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    For Labs · 01

    Ground Truth Capture

    Capture technology running inside licensed games. Every signal a sensor rig approximates, logged exactly, on one clock.

    See a recorded session

    A session as it plays: RGB, normals and depth beside the keys as the player presses them.

    The case

    Real-world capture is expensive because the world hides its labels.

    A game engine doesn't. Everything a rig estimates is already a number inside the simulation. We log it.

    SignalReal-world sourceWhat it costs thereOrigin Lab, from the engine
    Depthlidar, stereo rigssparse, noisy, per rig-hourexact, per pixel, per frame
    Pose & skeletonmocap suits, studiosper session, driftsevery entity, every tick
    Segmentationhuman annotationpriced per frame, weeks outexact, zero latency
    Actionsinferred from videolossy, intent unknowntrue inputs, logged
    Events & statehand labelingsampled, inconsistentfull state, every tick
    Edge casesstaged, or waited forrare, sometimes dangerousscripted on demand
    The menu

    25 modalities, in three tiers.

    Core ships in every hour. Add-ons come a la carte. Premium is scoped and captured per order. Everything frame-synced on one clock, at 60 fps. Select a signal to inspect the recorded evidence.

    All six visual signals · one licensed session · 1:00

    One recorded licensed session drives every preview. Switching visual signals carries the clock. Data overlays can be toggled independently and stacked.

    CORE · 9  9 core modalities in every hour, 60 fps, frame-synced on one clock, 100,000+ hours ready to ship.

    ADD-ONS · 6  6 modalities, chosen a la carte, ready on part of the catalog and captured to order for the rest.

    PREMIUM · 10  10 modalities, scoped and captured per order.

    Capture services on top: custom tasks and scenarios, statistical coverage analysis, player webcam and mic with written consent.

    Scene coverage

    Fixed cameras, one environment, synchronized.

    Twenty cameras across a cafe, a lobby, an office and the streets between them, all watching everyday human activity on one clock. Built for teams that train on people moving through real spaces.

    Twenty synchronized camera views of a cafe, corridors, lobby, office and sidewalks
    The glance sheet: every camera position, labeled, from one capture.
    The session record

    Every delivery is a record you can audit.

    Each session ships as synchronized tracks with its capture log: every frame, every event, every gap accounted for. This is a recorded 1:01 session, as we QA it.

    session 81282 · capture.log · schema 5 · 60 fps · 1:01 · 0 pauses · 11,003 state samples · sync drift 0 ms
    0:000:120:240:360:481:01
    Pre-HUD videoH264 · 1920×1080
    Post-HUD videoH264 · 1920×1080
    Surface normalsHEVC444 · 960×540
    Metric depthHEVC · 960×540
    Events & states11,003 state samples
    Player input1,798 events/min
    AudioAAC · worst drift 44.7 ms
    Albedonot captured this session

    Track overview from a recorded delivery. Albedo is intentionally absent: modality selection is configurable.

    Custom capture

    We don't collect footage. We commission it.

    Every order is custom work. Paid capturers play to a mission list: the night drive, the crowded hub, the synchronized multiplayer fight, the behavior your model has never seen. Your task picks the signals, too: rendering teams take RGB, depth, normals and segmentation; geometry teams take posed RGB-D and multi-view; action and behavior teams take inputs, events and state. You specify coverage up front and we measure it on delivery, so you pay for new states, not repeated hours.

    Open-world traversal capture
    Open traversal: long sightlines, foliage, terrain

    Combat: fast motion, many skeletons in frame

    Crowded quest hub capture
    Crowded hub: NPCs, fog, menus in play
    Modern city street capture
    Modern city: traffic, storefronts, straight lines
    Formats

    However your model needs to see it

    Static cameras observing one action from four angles
    Multiview: static cameras observing one action
    360 degree panorama of a hangar
    360: every direction, every frame
    VR session with both tracked hands
    VR: inside the headset, both hands
    First-person driving on a desert trail
    First person, third person, vehicles

    Start with a sample kit.