The data request structure: an overview#
Below is a line-by-line annotated overview of a complete data request. Click on the name of any object or field for an in-depth look into, its effects and accepted values.
{ //Opening bracket of the root JSON object "datapoints": [ //List of datapoints. Each datapoint will generate a single image and its accompanying metadata and modalities.` { //Opening bracket of the first datapoint "human": { //Settings that will define the construction of the human in the scene "id": //A UUID that defines the identity of the actor in the scene. "head": { //Settings that define the human head "eyes": { //Settings that define eye texture, closure, and direction of gaze "id": //A UUID that defines the texture used in the eyes "target_of_gaze": { //The x, y, and z components of the vector to the target of the eyes' gaze "direction": { //The x, y, and z components of the vector to the target of the eyes' gaze "x": //Direction from side to side "y": //Direction from front to back "z": //Direction from bottom to top }, "distance": //The distance between the eyes and the target of their gaze }, "eyelid_closure": //The amount by which the eyelids are closed }, "hair": { //Settings that define hair style and color "id": //A UUID that defines the actor's hairstyle "color_settings": { "melanin": //The amount of black color in the hair "redness": //The amount of red color in the hair "whiteness": //How much the hair has gone grey or, at higher values, white "roughness": //How diffuse light as it reflects off of the hairs, which defines how shiny or dull the hair is "index_of_refraction": //How much light rays change direction as they travel through the hairs } }, "facial_hair": { //Settings that define facial hair style and color "id": //A UUID that defines the actor's facial hair style "color_settings": { "melanin": //The amount of black color in the facial hair "redness": //The amount of red color in the facial hair "whiteness": //How much the facial hair has gone grey or, at higher values, white "roughness": //How diffuse light as it reflects off of the hairs, which defines how shiny or dull the hair is "index_of_refraction": //How much light rays change direction as they travel through the hairs } }, "eyebrows": { //Settings that define eyebrow style and color "id": //A UUID that defines the actor's eyebrow style "color_settings": { "melanin": //The amount of black color in the eyebrow hairs "redness": //The amount of red color in the eyebrow hairs "whiteness": //How much the eyebrow hairs have gone grey or, at higher values, white "roughness": //How diffuse light as it reflects off of the hairs, which defines how shiny or dull the hair is "index_of_refraction": //How much light rays change direction as they travel through the hairs } }, "location": { //The position of the actor in the scene, using global coordinates "x": //Moves the actor from side to side "y": //Moves the actor from front to back "z": //Moves the actor down and up }, "rotation": { // The rotation of the head about the neck "pitch": //Tilts the head up and down. "yaw": //Turns the head from side to side. "roll": //Tilts the head from side to side. }, "expression": { //The expression on the actor's face: type and intensity "name": //The type of expression, such as happiness or disgust. "intensity": //The intensity of the expression, from 0 to 1. } } }, "accessories": { //Settings that define any accessories worn by the human in the scene. The object's contents vary depending on the accessory - in this case glasses "glasses": { //Settings that define a pair of glasses "id": //The UUID of a specific pair of glasses, which defines its shape "frame_color": //The base color of the glasses frame "frame_metalness": //The reflectivity of the glasses frame "lens_color": //The base color of the glasses lenses "lens_reflectivity": //The amount of light reflected by the lenses "lens_transparency": //The amount of light that passes through the lenses "position": //Where the glasses are being worn } }, "camera": { //Settings that apply to the location, orientation, and parameters of the camera that will render the scene "name": //A label that you can freely give your camera "intrinsic_params": { //Camera intrinsic parameters, that define how it sees the world "projection": //The type of camera projection that should be used "resolution_width": //The number of pixels in the width of the output image "resolution_height": //The number of pixels in the height of the output image "fov_horizontal": //The camera's horizontal field of view, or the number of degrees of arc that the camera covers from side to side "fov_vertical": //The camera's horizontal field of view, or the number of degrees of arc that the camera covers from top to bottom "wavelength": //The type of light that the camera captures, i.e. visible or near-infrared }, "extrinsic_params": { //Camera extrinsic parameters, that define where it is in relation to the world "location": { //The x, y, and z coordinates of the camera in the scene "x": //Moves the camera from side to side "y": //Moves the camera from back to front "z": //Moves the camera down and up }, "rotation": { //The orientation of the camera, defined using yaw, pitch, and raw "yaw": //Turns the camera from side to side. "pitch": //Tilts the camera up and down. "roll": //Tilts the camera from side to side. } } }, "background": { //Settings that apply to the background and ambient lighting in a scene "id": //The UUID of the specific background that you want to place in the scene "transparent": //Whether the background is visible or transparent "rotation": //The orientation of the background relative to the camera and the actor } "lights" { //Settings that apply to special lighting that can be added to a scene. This object's contents vary depending on the lighting in question } } //Closing bracket of the first datapoint. ] //Closing bracket of the datapoint list } //Closing bracket of the root JSON object