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This dataset redistributes derivative Gaussian-splat conversions of TableVerse-100K (ByteDance, CC BY 4.0). By requesting access you agree to the same CC BY 4.0 terms, including attribution to the original dataset.

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TableVerse -> Gaussian splats

Real Gaussian splats (.spz) converted from TableVerse-100K (ByteDance, CC BY 4.0) via this project's own analytic, training-free mesh-to-splat converter (splataverse.cli mesh-to-splat --split components, CPU/torch backend). Ingestion of the full ~100k-scene dataset is in progress; scenes are added incrementally as they finish.

Source attribution

  • Dataset: TableVerse-100K, ByteDance (https://huggingface.co/datasets/ByteDance/TableVerse)
  • Paper: Wang, Boyuan et al., "TableVerse: A Large-scale Tabletop Dataset with Real-world Grounded Layouts for Generalizable Manipulation", arXiv:2607.21017
  • License: CC BY 4.0 (this derivative dataset is released under the same terms)

Structure

One self-contained folder per scene:

scene_000123/
  scene.usd            -- references every object below, world-space pose + metadata
  objects/
    fork.spz
    fork_1.spz
    skillet.spz
    ...
  • objects/<clean_name>.spz -- one real Gaussian splat per real object instance in the scene (no deduplication -- every repeated item, e.g. 30 near-identical pretzels, gets its own splat). Names are human-readable, derived from the scene's own semantic label and disambiguated by a numeric suffix for repeats: first instance unsuffixed ("fork"), later ones "fork_1", "fork_2", etc.
  • scene.usd -- a USD stage with one flat Xform per object under /Scene/Objects/<name>, each carrying its real world-space xformOp:transform and custom splat:* attributes: splat:file (the relative path to its .spz), splat:label and splat:distinguishingPhrases (copied from the source dataset's own per-instance annotations), splat:sourceNode (the original glTF node name, for traceability), and splat:gaussianCount. The stage root carries splat:sceneUid (the source dataset's own scene id). This is the same Xform + splat:file-reference convention this project uses for its own articulated/rigged assets -- load a single object directly, or compose the whole scene from scene.usd (each object's .spz already carries its own real position/rotation/scale; the USD does not need to be re-derived to get a full-scene render, only composed).
  • manifest.jsonl -- one row per shard, appended as shards complete; contact_sheet_scenes.png / contact_sheet_objects.png -- grid previews with real object/scene labels, refreshed periodically during ingestion.

Note on deduplication: real content-hash checks (SHA-256 on raw vertex data) confirmed that repeated same-labeled instances within a scene are NOT byte-identical -- each is a genuinely distinct reconstruction, not a shared template with only a transform difference. So there is no viable cross-instance asset library to deduplicate against; every instance here is real, distinct geometry.

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