Rights-cleared data from real spaces

Digitizing the world for physical AI

We capture diverse physical spaces in photoreal 3D and turn them into environments robots and world models can train in

Real scenes to sim

Who it's for

Robotics teamsmanipulation and navigation policies that have to survive real rooms
World-model companiesgenerative video and 3D models that need posed, metric ground truth
Simulation teamsUSD environments that drop straight into an existing stack
University labsscenes you can cite, share and reproduce
VLA research groupslanguage-grounded tasks in spaces nobody staged for a demo

Coverage

8,000+ real scenes, and no two alike

Homes inside and out, kitchens, living rooms, hotel rooms and suites, commercial floors and construction sites, captured across 25 cities in 8 countries and growing 20% a month

8,000+real scenes captured
25M+posed images
25 / 8cities / countries
Residential Hospitality Commercial Outdoor
verticals we operate in
Where the scenes come fromhover a marker

Example scene

A real space in the delivery format, splat, lidar, collision, poses and USD

A Nucleus capture of a two-bedroom apartment in British Columbia, kitchen and living room in viewResidential · Two-bedroom apartment · British Columbia

Two-bedroom apartment Kitchen, living room, bedroom and bathroom

Residential · British Columbia

splat.plycloud.lascollisionposesUSD

Everything a scene comes with

Five layers, one coordinate frame, so a pixel in any image resolves to a point in the room. Hover a layer to see the files

Core

Imagery

Fisheye and undistorted frames from three cameras, operator and rig masked out

  • camera_0..2/fisheye + perspective frames
  • masks/human and device masks, per frame
Core

Pose

Where every frame was taken from, at 10 Hz, with IMU at 200 Hz

  • poses.csvcamera-to-world, TUM format
  • high_frequency_poses.csvIMU, 200 Hz
  • colmap/cameras.bin · images.bin · points3D.bin
Core

Geometry

Photoreal splat for perception, lidar and collision proxy for contact, navmesh for the floor

  • splat.plyGaussian splat
  • cloud.laslidar point cloud, metric
  • collision.objdecimated proxy
  • navmesh.objwalkable floor
In build

Semantics

Every object named and boxed, in 2D and as an oriented 3D box

  • instances.jsonclass · instance id · source frame
  • bbox2d · bbox3dcentre, size, quaternion
Core

Sim export

Loads into Isaac Sim as delivered, splat for what the robot sees, proxy for what it touches

  • scene.usdzUSD scene, proxy split from splat
  • camera.jsonintrinsics + extrinsics
Spec sheetper scene, as delivered
RGB trajectories
Multi-view RGB sequences through real environments
Camera calibration
Intrinsics and timestamped 6-DoF camera poses
Metric depth
Per-frame depth aligned to RGB
3D scene
Registered point cloud and/or Gaussian splat
Coordinate system
Metric, right-handed, Z-up world coordinates
Scene scale
Indoor and real-world environments, from rooms to large facilities
Optional labels
Human and device masks, semantic masks, 2D boxes, oriented 3D boxes
Packaging
One structured folder per scene, with metadata and documentation

Built for simulation and for training

The same scene serves a simulation team and a world-model team, they just read different layers

For simulation

Load the room, add your robot

The scene is a static, photoreal environment: splat for what the robot sees, collision proxy for what it touches, navmesh for where it can go. Objects to manipulate are added as separate assets on top, so you control what is graspable

  • Isaac Sim / Isaac Lab, or any engine that reads USD
  • GPU-parallel RL with a lightweight proxy
  • Same task across hundreds of real rooms
For training

Posed images, depth and novel views

World-model and perception teams take the registered still frames with camera poses, depth rendered from the lidar cloud, and re-renders of the splat along any camera path you choose

  • 25M+ posed images across the library
  • Per-frame depth and intrinsics
  • Novel-view re-renders from the splat

Running in simulation today

Isaac SimA delivered scene loaded from USD, stage tree and all
RoboCasaA manipulator working in a captured kitchen, objects added on top

Research areas

Indoor navigation and mapping

SLAM, exploration and path planning through rooms nobody staged

Mobile manipulation

Approach, position and reach in real kitchens, suites and living rooms

World models

Predict a room from a viewpoint the camera never visited

Scene reconstruction

Train and benchmark against lidar-backed metric geometry

Sim-to-real transfer

Train in a photoreal twin, test in the room it was captured from

Depth and pose estimation

Supervise monocular depth and camera pose from registered captures

Instance segmentation

Objects in cluttered, lived-in interiors rather than staged sets

VLA and language grounding

Tie instructions to objects that have a real position and size

Long-horizon planning

Multi-room tasks across a whole property, inside and out

Open a scene. Watch it fill in

Scroll through the five layers a training pipeline reads. Perception reads the splat and the point cloud behind it; physics reads the collision proxy; evaluation reads the camera track and the labelled instances

SCN · KITCHEN
layer · imagery
imageryposegeometrysemanticssim
drag to orbit

Schematic stand-in drawn from the real layer stack. Real captures load the same five layers, ask for the sample pack to run them yourself

01 · Imagery

What the cameras saw

Raw fisheye and undistorted perspective frames from three cameras, with human and device masks so the operator never ends up in the scene

02 · Pose

Where every frame was taken from

COLMAP sparse reconstruction for both image sets. Device trajectory at 10 Hz, IMU at 200 Hz. Delivered camera-to-world in TUM format

03 · Geometry

The room, measured

Gaussian splat PLY for photoreal rendering, lidar point cloud for structure, a decimated collision mesh and a per-scene navigation mesh

04 · Semantics in build

Every object, named and boxed

Per-frame instance labels: class, instance id, source image, 2D box, and a 3D oriented box with centre, size and quaternion, fused from imagery, poses and 3D coordinates

05 · Sim export

Drop it into Isaac Sim

A USD scene with the collision proxy separated from the splat, plus camera intrinsics and extrinsics as JSON. Splats carry perception; proxies carry contact

How we work together

Start with the sample pack, the shortest path to knowing whether this data fits your stack

The gap isn't capture, it's everything between a scan and a running environment

We turn what comes back from a capture into assets a lab can load the same day

capture
run
01

Capture

One to two days on site with a PortalCam

fisheye + perspective + IMU
02

Register

Images, trajectory and lidar solved into one frame

COLMAP sparse + poses
03

Reconstruct

Gaussian splat for appearance, lidar surface for structure

splat PLY + LAS
04

Simplify

Collision proxies at the level physics needs, plus a navmesh

collision mesh + navmesh
05

Label

Instances fused from images, poses and 3D coordinates

3D oriented boxes
06

Run

USD scene, splat for perception, proxies for contact

Isaac Sim / Isaac Lab

Built to compound

Every capture adds a rights-cleared scene to the library. 8,000 today, growing 20% month over month, with an API on the way

Capturenew spaces every week
Rights clearedbefore the scan
Library grows+20% month over month
APIComing soon
Library growth at the current rate20% / month, compounding
8,000+ today+20% month over month100,000 scenes targeted by end of 2027