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README.md CHANGED
@@ -24,241 +24,134 @@ tags:
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  - nvidia
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  ---
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- # 🏭 PhysicalAI SDG-Warehouse
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-
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- **A 412-hour, ~123K-clip synthetic warehouse safety video dataset — multi-view CCTV + eye-level rigs, four staged industrial-safety scenarios, full reproducibility from a single seed, packaged as streamable WebDataset shards.**
30
-
31
- <p align="center">
32
- <img src="./assets/scenario_nearmiss.jpg" width="24%" alt="Forklift–human near-miss"/>
33
- <img src="./assets/scenario_fire.jpg" width="24%" alt="Warehouse fire"/>
34
- <img src="./assets/scenario_collision.jpg" width="24%" alt="Forklift–shelf collision"/>
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- <img src="./assets/scenario_box_pickup.jpg" width="24%" alt="Warehouse box pickup"/>
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- </p>
37
-
38
- <p align="center">
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- <em>Forklift–human near-miss &nbsp;·&nbsp; Warehouse fire &nbsp;·&nbsp; Forklift–shelf collision &nbsp;·&nbsp; Box pickup</em>
40
- </p>
41
-
42
- <p align="center">
43
- <a href="https://huggingface.co/datasets/nvidia/PhysicalAI-SDG-WareHouse"><img src="https://img.shields.io/badge/🤗%20HuggingFace-Dataset-yellow"></a>
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- <img src="https://img.shields.io/badge/license-CC--BY--4.0-blue">
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- <img src="https://img.shields.io/badge/clips-~123K-success">
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- <img src="https://img.shields.io/badge/duration-~412h-success">
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- <img src="https://img.shields.io/badge/resolution-1920×1080-success">
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- <img src="https://img.shields.io/badge/fps-30-success">
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- <img src="https://img.shields.io/badge/format-WebDataset-orange">
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- <img src="https://img.shields.io/badge/built%20with-NVIDIA%20Isaac%20Sim-76B900">
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- </p>
52
 
53
- ---
54
 
55
- ## At a glance
56
 
57
- | | | | |
58
- |:--:|:--:|:--:|:--:|
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- | **≈123K**<br>video clips | **≈412 h**<br>of footage | **≈29.2K**<br>runs (samples) | **4**<br>scenarios |
60
- | **1920×1080**<br>30 fps H.264 | **WebDataset**<br>tar shards (~5 GiB) | **5–10**<br>synced cameras / run | **100% reproducible**<br>(seed → pixels) |
61
 
62
- > **v1 release scope (this card):** RGB video only, organized as run-grouped WebDataset shards. The full **artifacts** tier — metric depth, instance + shaded segmentation, Canny edges, 2D/3D bounding boxes, and per-frame camera intrinsics+extrinsics — is rendered, ground-truth-aligned to every RGB frame, and will land in an `artifacts/` tier of the same repo as a follow-up. The annotation visualizations below are from those native renders.
63
 
64
- ---
65
 
66
- ## Quickstart
67
 
68
- Download a single scenario (a few hundred GB) recommended for most users:
69
 
70
- ```bash
71
- pip install -U "huggingface_hub[hf_xet]"
72
 
73
- huggingface-cli download nvidia/PhysicalAI-SDG-WareHouse \
74
- --repo-type dataset \
75
- --include "rgb/forklift_human_nearmiss/**" "metadata/**" \
76
- --local-dir ./PhysicalAI-SDG-WareHouse
77
- ```
78
 
79
- Available scenario directories:
80
 
81
- | Scenario | Repo path | Shards | ~Size |
82
- |---|---|---:|---:|
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- | Forklift–human near-miss | `rgb/forklift_human_nearmiss/` | 113 | ~549 GiB |
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- | Warehouse fire | `rgb/warehouse_fire/` | 125 | ~619 GiB |
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- | Forklift–shelf collision | `rgb/forklift_shelf_collision/` | 114 | ~559 GiB |
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- | Warehouse box pickup | `rgb/warehouse_box_pickup/` | 107 | ~520 GiB |
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88
- Or pull the whole dataset (~2.24 TiB):
89
 
90
  ```bash
 
 
91
  huggingface-cli download nvidia/PhysicalAI-SDG-WareHouse \
92
  --repo-type dataset \
 
93
  --local-dir ./PhysicalAI-SDG-WareHouse
94
  ```
95
 
96
- For **streaming** (no full download) see [Loading examples](#loading-examples).
97
-
98
- ---
99
-
100
- ## Why this dataset?
101
-
102
- > Real industrial-safety footage is **rare, sensitive, and rarely annotated**. SDG-Warehouse fixes that by guaranteeing the event happens, controlling every parameter, and shipping per-pixel ground truth for every frame.
103
-
104
- - **🎯 Deterministic ground truth.** *(Coming with the artifacts tier.)* Depth, instance segmentation, shaded segmentation, Canny edges, and 2D / 3D bounding boxes — *natively rendered*, not predicted, perfectly aligned to the RGB.
105
- - **📹 Multi-view by construction.** Every run is filmed from 5–10 synchronized cameras (ceiling CCTV + worker-height eye-level / circular impact rigs), with stable per-camera aliases that match across releases.
106
- - **🔁 Reproducible.** Each run is driven by a single random seed that controls scene composition, lighting, agent identity, motion, camera pose, and event timing. Seed is exposed in every sample's `meta.json`.
107
- - **🚨 Rare-event coverage.** Forklift–human near-misses, fire evacuations, and shelf collisions — events that are operationally dangerous and legally fraught to capture in the real world.
108
- - **📦 Streamable.** Shipped as standard WebDataset `.tar` shards (~5 GiB each), so you can train without downloading hundreds of GB up front. A Parquet `metadata/clips.parquet` index lets you filter by scenario / camera / seed without opening a single tar.
109
- - **🏗️ Built on NVIDIA Isaac Sim** with Isaac Sim Replicator Object (IRO) and Replicator Agent (IRA), so the same pipeline can be extended to your own scenarios.
110
-
111
- This dataset is described in §A.1.5 of the [Cosmos3 technical report](#citation). <!-- TODO: replace #citation with arXiv URL when public -->
112
-
113
- ---
114
-
115
- ## What you can build with it
116
-
117
- | Use case | Why SDG-Warehouse helps |
118
- |---|---|
119
- | **Industrial-safety event detection** (near-miss, collision, fire, evacuation) | Rare in real footage, fully covered here, with seed-controlled difficulty (e.g. last-moment dodge distance). |
120
- | **Multi-camera 3D tracking** | 5–10 synchronized camera viewpoints per run; full intrinsics + extrinsics ship with the artifacts tier. |
121
- | **Video / world foundation models (Cosmos and friends)** | 412 hours of physically-grounded, long-horizon, multi-camera video. |
122
- | **Forklift behavior / collision prediction** | Parameterized forklift trajectories, dodge events, and rigid-body shelf-impact dynamics. |
123
- | **Monocular depth, segmentation & edge models** | Pixel-perfect colorized depth, instance / shaded segmentation, and Canny edges — *available in the upcoming artifacts tier*, large-scale, perfectly aligned, automatic. |
124
- | **Sim-to-real & domain-randomization research** | Full per-light randomization (color temperature, intensity, exposure, color), per-asset variation, and parametric camera placement give a controlled testbed. |
125
- | **Synthetic-data ablations & scaling laws** | Independent reproducible runs make it straightforward to subsample, re-render, or augment for data-scaling studies. |
126
- | **VLM / video-LLM training & eval** | Dense scenario / camera / seed metadata in `metadata/clips.parquet`; per-frame captions can be derived from the run-level metadata. |
127
-
128
- ---
129
-
130
- ## Modalities
131
-
132
- ### Available now (this release — `rgb/` tier)
133
 
134
- | Stream | Format | What it is |
135
- |---|---|---|
136
- | **RGB** | MP4 (H.264) | Photoreal Isaac Sim render of the scene, one mp4 per camera per run |
137
- | **Run metadata** | JSON (`meta.json`) | scenario, seed, source_kind, list of cameras with aliases + source paths, S3 provenance |
138
- | **IRA writer metadata** | TXT (`metadata.txt`) | Replicator-writer name / version / global seed (present for most multi-cam runs) |
139
- | **Per-clip Parquet index** | `metadata/clips.parquet` | one row per `(run × camera)` for fast filtering |
140
- | **Per-run Parquet index** | `metadata/runs.parquet` | one row per run with `clip_keys[]`, `n_cameras`, `total_bytes`, `shard_path_in_repo` |
141
 
142
- ### Coming with the artifacts tier (`artifacts/<scenario>/*.tar`)
143
 
144
- | Stream | Format (per camera per run) | What it is |
145
- |---|---|---|
146
- | **Metric depth** | `depth.mp4` (log-normalized colorized) | Per-pixel distance to camera |
147
- | **Instance segmentation** | `segmentation.mp4` (colorized) + `instance_seg.tar` (per-frame 16-bit PNG IDs) | Stable instance IDs across frames and views |
148
- | **Shaded segmentation** | `shaded_seg.mp4` | 3D-aware segmentation with normal-based shading |
149
- | **Canny edges** | `edges.mp4` | Canny edges computed on the shaded segmentation |
150
- | **2D / 3D bounding boxes** | `object_detection.json` (consolidated per camera) | Tight + loose 2D AABBs + oriented 3D OBBs, per agent / prop, per frame |
151
- | **Camera parameters** | `camera_params.json` (consolidated per camera) | Intrinsics + view transform, per frame |
152
 
153
- > **Note:** the README and `metadata/runs.parquet` schemas are forward-compatible when the artifacts tier lands, the `run_id` and `clip_key` keys join cleanly to the RGB tier.
154
 
155
- ---
156
 
157
- ## Scenarios
158
 
159
- Each scenario is a self-contained event in a shared warehouse environment with shelves and props; scenarios differ in which agents are spawned, what event is staged, and how cameras are placed.
160
 
161
- ### 🚜 Forklift–human near-miss
162
- A worker stands at a fixed location while a forklift navigates toward them along a planned path. A configurable **last-moment dodge distance** distinguishes a near-miss from an outright contact event, letting the same scene composition produce both event classes. Captured by a mix of ceiling-mounted CCTV-style cameras (`ceiling_00`–`ceiling_04`) and worker-height eye-level cameras (`eye_00`–`eye_04`).
163
 
164
- ### 🔥 Warehouse fire
165
- A localized volumetric fire ignites at a randomized position and time while a small crew of workers performs random walks. On ignition, each worker reacts — orienting toward the flame and then running toward a designated exit waypoint along a navigation-mesh path — producing rare emergency-response footage that combines dynamic flames, smoke, and coordinated human evacuation in a single shot. Cameras at ceiling height for floor coverage (`ceiling_00`–`ceiling_04`).
166
 
167
- ### 💥 Forklift–shelf collision
168
- A forklift drives at a parameterized initial distance toward a populated storage shelf and impacts it, producing visible **rigid-body knock-over and debris dynamics**. An optional character can be placed along the forklift's path to extend the scenario to a forklift–shelf–human three-body event. Cameras placed circularly around the impact site at varying heights, distances, and look-down angles (`cam_00`–`cam_05`).
169
 
170
- ### 📦 Warehouse box pickup
171
- A worker navigates to a randomly placed box, performs a contact-rich pickup motion, and carries it through the warehouse. Provides routine, **non-incident action coverage** as a counterpoint to the three safety scenarios. Cameras (`cam_00`–`cam_09`) form a mixed CCTV + eye-level rig.
172
 
173
- ---
174
 
175
  ## Multi-view coverage
176
 
177
- Every run is captured by multiple synchronized cameras. Below: one forklift–human near-miss run from **5 ceiling-mounted CCTV** viewpoints (top) and **5 worker-height eye-level** viewpoints (bottom).
178
-
179
- <p align="center">
180
- <img src="./assets/multiview_cctv_view1.jpg" width="18%"/>
181
- <img src="./assets/multiview_cctv_view2.jpg" width="18%"/>
182
- <img src="./assets/multiview_cctv_view3.jpg" width="18%"/>
183
- <img src="./assets/multiview_cctv_view4.jpg" width="18%"/>
184
- <img src="./assets/multiview_cctv_view5.jpg" width="18%"/>
185
- </p>
186
- <p align="center">
187
- <img src="./assets/multiview_eyelevel_view1.jpg" width="18%"/>
188
- <img src="./assets/multiview_eyelevel_view2.jpg" width="18%"/>
189
- <img src="./assets/multiview_eyelevel_view3.jpg" width="18%"/>
190
- <img src="./assets/multiview_eyelevel_view4.jpg" width="18%"/>
191
- <img src="./assets/multiview_eyelevel_view5.jpg" width="18%"/>
192
- </p>
193
 
194
- ---
195
 
196
- ## Ground-truth modalities (per scenario)
197
 
198
- These previews show the **native renders** that ship in the upcoming artifacts tier; the RGB column is included with the current release.
199
 
200
- | | RGB | Depth | Instance seg. | Shaded seg. | Canny edges |
201
- |--------------|-------------------------------------------|----------------------------------------|--------------------------------------------------|-------------------------------------------------|--------------------------------------------|
202
- | Near-miss | <img src="./assets/scenario_nearmiss.jpg" width="160"/> | <img src="./assets/nearmiss_depth.jpg" width="160"/> | <img src="./assets/nearmiss_segmentation.jpg" width="160"/> | <img src="./assets/nearmiss_shaded_seg.jpg" width="160"/> | <img src="./assets/nearmiss_edges.jpg" width="160"/> |
203
- | Fire | <img src="./assets/scenario_fire.jpg" width="160"/> | <img src="./assets/fire_depth.jpg" width="160"/> | <img src="./assets/fire_segmentation.jpg" width="160"/> | <img src="./assets/fire_shaded_seg.jpg" width="160"/> | <img src="./assets/fire_edges.jpg" width="160"/> |
204
- | Collision | <img src="./assets/scenario_collision.jpg" width="160"/> | <img src="./assets/collision_depth.jpg" width="160"/> | <img src="./assets/collision_segmentation.jpg" width="160"/> | <img src="./assets/collision_shaded_seg.jpg" width="160"/> | <img src="./assets/collision_edges.jpg" width="160"/> |
205
- | Box pickup | <img src="./assets/scenario_box_pickup.jpg" width="160"/> | <img src="./assets/box_pickup_depth.jpg" width="160"/> | <img src="./assets/box_pickup_segmentation.jpg" width="160"/> | <img src="./assets/box_pickup_shaded_seg.jpg" width="160"/> | <img src="./assets/box_pickup_edges.jpg" width="160"/> |
206
 
207
- ---
208
 
209
- ## Dataset statistics
210
 
211
- | Scenario | # clips | # runs (samples) | Clip length | Cameras / run | Repo path |
212
- |------------------------------|-----------:|-----------------:|------------:|--------------:|---|
213
- | 🚜 Forklift–human near-miss | 27,939 | 13,410 *(¹)* | 10 s | 10 / 1 | `rgb/forklift_human_nearmiss/` |
214
- | 🔥 Warehouse fire | 44,734 | 9,064 | 10 s | 5 | `rgb/warehouse_fire/` |
215
- | 💥 Forklift–shelf collision | 24,617 | 4,120 | 15 s | 6 | `rgb/forklift_shelf_collision/` |
216
- | 📦 Warehouse box pickup | 25,677 | 2,601 | 15 s | 10 | `rgb/warehouse_box_pickup/` |
217
- | **Total** | **122,967**| **29,195** | — | — | — |
218
 
219
- Aggregate footage: **≈ 412 hours** at 1920 × 1080 / 30 fps. The "samples" column is the number of `__key__` entries you'll see when iterating with WebDataset (i.e. tar groups, not individual mp4 entries).
220
 
221
- > *(¹)* **Nearmiss composition.** Nearmiss is a **union of two source pipelines**:
222
- > - **1,642 multi-camera runs** from the IRA/IRO multi-cam pipeline (10 cameras each → 16,171 clips, with `source_kind = "multi_camera_run"` in `meta.json`).
223
- > - **11,768 single-camera clips** legacy-merged from earlier `warehouse_5k_videos/` and `warehouse_6k_videos/` training-set dumps (one camera each, packed as 1-camera samples with `source_kind = "extras_single_view"`, no per-run scene composition metadata). These are listed at the END of the nearmiss shard range (`nearmiss-rgb-00051.tar` onward).
224
- >
225
- > Filter by `meta["source_kind"]` or by `clips.parquet["source_kind"]` to select one or both.
 
 
226
 
227
- ---
228
 
229
- ## Simulation infrastructure
230
 
231
- All four scenarios are built on **NVIDIA Isaac Sim**:
232
 
233
- - **Procedural scene composition** — warehouse layout, shelf placement, prop variation, and per-light randomization of color temperature, intensity, exposure, and color — handled by **Isaac Sim Replicator Object (IRO)**.
234
- - **Agent and sensor population** — worker spawning and behavior, forklift placement and navigation, and the camera rigs that define the dataset's multi-view viewpoints — handled by **Isaac Sim Replicator Agent (IRA)**.
235
- - **Camera placement** is parametric, with height, distance, and look-down angle sampled per run.
236
- - **Worker assets and motions** are sampled from Isaac Sim's character library to diversify human appearance and gait.
237
- - Each simulation run is **seeded with a unique random seed** (exposed as `meta.seed` per sample) that controls all randomized variables (scene composition, lighting, agent identity and motion, camera pose, event timing), so runs are independent and reproducible.
238
 
239
- ---
240
 
241
  ## Repository layout
242
 
243
  ```
244
  nvidia/PhysicalAI-SDG-WareHouse/
245
  ├── README.md
 
246
  ├── metadata/
247
- │ ├── runs.parquet # 1 row per run/sample, with clip_keys[], shard_path, etc.
248
- ├── clips.parquet # 1 row per (run × camera), with scenario, seed, hash_filename,
249
- └── manifests/ # provenance copies of the source-S3 manifests
250
- ├── rgb/ # this release
251
- ├── forklift_human_nearmiss/
252
- │ ├── nearmiss-rgb-00000.tar
253
- │ │ ├── nearmiss-rgb-00001.tar
254
- │ │ └── … (113 shards, ~5 GiB each)
255
- │ ├── warehouse_fire/ # 125 shards
256
- │ ├── forklift_shelf_collision/ # 114 shards
257
- │ └── warehouse_box_pickup/ # 107 shards
258
- ── artifacts/ # ← coming soon: depth/seg/edges + bboxes + camera params
 
 
259
  ```
260
 
261
- Each `.tar` is a **WebDataset** archive. Inside it, every sample (= one simulation run = one set of synchronized cameras) is a group of entries sharing the same stem (`run_id`):
262
 
263
  ```
264
  fd7cc35596b247b16b0b_run_8_seed_864110064.meta.json
@@ -272,16 +165,17 @@ fd7cc35596b247b16b0b_run_8_seed_864110064.eye_00.rgb.mp4
272
 
273
  ```
274
 
275
- WebDataset readers will yield one Python dict per `run_id` with `__key__ = run_id` and keys `meta.json`, `metadata.txt` (when present), and one `{alias}.rgb.mp4` per camera.
276
-
277
- ---
278
 
279
  ## Loading examples
280
 
281
- ### Stream from HF without downloading shards — WebDataset
 
 
282
 
283
  ```python
284
- import os, webdataset as wds
 
285
  from huggingface_hub import get_token
286
 
287
  token = get_token() or os.environ["HF_TOKEN"]
@@ -292,17 +186,19 @@ url = (
292
  f"-H 'Authorization: Bearer {token}'"
293
  )
294
 
295
- ds = wds.WebDataset(url, shardshuffle=True).decode()
296
- for sample in ds.shuffle(1000):
297
  run_id = sample["__key__"]
298
- meta = sample["meta.json"] # dict
299
- # one bytes blob per camera:
300
- rgb = sample["ceiling_00.rgb.mp4"] # bytes, decode with av/ffmpeg
301
- print(run_id, meta["seed"], list(k for k in sample if k.endswith(".rgb.mp4")))
302
  break
303
  ```
304
 
305
- ### Filter with Parquet, then download just the shards you need
 
 
306
 
307
  ```python
308
  import pandas as pd
@@ -316,13 +212,14 @@ clips = pd.read_parquet(
316
  )
317
  )
318
 
319
- # All eye-level views from fire runs with even seed:
320
- sel = clips[
321
  (clips.scenario == "fire")
322
  & (clips.camera_alias.str.startswith("eye_"))
323
  & (clips.seed.notna()) & (clips.seed % 2 == 0)
324
  ]
325
- print(sel.shape, sel.shard_path_in_repo.nunique(), "unique shards to fetch")
 
326
  ```
327
 
328
  ### Pull one scenario only with the CLI
@@ -338,6 +235,7 @@ huggingface-cli download nvidia/PhysicalAI-SDG-WareHouse \
338
 
339
  ```python
340
  from huggingface_hub import hf_hub_download
 
341
  local_tar = hf_hub_download(
342
  repo_id="nvidia/PhysicalAI-SDG-WareHouse",
343
  repo_type="dataset",
@@ -345,44 +243,37 @@ local_tar = hf_hub_download(
345
  )
346
  ```
347
 
348
- ---
349
-
350
  ## Dataset description
351
 
352
  | Field | Value |
353
  |---|---|
354
- | **Owner** | NVIDIA |
355
- | **Creation date** | 2026 |
356
- | **Data collection method** | Synthetic (NVIDIA Isaac Sim, IRO + IRA) |
357
- | **Labeling method** | Automatic (Isaac Sim Replicator) |
358
- | **Container / codec** | MP4 (H.264) |
359
- | **Resolution** | 1920 × 1080 |
360
- | **Frame rate** | 30 FPS |
361
- | **Packaging** | WebDataset (tar shards, ~5 GiB each) |
362
- | **Language(s) of metadata** | English |
363
- | **License** | CC BY 4.0 |
364
 
365
- ---
366
 
367
- ## Known limitations
368
 
369
- - **v1 = RGB only.** The annotation stack (depth, instance + shaded segmentation, Canny edges, 2D/3D bounding boxes, per-frame camera intrinsics+extrinsics) is rendered and aligned to every RGB frame but ships in an upcoming `artifacts/` tier of this same repo. The visualization gallery above shows those native renders for reference.
370
- - **Heterogeneous nearmiss composition.** Nearmiss combines 1,642 multi-camera runs (10 cameras each) with 11,768 single-camera legacy clips from older training-set dumps; the latter lack run-level scene-composition metadata and live in shards `nearmiss-rgb-00051..00112`. Use `meta["source_kind"]` to disambiguate.
371
- - **Sim-to-real gap.** SDG-Warehouse is fully synthetic and may exhibit appearance differences from real warehouse footage, including a CG-like look, simplified material response, and limited fidelity in volumetric effects such as smoke and fire.
372
- - **Stylized agent motion.** Worker motion is driven by procedural navigation and behavior, so reactions — particularly emergency evacuation in the fire scenario — can occasionally appear unnatural.
373
- - **Approximate fine-grained physics.** Rigid-body interactions (forklift contact with shelves and props) are physically simulated, but very fine-grained debris, deformation, and secondary contact effects are approximate.
374
- - **Environment diversity.** The release is concentrated on a single warehouse layout family; future work will add additional warehouse, retail, and factory floor plans.
375
- - **Incident coverage.** Future work will add event types such as spills, dropped pallets, and shelf collapses without forklift involvement.
376
- - **Human-attribute diversity.** Future work will broaden variation in worker attire and personal protective equipment (PPE).
377
 
378
- ---
 
 
 
 
379
 
380
  ## Contributors
381
 
382
  Nalin Dadhich, Jiajun Li, Robert Denomme, Prahan Reddy Poreddy, Patrick Kim.
383
 
384
- ---
385
-
386
  ## Citation
387
 
388
  If you use SDG-Warehouse in your research, please cite the Cosmos3 technical report:
@@ -397,18 +288,14 @@ If you use SDG-Warehouse in your research, please cite the Cosmos3 technical rep
397
  }
398
  ```
399
 
400
- ---
401
-
402
  ## License
403
 
404
- Released under the **Creative Commons Attribution 4.0 International (CC BY 4.0)** license.
405
-
406
- ---
407
 
408
  ## Ethical considerations
409
 
410
- NVIDIA believes Trustworthy AI is a shared responsibility, and we have established policies and practices to enable development for a wide array of AI applications. When downloaded or used in accordance with our terms of service, developers should work with their internal model team to ensure this dataset meets requirements for the relevant industry and use case and addresses unforeseen product misuse.
411
 
412
- SDG-Warehouse is **fully synthetic** no real people, real workplaces, or real surveillance footage are included — and depicts safety-critical events (near-miss, collision, fire, evacuation) only in simulation. Models trained on it should still be carefully evaluated on real footage before being deployed in any safety-critical setting, and operators should be aware of the sim-to-real gap noted above.
413
 
414
  Please report security vulnerabilities or NVIDIA AI concerns [here](https://www.nvidia.com/en-us/support/submit-security-vulnerability/).
 
24
  - nvidia
25
  ---
26
 
27
+ # PhysicalAI SDG-Warehouse
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
28
 
29
+ ![Hero — four warehouse-safety scenarios in synchronized multi-view simulation.](./assets/hero_2x2.gif)
30
 
31
+ PhysicalAI SDG-Warehouse is a synthetic, fully-annotated video dataset of staged industrial-safety events captured in a simulated warehouse environment. It contains approximately 123 thousand video clips, totaling roughly 412 hours of footage at 1920 by 1080 resolution and 30 frames per second, organized across four scenarios: a forklift near-miss with a human worker, a warehouse fire with worker evacuation, a forklift collision with a populated storage shelf, and a routine box-pickup action. Every multi-camera simulation run is filmed from five to ten synchronized viewpoints, and the entire pipeline is reproducible end-to-end from a single random seed.
32
 
33
+ This dataset is described in Appendix A.1.5 of the Cosmos3 technical report (citation [below](#citation)).
 
 
 
34
 
35
+ ## Overview
36
 
37
+ The release is packaged as standard [WebDataset](https://github.com/webdataset/webdataset) tar shards, with one sample per simulation run. Inside each shard, all of a run's synchronized camera views share the same sample key, so a single iteration of the dataset yields a complete multi-view group together with its run-level metadata. The shards are sized at approximately five gigabytes each, which is optimized for streaming directly into a training loop without first materializing the full dataset on disk.
38
 
39
+ This first release publishes the RGB video tier. A companion artifacts tier containing the full annotation stack — metric depth, instance and shaded segmentation, Canny edges, two-dimensional and three-dimensional bounding boxes, and per-frame camera intrinsics and extrinsics — is rendered natively by Isaac Sim and pixel-aligned to every RGB frame; it will land in an `artifacts/` directory of this same repository as a follow-up. The annotation visualizations later on this page show those native renders.
40
 
41
+ The RGB tier consists of 459 WebDataset shards totaling approximately 2.24 tebibytes of video, plus two small Parquet indexes (one row per run and one row per camera-clip) that enable filtering by scenario, seed, camera, or source without opening a single shard.
42
 
43
+ ## Why this dataset
 
44
 
45
+ Real footage of warehouse safety incidents is operationally rare, logistically difficult to capture at scale, and legally sensitive to redistribute. Even when such footage exists, it is almost never paired with the kind of dense, per-pixel ground truth that physical-AI training pipelines benefit from: depth, instance identity, segmentation, edges, and tracked bounding boxes for every visible agent and prop. Building a real-world dataset that covers all of these signals across a balanced mix of incident types is, in practice, infeasible.
 
 
 
 
46
 
47
+ We therefore generate the dataset in simulation. In a simulator, the event is guaranteed to happen, every event parameter is exposed and controllable, every camera viewpoint is precisely registered, and every frame is automatically paired with deterministic ground truth. Domain randomization over lighting, materials, asset choice, agent identity, agent motion, camera pose, and event parameters provides the variability that real-world capture would otherwise contribute. This approach lets us cover rare or operationally dangerous events — near-misses, evacuations, and rigid-body collisions — at scale, while keeping the dataset reproducible and extensible.
48
 
49
+ ## Quickstart
 
 
 
 
 
50
 
51
+ Download a single scenario, which is the recommended starting point for most users since each scenario is a few hundred gigabytes:
52
 
53
  ```bash
54
+ pip install -U "huggingface_hub[hf_xet]"
55
+
56
  huggingface-cli download nvidia/PhysicalAI-SDG-WareHouse \
57
  --repo-type dataset \
58
+ --include "rgb/forklift_human_nearmiss/**" "metadata/**" \
59
  --local-dir ./PhysicalAI-SDG-WareHouse
60
  ```
61
 
62
+ The available scenario directories are summarized below.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
63
 
64
+ | Scenario | Repository path | Shards | Approximate size |
65
+ |---|---|---:|---:|
66
+ | Forklift–human near-miss | `rgb/forklift_human_nearmiss/` | 113 | 549 GiB |
67
+ | Warehouse fire | `rgb/warehouse_fire/` | 125 | 619 GiB |
68
+ | Forklift–shelf collision | `rgb/forklift_shelf_collision/` | 114 | 559 GiB |
69
+ | Warehouse box pickup | `rgb/warehouse_box_pickup/` | 107 | 520 GiB |
 
70
 
71
+ To pull the full dataset (approximately 2.24 tebibytes), omit the `--include` filter. For streaming pipelines that never materialize the data on disk, see [Loading examples](#loading-examples).
72
 
73
+ ## Scenarios
 
 
 
 
 
 
 
74
 
75
+ Each scenario stages a different self-contained event inside a shared warehouse environment with shelves and props. Scenarios differ in which agents are spawned, what event is staged, and how the cameras are placed.
76
 
77
+ ### Forklift–human near-miss
78
 
79
+ A worker stands at a fixed location while a forklift navigates along a planned path toward the same location. A configurable last-moment dodge distance distinguishes a near-miss from a direct-contact event, so the same scene composition can produce both event classes by varying a single parameter. Each multi-camera run is captured by a mixture of ceiling-mounted CCTV-style cameras (camera aliases `ceiling_00` through `ceiling_04`) and worker-height eye-level cameras (`eye_00` through `eye_04`).
80
 
81
+ ### Warehouse fire
82
 
83
+ A localized volumetric fire ignites at a randomized position and time while a small crew of workers performs random walks. On ignition, each worker reacts: it orients toward the flame and then runs toward a designated exit waypoint along a navigation-mesh path. The result is rare emergency-response footage that combines dynamic flames, smoke, and coordinated human evacuation in a single shot. Cameras are placed at ceiling height to maximize floor coverage, with aliases `ceiling_00` through `ceiling_04`.
 
84
 
85
+ ### Forklift–shelf collision
 
86
 
87
+ A forklift drives at a parameterized initial distance toward a populated storage shelf and impacts it, producing visible rigid-body knock-over and debris dynamics. An optional character can be placed along the forklift's path to extend the scenario to a three-body forklift–shelf–human event. Cameras are placed circularly around the impact site at varying heights, distances, and look-down angles, with aliases `cam_00` through `cam_05`.
 
88
 
89
+ ### Warehouse box pickup
 
90
 
91
+ A worker navigates to a randomly placed box, performs a contact-rich pickup motion, and carries the box through the warehouse. This scenario provides routine, non-incident action coverage as a counterpoint to the three safety scenarios. The camera rig is a mixed CCTV and eye-level configuration, with aliases `cam_00` through `cam_09`.
92
 
93
  ## Multi-view coverage
94
 
95
+ Every multi-camera simulation run is captured from five to ten synchronized cameras. For the near-miss scenario, the rig consists of five ceiling-mounted CCTV-style cameras and five worker-height eye-level cameras, all pointed at the interaction. The figure below shows a single near-miss run from each of the ten viewpoints; because all cameras share a clock and the same scene, the same instant in time appears across all ten frames.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
96
 
97
+ ![Multi-view coverage — one near-miss run from ten synchronized cameras: five ceiling and five eye-level.](./assets/multiview_grid.png)
98
 
99
+ For the fire scenario, the rig is the five ceiling cameras only. For the forklift–shelf collision, six cameras are arranged circularly around the impact site at varying heights and look-down angles. For the box-pickup scenario, the rig is a mixed CCTV plus eye-level configuration with ten cameras.
100
 
101
+ ## Ground-truth modalities
102
 
103
+ The synthetic origin of the dataset gives us access to deterministic, perfectly-aligned ground truth for every frame, rendered directly by the simulator rather than predicted by a model. The figure below shows, for a single representative frame from each scenario, the RGB video together with the four annotation modalities that are visible as imagery: log-normalized colorized metric depth, instance segmentation (colorized so the per-pixel identity is visible), shaded segmentation (the same per-pixel identity rendered with normal-based shading), and a Canny edge map computed on the shaded segmentation.
 
 
 
 
 
104
 
105
+ ![Ground-truth modalities — one frame per scenario across RGB, depth, instance segmentation, shaded segmentation, and Canny edges.](./assets/modalities_grid.png)
106
 
107
+ In addition to the imagery shown above, every frame ships with per-agent two-dimensional axis-aligned bounding boxes (both tight and loose), per-agent oriented three-dimensional bounding boxes, and the camera intrinsics and extrinsics that produced the frame. These structured annotations live in per-camera consolidated JSON files in the upcoming artifacts tier.
108
 
109
+ The current RGB tier publishes the photoreal RGB video and the run-level metadata. The artifacts tier publishes the four modality videos shown above (`depth.mp4`, `segmentation.mp4`, `shaded_seg.mp4`, and `edges.mp4`), the per-frame raw instance-segmentation PNGs that contain the underlying integer identities, the per-camera consolidated `camera_params.json` and `object_detection.json` files, and the run-level IRO randomization configuration. The shard keys are designed so that the RGB tier and the artifacts tier join cleanly on the per-sample `run_id`.
 
 
 
 
 
 
110
 
111
+ ## Dataset statistics
112
 
113
+ | Scenario | Number of clips | Number of runs (WebDataset samples) | Clip length | Cameras per run | Repository path |
114
+ |---|---:|---:|---:|---:|---|
115
+ | Forklift–human near-miss | 27,939 | 13,410 | 10 seconds | 10 or 1 | `rgb/forklift_human_nearmiss/` |
116
+ | Warehouse fire | 44,734 | 9,064 | 10 seconds | 5 | `rgb/warehouse_fire/` |
117
+ | Forklift–shelf collision | 24,617 | 4,120 | 15 seconds | 6 | `rgb/forklift_shelf_collision/` |
118
+ | Warehouse box pickup | 25,677 | 2,601 | 15 seconds | 10 | `rgb/warehouse_box_pickup/` |
119
+ | **Total** | **122,967** | **29,195** | — | — | — |
120
 
121
+ The aggregate footage is approximately 412 hours at 1920 by 1080 resolution and 30 frames per second. The "Number of runs" column corresponds to distinct WebDataset samples, that is, the number of `__key__` values you will observe when iterating with a WebDataset reader.
122
 
123
+ The near-miss row is heterogeneous because it merges two source pipelines. The first is 1,642 multi-camera runs from the Isaac Replicator Object plus Isaac Replicator Agent pipeline, each captured from ten synchronized cameras, contributing 16,171 clips. The second is 11,768 single-camera clips that were generated by an earlier pipeline and that we include here for completeness, packed as one-camera samples with no per-run scene-composition metadata. The two sources are distinguished by the `source_kind` field in each sample's `meta.json` and in `metadata/clips.parquet`, with the values `multi_camera_run` and `extras_single_view` respectively. The single-camera near-miss samples are located in the shard range `nearmiss-rgb-00051.tar` through `nearmiss-rgb-00112.tar`.
124
 
125
+ ## Simulation pipeline
126
 
127
+ All four scenarios are built on NVIDIA Isaac Sim. Procedural scene composition — warehouse layout, shelf placement, prop variation, and per-light randomization of color temperature, intensity, exposure, and color — is handled by the Isaac Sim Replicator Object component. Agent and sensor population — worker spawning and behavior, forklift placement and navigation, and the camera rigs that define the dataset's multi-view viewpoints — is handled by the Isaac Sim Replicator Agent component. Camera placement is parametric, with height, distance, and look-down angle sampled per run. Worker assets and motions are sampled from Isaac Sim's character library to diversify human appearance and gait.
 
 
 
 
128
 
129
+ Each simulation run is seeded with a unique random seed that controls every randomized variable: scene composition, lighting, agent identity, agent motion, camera pose, and event timing. The seed is exposed in each sample's `meta.json` (and in the Parquet indexes), so any individual run is fully reproducible from this dataset alone, and the same pipeline can be extended to additional scenarios outside this release without modification.
130
 
131
  ## Repository layout
132
 
133
  ```
134
  nvidia/PhysicalAI-SDG-WareHouse/
135
  ├── README.md
136
+ ├── assets/ ← images used by this dataset card
137
  ├── metadata/
138
+ │ ├── runs.parquet one row per WebDataset sample (run), with
139
+ scenario, seed, source_kind, n_cameras,
140
+ │ total_bytes, shard_path_in_repo, clip_keys
141
+ ├── clips.parquet one row per (run × camera), with hash_filename,
142
+ │ camera_alias, source_rgb_s3, size, etc.
143
+ ── manifests/ ← provenance copies of the source-S3 manifests
144
+ ── rgb/ ← this release
145
+ ── forklift_human_nearmiss/
146
+ │ ├── nearmiss-rgb-00000.tar
147
+ │ ├── nearmiss-rgb-00001.tar
148
+ │ └── … (113 shards, ~5 GiB each)
149
+ ── warehouse_fire/ (125 shards)
150
+ ├── forklift_shelf_collision/ (114 shards)
151
+ └── warehouse_box_pickup/ (107 shards)
152
  ```
153
 
154
+ Each `.tar` is a WebDataset archive. Inside it, every sample is a group of entries that share the same stem, where the stem is the `run_id`:
155
 
156
  ```
157
  fd7cc35596b247b16b0b_run_8_seed_864110064.meta.json
 
165
 
166
  ```
167
 
168
+ WebDataset readers yield one Python dictionary per run, with `__key__` set to the `run_id`, a `meta.json` entry, an optional `metadata.txt` entry, and one `{camera_alias}.rgb.mp4` entry per camera.
 
 
169
 
170
  ## Loading examples
171
 
172
+ ### Stream directly from the Hub with WebDataset
173
+
174
+ The following example streams the fire scenario directly from the Hub using the standard WebDataset reader. Nothing is materialized on disk apart from the bytes that the iterator actually consumes.
175
 
176
  ```python
177
+ import os
178
+ import webdataset as wds
179
  from huggingface_hub import get_token
180
 
181
  token = get_token() or os.environ["HF_TOKEN"]
 
186
  f"-H 'Authorization: Bearer {token}'"
187
  )
188
 
189
+ dataset = wds.WebDataset(url, shardshuffle=True).decode()
190
+ for sample in dataset.shuffle(1000):
191
  run_id = sample["__key__"]
192
+ meta = sample["meta.json"] # dict: scenario, seed, cameras, etc.
193
+ rgb_bytes = sample["ceiling_00.rgb.mp4"] # raw mp4 bytes; decode with av/ffmpeg
194
+ camera_keys = sorted(k for k in sample if k.endswith(".rgb.mp4"))
195
+ print(run_id, meta["seed"], camera_keys)
196
  break
197
  ```
198
 
199
+ ### Filter with the Parquet index, then fetch only the shards you need
200
+
201
+ The Parquet indexes let you select clips or runs by any combination of scenario, camera alias, source kind, or seed, and recover the exact shard paths to fetch.
202
 
203
  ```python
204
  import pandas as pd
 
212
  )
213
  )
214
 
215
+ # All eye-level views from fire runs with an even seed:
216
+ selection = clips[
217
  (clips.scenario == "fire")
218
  & (clips.camera_alias.str.startswith("eye_"))
219
  & (clips.seed.notna()) & (clips.seed % 2 == 0)
220
  ]
221
+ unique_shards = sorted(selection.shard_path_in_repo.unique())
222
+ print(f"{len(selection):,} clips across {len(unique_shards)} shards")
223
  ```
224
 
225
  ### Pull one scenario only with the CLI
 
235
 
236
  ```python
237
  from huggingface_hub import hf_hub_download
238
+
239
  local_tar = hf_hub_download(
240
  repo_id="nvidia/PhysicalAI-SDG-WareHouse",
241
  repo_type="dataset",
 
243
  )
244
  ```
245
 
 
 
246
  ## Dataset description
247
 
248
  | Field | Value |
249
  |---|---|
250
+ | Owner | NVIDIA |
251
+ | Creation date | 2026 |
252
+ | Data collection method | Synthetic (NVIDIA Isaac Sim, with the Isaac Replicator Object and Isaac Replicator Agent components) |
253
+ | Labeling method | Automatic (Isaac Sim Replicator) |
254
+ | Container and codec | MP4 (H.264) |
255
+ | Resolution | 1920 × 1080 |
256
+ | Frame rate | 30 frames per second |
257
+ | Packaging | WebDataset tar shards, approximately 5 GiB each |
258
+ | Metadata language | English |
259
+ | License | CC BY 4.0 |
260
 
261
+ ## Known limitations and future work
262
 
263
+ This release publishes the RGB tier only. The full annotation stack — metric depth, instance and shaded segmentation, Canny edges, two-dimensional and three-dimensional bounding boxes, and per-frame camera intrinsics and extrinsics — is already rendered, aligned to every RGB frame, and will be added to this same repository as a companion `artifacts/` tier. The visualizations in the ground-truth modalities figure above were produced from those native renders.
264
 
265
+ The near-miss scenario is heterogeneous in composition. It combines 1,642 multi-camera runs (ten cameras each) with 11,768 single-camera legacy clips from older training-set dumps; the latter do not carry run-level scene-composition metadata and are located in the second half of the near-miss shard range. The `source_kind` field on every sample disambiguates the two sources.
 
 
 
 
 
 
 
266
 
267
+ The dataset is fully synthetic and exhibits a sim-to-real gap. Compared to real warehouse footage, the rendered material can have a computer-graphics-like appearance, simplified material response, and limited fidelity in volumetric effects such as smoke and fire. Models trained on the dataset should be carefully evaluated on real footage before being deployed in any safety-critical setting.
268
+
269
+ Agent motion is driven by procedural navigation and behavior, so reactions — and in particular the coordinated evacuation behavior in the fire scenario — can occasionally appear unnatural. Rigid-body interactions between the forklift and the storage shelves are physically simulated, but very fine-grained debris, deformation, and secondary contact effects are approximate.
270
+
271
+ The current release is concentrated on a single warehouse layout family. Future work will broaden environment diversity to additional warehouse, retail, and factory floor plans, will add additional incident types such as spills, dropped pallets, and shelf collapses without forklift involvement, and will broaden variation in worker attire and personal protective equipment.
272
 
273
  ## Contributors
274
 
275
  Nalin Dadhich, Jiajun Li, Robert Denomme, Prahan Reddy Poreddy, Patrick Kim.
276
 
 
 
277
  ## Citation
278
 
279
  If you use SDG-Warehouse in your research, please cite the Cosmos3 technical report:
 
288
  }
289
  ```
290
 
 
 
291
  ## License
292
 
293
+ Released under the Creative Commons Attribution 4.0 International (CC BY 4.0) license.
 
 
294
 
295
  ## Ethical considerations
296
 
297
+ NVIDIA believes trustworthy AI is a shared responsibility, and we have established policies and practices to enable development for a wide array of AI applications. When downloaded or used in accordance with our terms of service, developers should work with their internal model team to ensure this dataset meets the requirements for their relevant industry and use case, and addresses any unforeseen product misuse.
298
 
299
+ SDG-Warehouse is fully synthetic. It contains no real people, no real workplaces, and no real surveillance footage, and it depicts safety-critical events near-misses, collisions, fires, and evacuations — only in simulation. Models trained on it should still be carefully evaluated on real footage before being deployed in any safety-critical setting, and operators should be aware of the sim-to-real gap noted above.
300
 
301
  Please report security vulnerabilities or NVIDIA AI concerns [here](https://www.nvidia.com/en-us/support/submit-security-vulnerability/).
assets/hero_2x2.gif ADDED

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