Sample catalogue
21 samples shown. Procedural samples (source local) ship exact ground truth and are generated offline; the rest are planned downloads from public datasets.
tags
appearance_only
authored_gt
auto_download
benchmark_standard
boxy
breadth
calibrated_lighting
clutter
composite
concave
cone
convex
curvature_change
curved
dense_mesh_gt
elongated
enclosed
exact_gt
foliage
genus1
geometry_only
glossy
high_frequency
hole
indoor
large_planar
large_pool
laser_gt
lighting_variation
low_frequency
low_texture
mixed_quality
multi_object
multi_scale
mvs_standard
no_gt_mesh
occlusion
orthogonal
parameter_variant
pbr_textures
planar
real_capture
registration_required
relighting
repeated_features
revolution
room_scale
scale
scanned_gt
sensor_noise
sharp_edges
small_object
smooth
specular
structured_light_gt
support_surface
texture
textured
textures
thin
thin_geometry
thin_parts
thin_structure
thin_wall
topology
Smooth blob (icosphere with ripple)
obj_sphere_blob
The control case. A smooth, convex, low-frequency surface is where any reasonable method should be near-perfect; a failure here means the pipeline (poses, scale, convergence) is broken, not ...
Vase (surface of revolution)
obj_vase
Concave regions are where 3DGS density collapses and where TSDF fusion fills holes. The pinched neck also creates self-occlusion and grazing angles, which is where normal maps and depth bord...
LEGO brick (body + studs)
obj_lego_brick
Flat faces plus small repeated high-frequency bumps. This is the classic artifact generator: splats over-smooth the edges and merge the studs into a blob, which the F-score at 5 mm catches i...
Capsule / pill (thin, elongated)
obj_capsule_pill
Thin, low-texture, elongated objects are the canonical hard case: SfM under-constrains them and 3DGS tends to grow fat splats around them. Also a clean test of scale estimation along one dom...
Torus ring (genus 1, glossy)
obj_torus_ring
A hole in the mesh breaks naive meshing and voxelisation (the hole gets sealed), and the glossy response tempts an optimiser to explain pixels with shading rather than geometry. Tests topolo...
Chair (planar boxes)
obj_chair
Large flat planes joined at right angles. Planes are easy for humans and hard for volumetric representations: thin sheets must be represented by many near-planar Gaussians, and 90-degree edg...
Table lamp (multi-scale composite)
obj_lamp
A thin stem, a wide base and a flared shade in one object. Scale allocation is the issue: a fixed Gaussian radius that suits the shade destroys the stem, and vice versa.
LEGO tile (2x2 variant of the brick)
obj_studs_tile
Deliberately the same builder as obj_lego_brick with different params. Demonstrates that new samples can be cheap variations (resolution of primitive counts) rather than new code -- useful f...
Tabletop clutter scene
scene_tabletop
Several objects with mutual occlusion on a support surface. This is the first sample where the geometry of one object is inferred from observations that are partly missing, and where "floate...
Room corner with furniture
scene_room_corner
A closed room: three large planar surfaces at a scale ~3x the objects. Tests scale handling and background/foreground separation, and mirrors the Replica-style indoor setting at a fraction o...
not built yet
Blender synthetic -- Hotdog
blender_hotdog
Thin cylindrical structure with sharp colour boundaries. Pairs with our local capsule sample to separate "thin geometry" effects from dataset effects. Ships exact poses, so it isolates geome...
not built yet
Blender synthetic -- LEGO bulldozer
blender_lego
The most widely reported object in the Gaussian Splatting literature, so numbers here are directly comparable to published tables. Glossy plastic with many small edges.
not built yet
Blender synthetic -- Ficus
blender_ficus
Hundreds of thin leaves: the hardest geometry in the classic object set and the one that most cleanly separates a method that recovers thin structure from one that produces fuzzy volumes.
no preview
GSO -- Vtech Roll & Learn Turtle (scanned toy)
gso_household
Real structured-light scan: real albedo, real scan noise, real asymmetry, and no clean symmetry to hide behind. It is the bridge between the analytic tier and full scene captures -- and it i...
not built yet
ABO -- product under multiple HDRI studios
abo_studio
The single most valuable external source for the LIGHTING axis: the same geometry rendered under several unrelated studio environments. A method that is truly geometrically consistent keeps ...
not built yet
Objaverse -- LVIS subset draw
objaverse_lvis
Breadth over depth: sample many categories to check that a conclusion holds beyond hand-picked objects. Mesh quality varies, which is itself a useful stress axis (non-manifold and open meshe...
not built yet
ShapeNet -- chair category
shapenet_chair
A large, orientation-consistent geometry pool for category-level statistics. No real images ship with it, so you must render the lighting yourself -- which makes it a natural companion to Bl...
not built yet
Replica -- office scene
replica_office
A dense, watertight indoor GT mesh with HDR textures: the cleanest scene-level geometry target for indoor 3DGS work. Interior angles and furniture create heavy occlusion, exactly what the lo...
not built yet
Tanks and Temples -- Family (laser GT)
tnt_family
Laser-scan ground truth on a real capture: the reference when you care about absolute geometry rather than appearance. Because it is a point cloud in its own frame, aligned Sim3 metrics are ...
not built yet
DTU -- scan1 (structured-light GT)
dtu_scan1
49-64 views with calibrated lighting and structured-light ground truth: high-precision geometry on a tabletop scene, and the standard MVS protocol that makes results comparable to the MVS li...
not built yet
Mip-NeRF 360 -- Bonsai (NO geometry GT)
mipnerf360_bonsai
Registered as an explicit NEGATIVE example: it has no ground-truth mesh, so it can only be used for appearance metrics. Including it in the catalog makes the "is this valid geometry GT?" que...