5. Final state check (last frame): the rope is a single straight or gently curved line on the surface with zero knots and zero crossings; the arbor is a separate object that the rope no longer touches anywhere. +Background, surface, lighting, and camera viewpoint remain unchanged from the input throughout the video. No glitches or artifacts. diff --git a/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv2_005.txt b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv2_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..0f6f4aa53b2082cb1882a7a99b8add2d4e72cf7a --- /dev/null +++ b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv2_005.txt @@ -0,0 +1,7 @@ +The input shows a single blue rope (with small red flecks in the braid) partially formed into a bowline-style loop, with one end of the rope threaded through a self-loop. Generate a smooth video that fully untangles the rope so it ends in a flat, neutral state: the rope is laid out as one continuous line, completely free of all knots, loops, and self-crossings. +Notes: +1. Use exactly the same rope shown in the input, same length, same blue+red braid pattern, same end-cap details. Never add, remove, duplicate, recolor, or resize the rope or its ends. There must be exactly one rope in every frame. +2. The motion is fully autonomous: the rope unthreads and unloops itself and arranges itself flat on the surface on its own. No hands, no fingers, no tools, no other agents enter the frame at any point, only the rope moves. +3. Show the process: continuous self-driven loosening that progressively undoes the loop and pulls the end out of the self-loop, then settles the rope flat. No teleporting between configurations and no skipping straight from tied to untied. +4. Final state check (last frame): the rope is a single straight or gently curved line on the surface with zero knots and zero crossings. +Background, surface, lighting, and camera viewpoint remain unchanged from the input throughout the video. No glitches or artifacts. diff --git a/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv2_006.txt b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv2_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..a85e1557a2843fc1d83dbb4bebe496fad2ecb979 --- /dev/null +++ b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv2_006.txt @@ -0,0 +1,8 @@ +The input shows a single blue rope partially hitched around a horizontal wooden rod/dowel. Generate a smooth video that fully untangles the rope so it ends in a flat, neutral state: the rope is laid out as one continuous line, completely free of all knots, loops, wraps, and self-crossings, and is no longer attached to the wooden rod, the rod sits separately, untouched and identical to the input. +Notes: +1. Use exactly the same rope shown in the input, same length, same blue color and braid pattern, same end-cap details. Never add, remove, duplicate, recolor, or resize the rope or its ends. +2. The wooden rod is identical to the input throughout, same shape, same wood finish, same horizontal position and orientation. The rod itself is not damaged, replaced, or duplicated. +3. The motion is fully autonomous: the rope unwraps itself, slides off the rod, and arranges itself flat on the surface on its own. No hands, no fingers, no tools, no other agents enter the frame at any point, only the rope moves. +4. Show the process: continuous self-driven loosening that progressively unties the rope from the rod, then pulls the rope free, then settles it flat. No teleporting between configurations and no skipping straight from tied to untied. +5. Final state check (last frame): the rope is a single straight or gently curved line with zero knots and zero crossings; the wooden rod is a separate object that the rope no longer touches anywhere. +Background, surface, lighting, and camera viewpoint remain unchanged from the input throughout the video. No glitches or artifacts. diff --git a/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv2_007.txt b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv2_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..446fb2b7e2f483f49957c811f119caa948e607fb --- /dev/null +++ b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv2_007.txt @@ -0,0 +1,8 @@ +The input shows a single blue rope (with small red flecks in the braid) partially formed into a clove hitch on a small round metal anchor disc, built up with successive half-hitches. Generate a smooth video that fully untangles the rope so it ends in a flat, neutral state: the rope is laid out as one continuous line, completely free of all knots, loops, hitches, and self-crossings, and is no longer attached to the anchor, the anchor disc sits separately on the surface, untouched and identical to the input. +Notes: +1. Use exactly the same rope shown in the input, same length, same blue+red braid pattern, same end-cap details. Never add, remove, duplicate, recolor, or resize the rope or its ends. +2. The anchor disc is identical to the input throughout, same round shape, same metal finish, same position and orientation. The anchor itself is not damaged, replaced, or duplicated. +3. The motion is fully autonomous: the half-hitches unwrap one by one on their own, the rope slides off the anchor, and the rope arranges itself flat on the surface. No hands, no fingers, no tools, no other agents enter the frame at any point, only the rope moves. +4. Show the process: continuous self-driven unwrapping that progressively undoes the half-hitches, then pulls the rope free of the anchor, then settles it flat. No teleporting between configurations and no skipping straight from tied to untied. +5. Final state check (last frame): the rope is a single straight or gently curved line on the surface with zero knots and zero crossings; the anchor disc is a separate object that the rope no longer touches anywhere. +Background, surface, lighting, and camera viewpoint remain unchanged from the input throughout the video. No glitches or artifacts. diff --git a/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv2_008.txt b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv2_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..c5713781d0f0332a8dbcb43d49ccb66a99a6c1ac --- /dev/null +++ b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv2_008.txt @@ -0,0 +1,8 @@ +The input shows a single blue rope (with small red flecks in the braid) partially formed into a clove hitch around a horizontal wooden rod/dowel, tied from the working end. Generate a smooth video that fully untangles the rope so it ends in a flat, neutral state: the rope is laid out as one continuous line, completely free of all knots, loops, hitches, and self-crossings, and is no longer attached to the wooden rod, the rod sits separately, untouched and identical to the input. +Notes: +1. Use exactly the same rope shown in the input, same length, same blue+red braid pattern, same end-cap details. Never add, remove, duplicate, recolor, or resize the rope or its ends. +2. The wooden rod is identical to the input throughout, same shape, same wood finish, same horizontal position and orientation. The rod itself is not damaged, replaced, or duplicated. +3. The motion is fully autonomous: the hitch unwraps itself, the rope slides off the rod, and the rope arranges itself flat on the surface. No hands, no fingers, no tools, no other agents enter the frame at any point, only the rope moves. +4. Show the process: continuous self-driven unwrapping that progressively undoes the hitch, then pulls the rope free of the rod, then settles it flat. No teleporting between configurations and no skipping straight from tied to untied. +5. Final state check (last frame): the rope is a single straight or gently curved line with zero knots and zero crossings; the wooden rod is a separate object that the rope no longer touches anywhere. +Background, surface, lighting, and camera viewpoint remain unchanged from the input throughout the video. No glitches or artifacts. diff --git a/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv2_009.txt b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv2_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..842dd084f17299cb0c7f03ed0aeaef0ce27735bd --- /dev/null +++ b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv2_009.txt @@ -0,0 +1,8 @@ +The input shows a single blue rope (with small red flecks in the braid) partially formed into a clove hitch using the loops method, two side-by-side loops sitting next to a small round metal anchor disc, ready to be slipped onto it. Generate a smooth video that fully untangles the rope so it ends in a flat, neutral state: the rope is laid out as one continuous line, completely free of all loops, knots, and self-crossings; the anchor disc sits separately on the surface, untouched and identical to the input. +Notes: +1. Use exactly the same rope shown in the input, same length, same blue+red braid pattern, same end-cap details. Never add, remove, duplicate, recolor, or resize the rope or its ends. +2. The anchor disc is identical to the input throughout, same round shape, same metal finish, same position and orientation. The anchor itself is not damaged, replaced, or duplicated. +3. The motion is fully autonomous: the two loops open up and flatten on their own, and the rope arranges itself flat on the surface. No hands, no fingers, no tools, no other agents enter the frame at any point, only the rope moves. +4. Show the process: continuous self-driven loosening that progressively opens both loops, then settles the rope flat. No teleporting between configurations and no skipping straight from looped to flat. +5. Final state check (last frame): the rope is a single straight or gently curved line on the surface with zero loops and zero crossings; the anchor disc is a separate object that the rope no longer touches anywhere. +Background, surface, lighting, and camera viewpoint remain unchanged from the input throughout the video. No glitches or artifacts. diff --git a/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv2_010.txt b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv2_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..2f5198d0165d7b3a2df5a4be2196f2e7363d5761 --- /dev/null +++ b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv2_010.txt @@ -0,0 +1,8 @@ +The input shows a single blue rope (with small red flecks in the braid) partially formed into a constrictor knot around a horizontal wooden rod/dowel, tied from the working end. Generate a smooth video that fully untangles the rope so it ends in a flat, neutral state: the rope is laid out as one continuous line, completely free of all knots, loops, wraps, and self-crossings, and is no longer attached to the wooden rod, the rod sits separately, untouched and identical to the input. +Notes: +1. Use exactly the same rope shown in the input, same length, same blue+red braid pattern, same end-cap details. Never add, remove, duplicate, recolor, or resize the rope or its ends. +2. The wooden rod is identical to the input throughout, same shape, same wood finish, same horizontal position and orientation. The rod itself is not damaged, replaced, or duplicated. +3. The motion is fully autonomous: the constrictor wraps loosen themselves, the rope slides off the rod, and the rope arranges itself flat on the surface. No hands, no fingers, no tools, no other agents enter the frame at any point, only the rope moves. +4. Show the process: continuous self-driven unwrapping that progressively undoes the constrictor, then pulls the rope free of the rod, then settles it flat. No teleporting between configurations and no skipping straight from tied to untied. +5. Final state check (last frame): the rope is a single straight or gently curved line with zero knots and zero crossings; the wooden rod is a separate object that the rope no longer touches anywhere. +Background, surface, lighting, and camera viewpoint remain unchanged from the input throughout the video. No glitches or artifacts. diff --git a/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv3_001.txt b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv3_001.txt new file mode 100644 index 0000000000000000000000000000000000000000..4e0525abc23a339352cd56bbdd0c35ad911ff501 --- /dev/null +++ b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv3_001.txt @@ -0,0 +1,8 @@ +The input shows a single blue rope partially knotted onto a metal carabiner. Generate a smooth video that fully untangles the rope so it ends in a flat, neutral state: the rope is laid out as one continuous line, completely free of all knots, loops, and self-crossings, and is no longer threaded through or attached to the carabiner, the carabiner sits separately on the surface, untouched and identical to the input. +Notes: +1. Use exactly the same rope shown in the input, same length, same blue color and braid pattern, same end-cap details. Never add, remove, duplicate, recolor, or resize the rope or its ends. +2. The carabiner is identical to the input throughout, same shape, same metal finish, same position and orientation. The carabiner itself is not damaged, replaced, or duplicated. +3. The motion is fully autonomous: the rope unravels itself, slides off the carabiner, and arranges itself flat on the surface on its own. No hands, no fingers, no tools, no other agents enter the frame at any point, only the rope moves. +4. Show the process: continuous self-driven loosening that progressively unties the rope from the carabiner, then pulls the rope free, then settles it flat. No teleporting between configurations and no skipping straight from tied to untied. +5. Final state check (last frame): the rope is a single straight or gently curved line on the surface with zero knots and zero crossings; the carabiner is a separate object that the rope no longer touches anywhere. +Background, surface, lighting, and camera viewpoint remain unchanged from the input throughout the video. No glitches or artifacts. diff --git a/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv3_002.txt b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv3_002.txt new file mode 100644 index 0000000000000000000000000000000000000000..0faeac2ded306f9e53f2145c3eff64fd87e2b9e4 --- /dev/null +++ b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv3_002.txt @@ -0,0 +1,7 @@ +The input shows two ropes, one cream/tan and one blue, joined by a partial Albright knot, with one rope forming a loop that the other wraps through. Generate a smooth video that fully untangles them so each ends in a flat, neutral state: each rope is laid out as its own single continuous line, completely free of all knots, loops, and self-crossings, and the two ropes are entirely separated from each other (no contact, no overlap, no shared knot). +Notes: +1. Use exactly the two ropes shown in the input, same lengths, same colors (one cream/tan, one blue), same braid patterns, same end-cap details. Never add, remove, duplicate, recolor, or resize either rope or its ends. There must be exactly two ropes in every frame. +2. The motion is fully autonomous: the bend loosens itself, the two ropes slide apart on their own, and each settles flat on the surface. No hands, no fingers, no tools, no other agents enter the frame at any point, only the ropes move. +3. Show the process: continuous self-driven loosening of the bend, then the two ropes pulling apart, then arranging each flat on the surface. No teleporting between configurations and no skipping straight from tied to separated. +4. Final state check (last frame): the cream rope lies as a single line with zero knots and zero crossings; the blue rope lies as a separate single line with zero knots and zero crossings; the two ropes do not touch each other at any point. +Background, surface, lighting, and camera viewpoint remain unchanged from the input throughout the video. No glitches or artifacts. diff --git a/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv3_003.txt b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv3_003.txt new file mode 100644 index 0000000000000000000000000000000000000000..dd5ab47988e62a2db8543da6430ba51c1b711a02 --- /dev/null +++ b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv3_003.txt @@ -0,0 +1,8 @@ +The input shows a single blue rope (with small red flecks in the braid) partially knotted onto a small round metal anchor disc. Generate a smooth video that fully untangles the rope so it ends in a flat, neutral state: the rope is laid out as one continuous line, completely free of all knots, loops, and self-crossings, and is no longer attached to the anchor, the anchor disc sits separately on the surface, untouched and identical to the input. +Notes: +1. Use exactly the same rope shown in the input, same length, same blue+red braid pattern, same end-cap details. Never add, remove, duplicate, recolor, or resize the rope or its ends. +2. The anchor disc is identical to the input throughout, same round shape, same metal finish, same position and orientation. The anchor itself is not damaged, replaced, or duplicated. +3. The motion is fully autonomous: the rope unravels itself, slides off the anchor, and arranges itself flat on the surface on its own. No hands, no fingers, no tools, no other agents enter the frame at any point, only the rope moves. +4. Show the process: continuous self-driven loosening that progressively unties the rope from the anchor, then pulls the rope free, then settles it flat. No teleporting between configurations and no skipping straight from tied to untied. +5. Final state check (last frame): the rope is a single straight or gently curved line on the surface with zero knots and zero crossings; the anchor disc is a separate object that the rope no longer touches anywhere. +Background, surface, lighting, and camera viewpoint remain unchanged from the input throughout the video. No glitches or artifacts. diff --git a/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv3_004.txt b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv3_004.txt new file mode 100644 index 0000000000000000000000000000000000000000..a98b3dcbf20c54cec9970cf39d45009ff63fb4d7 --- /dev/null +++ b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv3_004.txt @@ -0,0 +1,8 @@ +The input shows a single blue rope partially knotted around a small black plastic arbor (reel spool). Generate a smooth video that fully untangles the rope so it ends in a flat, neutral state: the rope is laid out as one continuous line, completely free of all knots, loops, and self-crossings, and is no longer wrapped around the arbor, the arbor sits separately on the surface, untouched and identical to the input. +Notes: +1. Use exactly the same rope shown in the input, same length, same blue color and braid pattern, same end-cap details. Never add, remove, duplicate, recolor, or resize the rope or its ends. +2. The arbor is identical to the input throughout, same shape, same black finish, same position and orientation. The arbor itself is not damaged, replaced, or duplicated. +3. The motion is fully autonomous: the rope unravels itself, slides off the arbor, and arranges itself flat on the surface on its own. No hands, no fingers, no tools, no other agents enter the frame at any point, only the rope moves. +4. Show the process: continuous self-driven loosening that progressively unties the rope from the arbor, then pulls the rope free, then settles it flat. No teleporting between configurations and no skipping straight from tied to untied. +5. Final state check (last frame): the rope is a single straight or gently curved line on the surface with zero knots and zero crossings; the arbor is a separate object that the rope no longer touches anywhere. +Background, surface, lighting, and camera viewpoint remain unchanged from the input throughout the video. No glitches or artifacts. diff --git a/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv3_005.txt b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv3_005.txt new file mode 100644 index 0000000000000000000000000000000000000000..0f6f4aa53b2082cb1882a7a99b8add2d4e72cf7a --- /dev/null +++ b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv3_005.txt @@ -0,0 +1,7 @@ +The input shows a single blue rope (with small red flecks in the braid) partially formed into a bowline-style loop, with one end of the rope threaded through a self-loop. Generate a smooth video that fully untangles the rope so it ends in a flat, neutral state: the rope is laid out as one continuous line, completely free of all knots, loops, and self-crossings. +Notes: +1. Use exactly the same rope shown in the input, same length, same blue+red braid pattern, same end-cap details. Never add, remove, duplicate, recolor, or resize the rope or its ends. There must be exactly one rope in every frame. +2. The motion is fully autonomous: the rope unthreads and unloops itself and arranges itself flat on the surface on its own. No hands, no fingers, no tools, no other agents enter the frame at any point, only the rope moves. +3. Show the process: continuous self-driven loosening that progressively undoes the loop and pulls the end out of the self-loop, then settles the rope flat. No teleporting between configurations and no skipping straight from tied to untied. +4. Final state check (last frame): the rope is a single straight or gently curved line on the surface with zero knots and zero crossings. +Background, surface, lighting, and camera viewpoint remain unchanged from the input throughout the video. No glitches or artifacts. diff --git a/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv3_006.txt b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv3_006.txt new file mode 100644 index 0000000000000000000000000000000000000000..a85e1557a2843fc1d83dbb4bebe496fad2ecb979 --- /dev/null +++ b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv3_006.txt @@ -0,0 +1,8 @@ +The input shows a single blue rope partially hitched around a horizontal wooden rod/dowel. Generate a smooth video that fully untangles the rope so it ends in a flat, neutral state: the rope is laid out as one continuous line, completely free of all knots, loops, wraps, and self-crossings, and is no longer attached to the wooden rod, the rod sits separately, untouched and identical to the input. +Notes: +1. Use exactly the same rope shown in the input, same length, same blue color and braid pattern, same end-cap details. Never add, remove, duplicate, recolor, or resize the rope or its ends. +2. The wooden rod is identical to the input throughout, same shape, same wood finish, same horizontal position and orientation. The rod itself is not damaged, replaced, or duplicated. +3. The motion is fully autonomous: the rope unwraps itself, slides off the rod, and arranges itself flat on the surface on its own. No hands, no fingers, no tools, no other agents enter the frame at any point, only the rope moves. +4. Show the process: continuous self-driven loosening that progressively unties the rope from the rod, then pulls the rope free, then settles it flat. No teleporting between configurations and no skipping straight from tied to untied. +5. Final state check (last frame): the rope is a single straight or gently curved line with zero knots and zero crossings; the wooden rod is a separate object that the rope no longer touches anywhere. +Background, surface, lighting, and camera viewpoint remain unchanged from the input throughout the video. No glitches or artifacts. diff --git a/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv3_007.txt b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv3_007.txt new file mode 100644 index 0000000000000000000000000000000000000000..446fb2b7e2f483f49957c811f119caa948e607fb --- /dev/null +++ b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv3_007.txt @@ -0,0 +1,8 @@ +The input shows a single blue rope (with small red flecks in the braid) partially formed into a clove hitch on a small round metal anchor disc, built up with successive half-hitches. Generate a smooth video that fully untangles the rope so it ends in a flat, neutral state: the rope is laid out as one continuous line, completely free of all knots, loops, hitches, and self-crossings, and is no longer attached to the anchor, the anchor disc sits separately on the surface, untouched and identical to the input. +Notes: +1. Use exactly the same rope shown in the input, same length, same blue+red braid pattern, same end-cap details. Never add, remove, duplicate, recolor, or resize the rope or its ends. +2. The anchor disc is identical to the input throughout, same round shape, same metal finish, same position and orientation. The anchor itself is not damaged, replaced, or duplicated. +3. The motion is fully autonomous: the half-hitches unwrap one by one on their own, the rope slides off the anchor, and the rope arranges itself flat on the surface. No hands, no fingers, no tools, no other agents enter the frame at any point, only the rope moves. +4. Show the process: continuous self-driven unwrapping that progressively undoes the half-hitches, then pulls the rope free of the anchor, then settles it flat. No teleporting between configurations and no skipping straight from tied to untied. +5. Final state check (last frame): the rope is a single straight or gently curved line on the surface with zero knots and zero crossings; the anchor disc is a separate object that the rope no longer touches anywhere. +Background, surface, lighting, and camera viewpoint remain unchanged from the input throughout the video. No glitches or artifacts. diff --git a/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv3_008.txt b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv3_008.txt new file mode 100644 index 0000000000000000000000000000000000000000..c5713781d0f0332a8dbcb43d49ccb66a99a6c1ac --- /dev/null +++ b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv3_008.txt @@ -0,0 +1,8 @@ +The input shows a single blue rope (with small red flecks in the braid) partially formed into a clove hitch around a horizontal wooden rod/dowel, tied from the working end. Generate a smooth video that fully untangles the rope so it ends in a flat, neutral state: the rope is laid out as one continuous line, completely free of all knots, loops, hitches, and self-crossings, and is no longer attached to the wooden rod, the rod sits separately, untouched and identical to the input. +Notes: +1. Use exactly the same rope shown in the input, same length, same blue+red braid pattern, same end-cap details. Never add, remove, duplicate, recolor, or resize the rope or its ends. +2. The wooden rod is identical to the input throughout, same shape, same wood finish, same horizontal position and orientation. The rod itself is not damaged, replaced, or duplicated. +3. The motion is fully autonomous: the hitch unwraps itself, the rope slides off the rod, and the rope arranges itself flat on the surface. No hands, no fingers, no tools, no other agents enter the frame at any point, only the rope moves. +4. Show the process: continuous self-driven unwrapping that progressively undoes the hitch, then pulls the rope free of the rod, then settles it flat. No teleporting between configurations and no skipping straight from tied to untied. +5. Final state check (last frame): the rope is a single straight or gently curved line with zero knots and zero crossings; the wooden rod is a separate object that the rope no longer touches anywhere. +Background, surface, lighting, and camera viewpoint remain unchanged from the input throughout the video. No glitches or artifacts. diff --git a/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv3_009.txt b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv3_009.txt new file mode 100644 index 0000000000000000000000000000000000000000..842dd084f17299cb0c7f03ed0aeaef0ce27735bd --- /dev/null +++ b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv3_009.txt @@ -0,0 +1,8 @@ +The input shows a single blue rope (with small red flecks in the braid) partially formed into a clove hitch using the loops method, two side-by-side loops sitting next to a small round metal anchor disc, ready to be slipped onto it. Generate a smooth video that fully untangles the rope so it ends in a flat, neutral state: the rope is laid out as one continuous line, completely free of all loops, knots, and self-crossings; the anchor disc sits separately on the surface, untouched and identical to the input. +Notes: +1. Use exactly the same rope shown in the input, same length, same blue+red braid pattern, same end-cap details. Never add, remove, duplicate, recolor, or resize the rope or its ends. +2. The anchor disc is identical to the input throughout, same round shape, same metal finish, same position and orientation. The anchor itself is not damaged, replaced, or duplicated. +3. The motion is fully autonomous: the two loops open up and flatten on their own, and the rope arranges itself flat on the surface. No hands, no fingers, no tools, no other agents enter the frame at any point, only the rope moves. +4. Show the process: continuous self-driven loosening that progressively opens both loops, then settles the rope flat. No teleporting between configurations and no skipping straight from looped to flat. +5. Final state check (last frame): the rope is a single straight or gently curved line on the surface with zero loops and zero crossings; the anchor disc is a separate object that the rope no longer touches anywhere. +Background, surface, lighting, and camera viewpoint remain unchanged from the input throughout the video. No glitches or artifacts. diff --git a/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv3_010.txt b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv3_010.txt new file mode 100644 index 0000000000000000000000000000000000000000..2f5198d0165d7b3a2df5a4be2196f2e7363d5761 --- /dev/null +++ b/bench_data/untie_knot/prompt/video_gen_prompt/untie_knot_lv3_010.txt @@ -0,0 +1,8 @@ +The input shows a single blue rope (with small red flecks in the braid) partially formed into a constrictor knot around a horizontal wooden rod/dowel, tied from the working end. Generate a smooth video that fully untangles the rope so it ends in a flat, neutral state: the rope is laid out as one continuous line, completely free of all knots, loops, wraps, and self-crossings, and is no longer attached to the wooden rod, the rod sits separately, untouched and identical to the input. +Notes: +1. Use exactly the same rope shown in the input, same length, same blue+red braid pattern, same end-cap details. Never add, remove, duplicate, recolor, or resize the rope or its ends. +2. The wooden rod is identical to the input throughout, same shape, same wood finish, same horizontal position and orientation. The rod itself is not damaged, replaced, or duplicated. +3. The motion is fully autonomous: the constrictor wraps loosen themselves, the rope slides off the rod, and the rope arranges itself flat on the surface. No hands, no fingers, no tools, no other agents enter the frame at any point, only the rope moves. +4. Show the process: continuous self-driven unwrapping that progressively undoes the constrictor, then pulls the rope free of the rod, then settles it flat. No teleporting between configurations and no skipping straight from tied to untied. +5. Final state check (last frame): the rope is a single straight or gently curved line with zero knots and zero crossings; the wooden rod is a separate object that the rope no longer touches anywhere. +Background, surface, lighting, and camera viewpoint remain unchanged from the input throughout the video. 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