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Tabletop Scene Restoration Dataset - Target Layouts
This dataset holds the target state of a scene restoration task: each scene should be restored to the arrangement given here.
source.scene on each object identifies its scene and can be used to pair with other data from the same batch.
- Scenes: 100
- Scene types: bathroom_vanity 22, coffee_table 9, dining_table 11, dressing_table 24, kitchen_counter 10, office_table 24
- Objects moved per scene: 1-3
Directory layout
scenes/<scene_type>/<level>/<scene_name>/
├── layout.json scene layout of this dataset
├── render.png render of this layout
└── meta.json list of moved objects and validation record
assets/ all GLB models referenced by this dataset
manifest.json dataset listing and statistics
The dataset is self-contained: every referenced model lives under assets/, there are no absolute paths, and no external asset library is required.
Layout JSON format
{
"scene_settings": {
"units": "centimeters",
"up_axis": "Z",
"rotation_convention": "absolute_quaternion_xyzw",
"scene_offset": [x, y, z] // meters, see below
},
"item_placement_zone": [xmin, xmax, ymin, ymax], // centimeters, table extent
"objects": [
{
"instance": "3_bowl_0",
"position": [x, y, z], // cm, model origin, not bbox center
"size": [sx, sy, sz], // cm, (x, y) horizontal extents, z height
"rotation": [x, y, z, w], // absolute quaternion
"resolved_glb": "<uid>.glb", // model file to load from assets/
"selected_uid": "<uid>"
}
]
}
Notes:
positionis the model origin (not the bounding-box center), in centimeterssizeis the object's target extent; the model is already scaled to match it.(x, y)are the horizontal extents andzis the height. A model's own local up-axis may not align withz, so orient it usingsizeas the referencerotationis the complete absolute orientation as a quaternion in[x, y, z, w]order. Apply it directly, per object, and do not compose any additional rotation on top- When an object rests flat on the table,
position[2]is approximatelysize[2] / 2
What is scene_offset?
Each object's position is given in the scene's own local frame, whose origin is one corner of the table (the lower-left corner of item_placement_zone), in centimeters. Using that frame as-is would stack every scene's table in the same place.
scene_settings.scene_offset (in meters) is the translation that moves these local coordinates into a shared world frame:
world_x = position_cm[0] * 0.01 + scene_offset[0]
world_y = position_cm[1] * 0.01 + scene_offset[1]
world_z = position_cm[2] * 0.01 + scene_offset[2]
In this dataset the effect is: the table is centered on the origin along x, and its near long edge sits at y = 0.10 m, i.e. the table occupies x in [-W/2, +W/2] and y in [0.10, 0.10 + D], where W and D are the table's horizontal and depth span in item_placement_zone. The z component is always 0.
Notes:
- It is only a suggested placement. You may ignore it and lay each scene out in its own local frame instead; the relative arrangement of objects inside a scene is unaffected
scene_offsetis a pure translation - no rotation, no scaling- For an object resting flat on the table,
world_zis its height above the table, and the tabletop corresponds toworld_z = 0
Renders
Renders use the native layout coordinate frame. They are meant only for visually checking scene contents and object placement.
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