WorldRover: A Scalable Synthetic Video Data Engine for World Exploration with Rich Annotations
Organizations: Alaya Lab · The University of Tokyo
Abstract
Learning to generate or reconstruct explorable worlds requires video paired with more than RGB: camera motion, scene geometry, temporal correspondence and, for interactive models, control signals. Real capture can provide some of these signals, but dense geometry and long-range correspondence usually rely on estimation or specialised instrumentation. Rendering provides these quantities directly, yet existing synthetic resources rarely combine them on the same frames while also supporting controlled changes of viewpoint and appearance. We introduce WorldRover, a data engine for generating richly annotated, long-range explorations of artist-built environments. At its core, WorldRover-Engine is an Unreal Engine pipeline that executes and offline-renders minute-scale routes while preserving their full trajectories and scene geometry. The same exploration can be replayed from first-person, third-person, and 360 panoramic cameras under different environmental states. Using WorldRover-Engine, we construct WorldRover-10M, whose sequences pair RGB with metric depth, camera trajectories, and trajectory-derived action signals throughout each exploration. Third-person subsets additionally provide dense optical flow, long-range 2D/3D point tracks with visibility, and a character trajectory distinct from the camera trajectory. The engine can render a traversal from first-person, third-person and 360 panoramic viewpoints, under different environmental states or with a neutral white material, while preserving the route and scene geometry. WorldRover therefore turns long-horizon world exploration into a scalable data-generation problem, providing supervision for models that must build, maintain, and revisit coherent representations of an explorable world.
Figures & tables
| Data, when present | Contents |
| RGB video | H.264, hardware-encoded |
| Depth | 16-bit log-quantized, FFV1 lossless, decode sidecar |
| Optical flow | 16-bit affine-quantized, FFV1 lossless, decode sidecar (third-person only) |
| Point tracks | per-track 3D position, 2D projection and visibility, per frame (third-person only) |
| Camera trajectory | per-frame pose and intrinsics of the rendered camera |
| Character trajectory | per-frame pose and speed (third-person only) |
| Engine/library capacity | |||||
| Environments | 30+ artist-built UE scenes, interior to city scale | ||||
| Lighting states | day, dawn, evening, sunset, night | ||||
| Weather states | clear, overcast, fog, snow | ||||
| Materials | textured render or untextured white model | ||||
| Characters | 70+ animated humanoids, animals and creatures | ||||
| Routes | navmesh planner, reactive explorer, manual recording | ||||
Synthetic Data Generation
Synthetic data generation creates artificial examples, simulations, and datasets to train, test, or protect machine-learning systems.
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