Real-world 3D data for training and simulation

Images, camera poses and measured geometry for frontier world models and robotic simulation

Real scenes to sim

Coverage

10,000+ real-world scenes, and no two alike

30M+ camera observations tied to measured geometry and camera position, from real environments

10,000+real-world scenes
30M+camera observations
25 / 8cities / countries
verticals we operate in

Homes, kitchens, living rooms, hotel rooms and suites, commercial floors and construction sites

Where the scenes come fromhover a marker

Who it's for, and how they use it

Two kinds of team read the same library differently. One needs the measurements behind the pixels. The other needs a room a robot can be dropped into

For world-model teams

Train on explicit 3D data from real environments

Explicit 3D data is hard to source. Most public indoor datasets are research-only, and video has nothing measured behind it. We pair source imagery with camera poses and lidar geometry, so your model gets the connection between what a camera saw and the space around it

  • Posed, not just pretty. Every frame carries the camera position it was taken from
  • Metric, not inferred. Lidar geometry behind the imagery, in real units
  • Commercially available. Captured under agreement, not on research-only terms

Four layers, one coordinate frame

SCN · KITCHEN
layer · imagery
imageryposegeometrysemantics
drag to orbit

Schematic stand-in drawn from the real layer stack. Real captures load the same 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

For robotics and simulation teams

Simulate the actual site before deployment

Start with the library. 10,000 captured environments, already more varied than anything a team would build by hand, ready to train in today. When the target site is the whole point, we go and capture that one instead

Train on the library

10,000 real environments, today

Homes, kitchens, hotel rooms and suites, commercial floors and construction sites, across 25 cities in 8 countries. Run the same task across hundreds of real rooms instead of one synthetic warehouse. Delivered as USD, so it loads into Isaac Sim or anything else that reads USD

Available now · nothing to capture
Capture your site

The building you are deploying into

Recreating a facility by hand is weeks of modelling before a robot ever sees it, and the model is stale the moment the racking moves. We capture the building with cameras and lidar and deliver photoreal visuals with measured geometry, simulation-ready. Test against the real layout and clearances, rerun the task, recapture as the site changes

On site · one to two days per property

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

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

How we work together

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