scene_phase large_stringlengths 15 15 | scene_id large_stringlengths 8 8 | phase_index int64 0 2 | phase_name large_stringclasses 3
values | difficulty large_stringclasses 1
value | rpx_ds float64 0.28 0.44 | scene_tier large_stringclasses 3
values | scene_score float64 0.29 0.56 |
|---|---|---|---|---|---|---|---|
scene010.phase2 | scene010 | 2 | clean | easy | 0.421333 | hard | 0.530692 |
scene011.phase0 | scene011 | 0 | clutter | easy | 0.365533 | easy | 0.3555 |
scene011.phase1 | scene011 | 1 | interaction | easy | 0.350933 | easy | 0.3555 |
scene011.phase2 | scene011 | 2 | clean | easy | 0.350033 | easy | 0.3555 |
scene012.phase1 | scene012 | 1 | interaction | easy | 0.286583 | easy | 0.422708 |
scene012.phase2 | scene012 | 2 | clean | easy | 0.345783 | easy | 0.422708 |
scene013.phase2 | scene013 | 2 | clean | easy | 0.375533 | easy | 0.448228 |
scene014.phase2 | scene014 | 2 | clean | easy | 0.416883 | medium | 0.503586 |
scene015.phase0 | scene015 | 0 | clutter | easy | 0.286733 | easy | 0.339533 |
scene015.phase1 | scene015 | 1 | interaction | easy | 0.351133 | easy | 0.339533 |
scene015.phase2 | scene015 | 2 | clean | easy | 0.380733 | easy | 0.339533 |
scene016.phase2 | scene016 | 2 | clean | easy | 0.440233 | hard | 0.542942 |
scene017.phase1 | scene017 | 1 | interaction | easy | 0.378933 | medium | 0.529922 |
scene019.phase0 | scene019 | 0 | clutter | easy | 0.434183 | hard | 0.557081 |
scene021.phase1 | scene021 | 1 | interaction | easy | 0.431925 | medium | 0.481681 |
scene022.phase0 | scene022 | 0 | clutter | easy | 0.301733 | easy | 0.291817 |
scene022.phase1 | scene022 | 1 | interaction | easy | 0.291983 | easy | 0.291817 |
scene022.phase2 | scene022 | 2 | clean | easy | 0.281733 | easy | 0.291817 |
scene023.phase1 | scene023 | 1 | interaction | easy | 0.35945 | easy | 0.421014 |
scene023.phase2 | scene023 | 2 | clean | easy | 0.423408 | easy | 0.421014 |
scene024.phase1 | scene024 | 1 | interaction | easy | 0.318133 | easy | 0.412094 |
scene025.phase1 | scene025 | 1 | interaction | easy | 0.428242 | medium | 0.466844 |
scene025.phase2 | scene025 | 2 | clean | easy | 0.443317 | medium | 0.466844 |
scene026.phase1 | scene026 | 1 | interaction | easy | 0.367933 | easy | 0.4567 |
scene027.phase1 | scene027 | 1 | interaction | easy | 0.394333 | hard | 0.544003 |
scene028.phase1 | scene028 | 1 | interaction | easy | 0.382133 | medium | 0.500117 |
scene029.phase0 | scene029 | 0 | clutter | easy | 0.435033 | easy | 0.413 |
scene029.phase1 | scene029 | 1 | interaction | easy | 0.339533 | easy | 0.413 |
scene030.phase1 | scene030 | 1 | interaction | easy | 0.356233 | easy | 0.43295 |
scene031.phase0 | scene031 | 0 | clutter | easy | 0.400333 | easy | 0.363217 |
scene031.phase1 | scene031 | 1 | interaction | easy | 0.332283 | easy | 0.363217 |
scene031.phase2 | scene031 | 2 | clean | easy | 0.357033 | easy | 0.363217 |
scene032.phase0 | scene032 | 0 | clutter | easy | 0.363383 | easy | 0.38225 |
scene032.phase1 | scene032 | 1 | interaction | easy | 0.423733 | easy | 0.38225 |
scene032.phase2 | scene032 | 2 | clean | easy | 0.359633 | easy | 0.38225 |
scene034.phase0 | scene034 | 0 | clutter | easy | 0.437067 | easy | 0.431028 |
scene034.phase1 | scene034 | 1 | interaction | easy | 0.335633 | easy | 0.431028 |
scene035.phase1 | scene035 | 1 | interaction | easy | 0.387975 | easy | 0.414164 |
scene035.phase2 | scene035 | 2 | clean | easy | 0.339733 | easy | 0.414164 |
scene036.phase0 | scene036 | 0 | clutter | easy | 0.427183 | medium | 0.492242 |
scene036.phase1 | scene036 | 1 | interaction | easy | 0.423883 | medium | 0.492242 |
scene037.phase1 | scene037 | 1 | interaction | easy | 0.379133 | easy | 0.448586 |
scene037.phase2 | scene037 | 2 | clean | easy | 0.429333 | easy | 0.448586 |
scene038.phase0 | scene038 | 0 | clutter | easy | 0.416433 | easy | 0.453461 |
scene038.phase1 | scene038 | 1 | interaction | easy | 0.379833 | easy | 0.453461 |
scene004.phase0 | scene004 | 0 | clutter | easy | 0.433933 | easy | 0.459281 |
scene004.phase2 | scene004 | 2 | clean | easy | 0.392333 | easy | 0.459281 |
scene047.phase2 | scene047 | 2 | clean | easy | 0.407633 | medium | 0.503744 |
scene048.phase2 | scene048 | 2 | clean | easy | 0.408533 | medium | 0.496181 |
scene051.phase0 | scene051 | 0 | clutter | easy | 0.4031 | easy | 0.426236 |
scene051.phase1 | scene051 | 1 | interaction | easy | 0.433675 | easy | 0.426236 |
scene051.phase2 | scene051 | 2 | clean | easy | 0.441933 | easy | 0.426236 |
scene053.phase0 | scene053 | 0 | clutter | easy | 0.377983 | easy | 0.421325 |
scene053.phase2 | scene053 | 2 | clean | easy | 0.410733 | easy | 0.421325 |
scene054.phase0 | scene054 | 0 | clutter | easy | 0.405267 | easy | 0.407875 |
scene054.phase2 | scene054 | 2 | clean | easy | 0.349233 | easy | 0.407875 |
scene055.phase0 | scene055 | 0 | clutter | easy | 0.358183 | easy | 0.403175 |
scene055.phase1 | scene055 | 1 | interaction | easy | 0.426633 | easy | 0.403175 |
scene055.phase2 | scene055 | 2 | clean | easy | 0.424708 | easy | 0.403175 |
scene056.phase1 | scene056 | 1 | interaction | easy | 0.357083 | medium | 0.474803 |
scene057.phase0 | scene057 | 0 | clutter | easy | 0.425167 | easy | 0.414489 |
scene057.phase1 | scene057 | 1 | interaction | easy | 0.420167 | easy | 0.414489 |
scene057.phase2 | scene057 | 2 | clean | easy | 0.398133 | easy | 0.414489 |
scene058.phase2 | scene058 | 2 | clean | easy | 0.415233 | medium | 0.509889 |
scene059.phase0 | scene059 | 0 | clutter | easy | 0.395333 | easy | 0.427314 |
scene059.phase2 | scene059 | 2 | clean | easy | 0.422133 | easy | 0.427314 |
scene006.phase1 | scene006 | 1 | interaction | easy | 0.41505 | medium | 0.489561 |
scene060.phase0 | scene060 | 0 | clutter | easy | 0.405633 | easy | 0.418358 |
scene060.phase2 | scene060 | 2 | clean | easy | 0.383633 | easy | 0.418358 |
scene066.phase0 | scene066 | 0 | clutter | easy | 0.432083 | easy | 0.431617 |
scene066.phase1 | scene066 | 1 | interaction | easy | 0.397733 | easy | 0.431617 |
scene068.phase0 | scene068 | 0 | clutter | easy | 0.392533 | easy | 0.4241 |
scene068.phase2 | scene068 | 2 | clean | easy | 0.436133 | easy | 0.4241 |
scene069.phase0 | scene069 | 0 | clutter | easy | 0.415983 | medium | 0.465783 |
scene069.phase1 | scene069 | 1 | interaction | easy | 0.422533 | medium | 0.465783 |
scene070.phase0 | scene070 | 0 | clutter | easy | 0.413383 | medium | 0.512422 |
scene071.phase0 | scene071 | 0 | clutter | easy | 0.438075 | easy | 0.383097 |
scene071.phase1 | scene071 | 1 | interaction | easy | 0.381383 | easy | 0.383097 |
scene071.phase2 | scene071 | 2 | clean | easy | 0.329833 | easy | 0.383097 |
scene072.phase0 | scene072 | 0 | clutter | easy | 0.415583 | medium | 0.481444 |
scene073.phase2 | scene073 | 2 | clean | easy | 0.430817 | easy | 0.460828 |
scene075.phase0 | scene075 | 0 | clutter | easy | 0.324933 | easy | 0.368833 |
scene075.phase1 | scene075 | 1 | interaction | easy | 0.372833 | easy | 0.368833 |
scene075.phase2 | scene075 | 2 | clean | easy | 0.408733 | easy | 0.368833 |
scene077.phase2 | scene077 | 2 | clean | easy | 0.426033 | medium | 0.461872 |
scene008.phase1 | scene008 | 1 | interaction | easy | 0.331933 | easy | 0.432639 |
scene008.phase2 | scene008 | 2 | clean | easy | 0.426333 | easy | 0.432639 |
scene086.phase2 | scene086 | 2 | clean | easy | 0.383733 | medium | 0.500372 |
scene009.phase2 | scene009 | 2 | clean | easy | 0.431533 | medium | 0.529517 |
scene090.phase1 | scene090 | 1 | interaction | easy | 0.432183 | medium | 0.464608 |
scene090.phase2 | scene090 | 2 | clean | easy | 0.409433 | medium | 0.464608 |
scene091.phase1 | scene091 | 1 | interaction | easy | 0.372442 | medium | 0.513653 |
scene092.phase0 | scene092 | 0 | clutter | easy | 0.406483 | easy | 0.406911 |
scene092.phase1 | scene092 | 1 | interaction | easy | 0.355017 | easy | 0.406911 |
scene093.phase0 | scene093 | 0 | clutter | easy | 0.414733 | easy | 0.419153 |
scene093.phase1 | scene093 | 1 | interaction | easy | 0.418192 | easy | 0.419153 |
scene093.phase2 | scene093 | 2 | clean | easy | 0.424533 | easy | 0.419153 |
scene094.phase1 | scene094 | 1 | interaction | easy | 0.278883 | easy | 0.450914 |
scene095.phase1 | scene095 | 1 | interaction | easy | 0.438308 | hard | 0.536622 |
scene097.phase2 | scene097 | 2 | clean | easy | 0.415133 | medium | 0.485528 |
RPX: Robot Perception X
A real-world RGB-D benchmark for evaluating robot perception under embodied deployment conditions.
Dataset at a glance
| Multi-object scenes (MOS) | 100 (scene001 to scene100, 3 phases each: clutter / interaction / clean) |
| Single-object scenes (SOS) | 70 selected objects (one 360 collection per object) |
| Frame manifest rows | 110,000 (75,000 MOS + 35,000 selected SOS) |
| MOS mask-object rows | 2,100 local mask IDs mapped to global object IDs |
Scene renames are documented in manifest/scene_name_mapping_v1.csv,
mapping original scene names to scene001 through scene100.
The Hugging Face Dataset Viewer exposes multi_object as structured split
tables and includes a media_preview config with an actual image media column:
one video-layout RGB, depth, and mask preview still for each MOS phase.
Effort-Stratified Difficulty (ESD)
ESD is the difficulty protocol used to split multi-object scenes. Each
sceneXXX.phaseY receives an RPX Difficulty Score (rpx_ds); higher scores
indicate harder perception conditions. The score is produced by
effort_stratified_v1 using primary_method: mean_pn, a weighted aggregate of
the normalized feature set recorded in splits/scene_splits.json.
The released split files expose two levels:
| level | where | construction |
|---|---|---|
| phase-level splits | splits/easy.txt, medium.txt, hard.txt and CSV copies |
all 300 scene phases are sorted by rpx_ds and tertile-cut into 100 easy, 100 medium, 100 hard entries |
| scene-level tiers | splits/scene_splits.json |
each scene score is the mean of its three phase scores, then 100 scenes are tertile-cut into 33 easy, 33 medium, 34 hard scenes |
Because scene tiers are aggregated, a hard scene can still contain an easy phase. Use the phase-level split when downloading or evaluating MOS tasks.
The ESD feature weights are fully accounted for in
splits/scene_splits.json: 27 feature names, 27 weights, no missing weights,
and total weight 1.0. iter_mean and iter_max each carry weight 0.125;
the other 25 features each carry weight 0.03.
| feature group | features |
|---|---|
| refinement effort | iter_mean, iter_max |
| object complexity | obj_mean, obj_std, obj_consist |
| occlusion | occ_mean, occ_p90, occ_heavy |
| depth quality | depth_invalid, depth_invalid_mask, depth_std, depth_std_mask |
| image appearance | specular, dark |
| mask/visibility stability | area_cv, area_drop, vis_instability |
| motion and trajectory | trans_mean, trans_p90, rot_mean, rot_p90, jerk |
| fisheye quality | fisheye_dark, fisheye_bright, fisheye_sharpness, fisheye_corr, fisheye_texture |
The split tables include the final rpx_ds, difficulty, scene_tier, and
scene_score fields for Dataset Viewer filtering. Raw per-feature values are
not duplicated in those tables; splits/scene_splits.json is the source of
truth for the score/tier assignments and the feature/weight provenance.
Modality inventory
The table below describes this cleaned release. cam_pose_icp is not included in this cleaned release.
Use manifest/frames_v1.parquet and the identity manifests under manifest/
as the source of truth.
| modality | files | bytes |
|---|---|---|
cam_pose |
110,000 | 163.3 MB |
depth |
110,000 | 16.9 GB |
fisheye |
220,000 | 63.4 GB |
rgb |
110,000 | 41.0 GB |
masks |
110,000 | 341.7 MB |
Quick start
pip install "rpx-benchmark[hub]"
hf auth login
from rpx_benchmark.dataset_hub import download_for_task
# Pull just RGB + masks for the Easy difficulty tier β never the whole repo.
res = download_for_task(task="segmentation", split="easy",
repo_id="IRVLUTD/RPX")
print(res.local_dir, res.matched_scenes)
# Or from the CLI:
python -m rpx_benchmark.dataset_hub.cli download \
--task segmentation --split easy \
--repo-id IRVLUTD/RPX
A subsequent call for a different task on the same split (e.g.
relative_pose) reuses the cached RGB tars and only fetches the new
modality (cam_pose) as the delta.
Repo layout
IRVLUTD/RPX/
βββ manifest/
β βββ frames_v1.parquet # per-frame metadata
β βββ scene_name_mapping_v1.csv # original scene names to scene001..scene100
β βββ selected_sos_objects_v1.csv # selected 70-object SOS catalog
β βββ selected_sos_objects_v1.parquet # Dataset Viewer SOS catalog table
β βββ object_catalog_v1.json # SOS object/global-ID catalog
β βββ mos_raw_mask_object_map_v1.csv # MOS local mask IDs from sam2 metadata
β βββ mos_mask_object_map_v1.csv # MOS local mask IDs joined to SOS global IDs
β βββ mos_mask_object_map_v1.parquet # parquet copy of the MOS map
β βββ current.json # default version per label modality
βββ splits/
β βββ scene_splits.json
β βββ easy.txt medium.txt hard.txt # phase-level split IDs
β βββ easy.csv medium.csv hard.csv # human-readable split tables
β βββ easy.parquet medium.parquet hard.parquet # Dataset Viewer split tables
βββ preview/
β βββ media_preview.parquet # Dataset Viewer image media table
β βββ data_studio_preview.csv # preview index with source shard links
β βββ image_examples/preview/ # source JPEGs for the media preview
βββ scenes/<scene_id>/<phase>/ # MOS
β βββ rgb.tar depth.tar fisheye.tar
β βββ labels/{cam_pose,masks,masks_aux,sam2_meta}/v1.tar
βββ objects/<object_id>/0/ # SOS
β βββ (same modality structure)
βββ objects_meta/ # questionnaire dedup
β βββ _index.json
β βββ <object_id>/questionnaire.json
βββ README.md β this file
Object identity manifests
SOS objects use dataset-wide IDs from manifest/selected_sos_objects_v1.csv
and manifest/object_catalog_v1.json.
| field | meaning |
|---|---|
global_object_id |
New integer ID, 1 to 70 |
source_catalog_id |
Original catalog/PDF ID, kept as a string such as 88.2 |
object_id |
Actual folder name, such as mug.2 |
questionnaire_path |
Linked questionnaire under objects_meta/<object_id>/questionnaire.json |
MOS masks use local IDs. A local_mask_id is only meaningful within one
scene_id + phase; it is not a global object ID. The raw source is
scenes/<scene_id>/<phase_index>/labels/sam2_meta/v1.tar:sam2/mask_to_object.json.
Use manifest/mos_mask_object_map_v1.csv or
manifest/mos_mask_object_map_v1.parquet to join MOS masks to SOS objects:
scene_id,phase,local_mask_id,object_id,global_object_id,source_catalog_id,object_name
scene001,phase0,2,boot.2,11,18.2,boot
That row means scene001/0 mask ID 2 is boot.2, whose global object ID
is 11, with questionnaire
objects_meta/boot.2/questionnaire.json and SOS template objects/boot.2/.
Tasks
Multi-object (use a difficulty split)
| recipe | inputs β labels |
|---|---|
monocular_depth |
['rgb'] β ['depth'] |
rgbd_segmentation |
['depth', 'rgb'] β ['masks'] |
segmentation |
['rgb'] β ['masks'] |
relative_pose |
['rgb'] β ['cam_pose'] |
rgbd_relative_pose |
['depth', 'rgb'] β ['cam_pose'] |
stereo_depth |
['fisheye'] β ['depth'] |
object_tracking |
['rgb'] β ['masks'] |
vqa |
['rgb'] β ['questionnaire', 'vqa'] |
Single-object (no split β these are object templates)
| recipe | inputs β labels |
|---|---|
object_templates |
['rgb'] β ['masks'] |
object_templates_rgbd |
['depth', 'rgb'] β ['masks'] |
object_pose_library |
['depth', 'rgb'] β ['cam_pose', 'masks'] |
Label versioning
Labels live at labels/<name>/v<N>.tar. Newer versions land at new
paths; old versions stay reachable for reproducibility.
| modality | current version |
|---|---|
masks |
v1 |
masks_aux |
v1 |
sam2_meta |
v1 |
cam_pose |
v1 |
To pin to a specific version:
download_for_task(
task="relative_pose", split="easy", repo_id="itaykadosh/RPX",
label_versions={"cam_pose": "v1"}, # don't auto-upgrade to v2
)
Citation
@misc{rpx2026,
title = {RPX: Robot Perception X β A real-world RGB-D benchmark for
embodied perception},
author = {IRVL UT Dallas},
year = 2026,
url = {https://huggingface.co/datasets/itaykadosh/RPX},
}
License
Released under the cc-by-4.0 license.
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