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Photorealistic synthetic data for computer vision,
built from production 3D environments

Built by artists, ready for training. Evermotion prepares photorealistic 3D scenes for synthetic data for computer vision.
You render in your own pipeline - masks, classes, geometry and cameras come straight from the scene.

18 000+

ready-made 3D assets, plus thousands of complete scenes

Since 2005

photorealistic 3D content for commercial clients worldwide

461

Evermotion scenes used to build Apple's Hypersim dataset

Production work for

Maxon · Chaos · Google · META · Adobe · Goethe-Universität · Emergent Design

Logistics hub with sortation conveyors
Archinteriors environment
Industrial hall with overhead crane rails
Archinteriors environment
Convenience store interior
Archinteriors environment
Open-plan office with cluttered desks
Archinteriors environment
Warehouse racking aisle with pallets
Archinteriors environment
Cluttered children’s room seen from above
Archinteriors environment
Office workstations seen from above
Archinteriors environment
Indoor playground with soft padded blocks
Archinteriors environment
Parcel sortation line
Archinteriors environment

Apple's Hypersim was built
on Evermotion scenes

Hypersim, Apple's photorealistic synthetic dataset for holistic indoor scene understanding, was generated from 461 Evermotion Archinteriors scenes: dense per-pixel semantic and instance labels, ground-truth geometry and camera parameters for every image. An independently documented example of Evermotion environments used for computer vision at scale, released by Apple as one of the public datasets researchers rely on for indoor scene understanding.

461

Evermotion scenes

77 400

photorealistic images rendered

74 619

images in the public release

Source: Hypersim, Apple Machine Learning Research · apple/ml-hypersim on GitHub. Public counts re-checked before release.

The render is only one layer.
Switch through the data underneath it.

Every layer below comes from the same camera, frame and scene state of one prepared Evermotion scene. The web images are display transforms; the delivered package keeps the numeric EXR data. Which layers a project receives is agreed before production.

Photorealistic RGB render of the example bar interior, camera 001 Instance ID mask of the same frame, one color per object Validated segmentation masks and bounding boxes over the same frame WireColor ID mask of the same frame Shading normals pass of the same frame Geometry normals pass of the same frame Depth pass of the same frame, display transform Source color pass of the same frame Material albedo pass of the same frame
Camera 001 · 2560 × 1440 · Corona

Photorealistic RGB

The final beauty render: the appearance domain the model will see. Path-traced lighting, physically based materials, real-world scale.

rgb / beauty

Instance identity

Every uniquely named object gets its own ID, so instance and semantic masks are derived from the scene rather than drawn by hand. 493 objects in this example, no ID collisions.

CMasking_Cryptomatte_NodeName

Validated masks

Object recognition grounded in the 3D scene: segmentation masks and bounding boxes come straight from the scene geometry and are validated against the manifest - ready-made supervision for detection and recognition models.

masks / 2D boxes / class labels

WireColor IDs

A second, independent identity channel. 493 unique colors, zero collisions, gamma-decoded before matching against the linear manifest.

CMasking_WireColor

Shading normals

Per-pixel surface orientation as shaded, including normal maps. Useful for surface and lighting-aware tasks.

CGeometry_NormalsShading

Geometry normals

Surface orientation from the mesh geometry only, without shading tricks. Pairs with depth and world position for 3D supervision.

CGeometry_NormalsGeometry

Depth

ZDepth EXR is present for every view. Its range, units and numerical convention are documented and validated for the selected renderer before it is delivered as metric depth.

CGeometry_ZDepth

Source color

Material color before lighting. A diagnostic layer for material-aware tasks and for auditing what the renderer was given.

CShading_SourceColor

Material albedo

A diagnostic reflectance pass, not a base-color texture. Included when the task calls for it.

CShading_Albedo

Start with the model objective.
Then configure the dataset around it.

  1. Cluttered children's room scene used for small-object and occlusion coverage
    Step 1 of 3

    Define

    You and your computer vision engineers define the task: target classes, edge cases, viewpoints, output formats and success criteria - for object detection, segmentation or other computer vision applications, from autonomous vehicles to industrial inspection. We review the brief with you and propose a feasible data scope.

  2. Overview of RGB, semantic classes, instance IDs and validated masks for one frame
    Step 2 of 3

    Configure

    We map the scene: taxonomy, object structure, materials, cameras and variations are prepared to the brief. Missing scenarios, props or layouts are built or adapted.

  3. Alternative camera view of the example bar interior
    Step 3 of 3

    Deliver

    Selected passes, annotations, camera models, machine-readable manifests and the disclosed QA result ship together.

Only the outputs your task needs

We do not force every project into one annotation package. Evermotion scenes are editable, structured production assets: mapped to your taxonomy, rendered as multi-view synthetic data and exported with the ground truth the task actually needs.

From structured scenes

Pixel-aligned ground truth

Depending on the task, one scene state can produce RGB together with instance identity, object IDs, shading and geometry normals, world position, alpha, source color and diagnostic albedo.

Cryptomatte IDsWireColor IDsnormalsworld positionalpha
Configured per project

Annotations in your schema

Raster semantic masks, visible 2D boxes, class mappings, occlusion rules and material taxonomies are generated after the target task and acceptance tests are agreed. Systematic variation is defined as a project-specific domain randomization plan.

semantic masks2D boxesclient taxonomyocclusion rules
From structured scenes

Cameras and 3D geometry

Cameras ship with derived 3×3 intrinsics and camera-to-world poses. Objects can carry stable IDs, semantic classes, oriented 3D bounding boxes and real-world dimensions.

intrinsicscamera-to-world pose3D OBBdimensions
Documented per delivery

Verification you can inspect

A delivery can include machine-readable manifests, semantic coverage, transform and scale checks, object separation checks, material coverage and disclosed advisories. Thresholds are agreed per project, so QA describes the delivered data rather than acting as a badge.

manifestcoveragescale checksadvisories

From production scene to structured data.
One inspectable example.

A documented example of preparing an existing Evermotion scene for synthetic data. It demonstrates the workflow; taxonomy, cameras, passes, formats and acceptance scope remain project-specific. Reflective glass, polished stone, foliage, thin geometry, repeated furniture and dense tableware create overlapping targets, narrow boundaries and partial visibility - relevant conditions for indoor perception data.

493

uniquely named scene objects

34

mapped semantic classes

11.87M

renderable triangles

229

tracked materials

14

views with exported camera models

27

render elements per view

Camera 001, wide spatial overview of the bar interior
Camera 001 · wide spatial overview
Camera 002 view of the bar interior
Camera 002
Camera 004 view of the bar interior
Camera 004
Camera 006 view of the bar interior
Camera 006
Camera 012 view of the bar interior
Camera 012
Camera 013 view of the bar interior
Camera 013

Stable scene state, different poses, focal lengths and occlusion patterns. Each frame includes derived 3×3 intrinsics and a camera-to-world transform. They reproduce the render camera; they are not physical-target calibration.

Evidence from the manifests.
The limits are recorded too.

{
  "scene_id": "AIXXX_001_Corona_test_SDR_CV100",
  "renderer": "Corona 15 Hotfix 2",
  "scene_complexity": {
    "objects": 493,
    "semantic_classes": 34,
    "triangles": 11865783,
    "materials_tracked": 229,
    "camera_views": 14,
    "render_elements_per_view": 27
  },
  "production_verification": {
    "shots_completed": "14/14"
  },
  "validator_result": {
    "grade": "A",
    "readiness_checks": "8/8 (internal rubric)",
    "semantic_rule_precision_percent": 99.8,
    "material_full_classification_percent": 79.04,
    "external_certification": false
  }
}

Curated extract for the website: scene complexity, validator result, WireColor audit, camera example and the selected render-pass contract. Full manifests on request.

CheckResult and disclosed caveat
Semantic assignment493/493 objects assigned; 99.8% mapped through specific semantic rules
WireColor audit493 unique colors, 0 collisions; gamma 2.2 decoded before linear-manifest matching
Mesh readiness0 semantic merge blockers; 30 non-blocking topology and complexity advisories retained
Material metadata229/229 tracked; 79.04% fully classified
Camera modelDerived intrinsics plus camera-to-world extrinsics; no physical target calibration claimed
Depth statusZDepth EXR present; range and convention require qualification before metric use

This is what your training data
starts from

A short selection of Evermotion interiors and exteriors as they leave the studio: path-traced, physically based, real-world scale. Every environment here can be prepared for synthetic data capture. Click to view full size.

Photorealism is an input.
Real-world validation is the test.

Synthetic data narrows two gaps. Your benchmark decides whether it worked.

  1. Appearance gap

    Path-traced materials and lighting, tuned to the deployment domain.

    We configure
  2. Content gap

    Object frequency, clutter, occlusion, viewpoints and long-tail cases, per capture plan.

    We configure
  3. Model performance

    Accuracy, generalization and sim-to-real transfer are measured on your real-world benchmark.

    You evaluate

Three ways to get your data

We did not buy the library - we built it. One counterparty for content, preparation, provenance and rights.

RGB render with semantic classes, instance IDs and validated masks of the same frame
Custom dataset production

We build to your specification

Scenes adapted or built, captured with your cameras, annotations and QA record.

your taxonomyvariation plandata + manifests
Photorealistic restaurant interior from the Evermotion library
Content licensing for platforms

We supply the content

Selected Archinteriors and Archexteriors scenes under a dedicated ML agreement - for synthetic data platforms, simulation pipelines and research.

prepared scenes or extracted dataNDA / white-label
Warehouse racking aisle environment
Supply agreement

Ongoing content pipeline

Recurring scene production with review gates, delivered on an agreed cadence.

cadence + volumeshared taxonomyacceptance tests
Restaurant interior seen through a glass facade at dusk
For the non-engineers in the room

What this is

You license photorealistic 3D scenes, prepared for synthetic data capture and rendered in your own pipeline, or order ready-made image data generated from them, to train computer vision models.

What you get

The files, the labels and a written license that covers AI use - with the origin of the content confirmed in the contract, ready for your legal team.

How fast

Every brief gets an answer within 24 hours on business days: what is feasible, how it will be validated, what it will cost. A small validated sample comes before production volume.

How you pay

Per asset - a scene or a model - depending on license scope, order size and adaptation work.

Project-specific AI/ML rights,
not a shop license

Standard Evermotion licenses exclude AI and machine-learning use. The client keeps full rights to use what comes out of the training, and the detailed scope is agreed individually - we are flexible about formats, provenance records and how the data may be used.

UseStandard shop licenseProject AI/ML agreement
AI / ML training and fine-tuningNoYes
Evaluation and benchmarkingNoYes
Derived data and synthetic outputsNoYes
Source-scene deliveryNoIf agreed
Redistribution of source 3D filesNoIf agreed
Resale of datasets or derivativesNoIf agreed
Evermotion owns the source libraryOne counterparty for content and rightsDocumented provenance per deliveryRegistered EU company since 2005

“The speed at which Evermotion worked was incredibly impressive as they moved from rough blocking based on STEP files generated by our CAD system and a few hand-drawn sketches to full detailed models in a timescale I wouldn’t have thought possible.”

Justen Hyde, PhD MEng · Director & Software Engineer, Emergent Design Ltd

What can be configured?
What still needs validation?

What ground-truth annotations can Evermotion deliver?

Depending on the project, a delivery can include instance identity, semantic masks, object IDs, visible 2D boxes, oriented 3D bounding boxes, surface normals, world position, alpha, material-related render passes, camera metadata and validated depth. The final set is defined by the target task and the tested export pipeline.

Can the dataset use our taxonomy and annotation schema?

Yes. Object naming and semantic classes can be mapped to a client taxonomy, including rules for class granularity, occlusion, visibility and fallback labels. The machine-readable schema and acceptance tests are agreed before production.

Which renderers and data formats are supported?

Production work is centered on 3ds Max with Corona or V-Ray, with Blender and Cycles or Unreal Engine 5 available when required. Scene and data formats are selected per project. A format such as COCO, YOLO, KITTI or OpenLABEL is only promised after the required fields and exporter have been implemented and validated for that delivery.

How is a scene verified before data generation?

Verification can cover physical units, coordinate conventions, transforms, semantic coverage, instance separation, material tracking, cameras, lighting and render-pass configuration. The checks, thresholds, advisories and output manifests are documented with the delivery.

Can Evermotion content be licensed for AI and machine-learning training?

AI/ML use is excluded from standard Evermotion product licenses. Approved training, fine-tuning, evaluation or dataset use requires a separate, project-specific B2B agreement defining the content, permitted uses, formats and downstream rights.

Who owns the trained model and its outputs?

You do. The license can grant the client full rights to use everything that results from training - the model, its weights and its outputs. Evermotion keeps ownership of the source 3D content itself.

Where does the content come from? Is anything scraped?

The library was built by our own studio since 2005 - modeled, textured and lit in-house for commercial rendering. Nothing is scraped and no third-party datasets are involved, which is why we can document provenance and put the license in front of your legal team.

Can the content be delivered white-label?

Yes. For synthetic data platforms and resellers, scenes or extracted data can be delivered without Evermotion attribution, under NDA, as part of the project agreement - your clients see your brand, not ours.

How is pricing structured?

Per asset - a model or a scene. The rate depends on three things: the scope of the license, the size of the order and the adaptation work needed to meet your specification. You get a production estimate with the feasibility response, and the terms are agreed individually.

Does photorealistic synthetic data guarantee sim-to-real performance?

No. Photorealistic assets and controlled scene variation can help address appearance and content gaps, but model accuracy and generalization must be evaluated on representative real-world data and your downstream benchmark.

Is synthetic data as good as real data for computer vision?

Synthetic data works best alongside real data, not as a full replacement. Combining synthetic renders with real images gives a model trained on large volumes of high quality training data, plus enough real examples to stay grounded in the deployment domain. Rendered frames also cover rare situations that are hard to capture in real life, so real and synthetic data together beat either source alone. Accuracy and sim-to-real transfer are measured on your real-world benchmark, not assumed.

How is synthetic data used to train computer vision models?

Synthetic data gives deep learning models annotated data to learn from without hand-labeling, so computer vision models train on exact labels from the first run. Rendered from virtual environments, it provides diverse datasets that cover real world scenarios and rare edge cases which are hard to collect from real footage. Because the images come from computer simulations of 3D scenes, you control the content and can match the statistical properties of your target domain.

Most teams use it for AI model training alongside real images, training models on this artificially generated data as a complement to real captures and data augmentation, not a replacement. Evermotion supplies the prepared scenes; the renders run in your own pipeline.

Does synthetic data remove manual labeling?

Yes. Labels are generated from the 3D scene, so masks, boxes, classes and depth come out pixel-perfect - perfectly labeled datasets straight from the render, with no manual labeling. Producing such data by hand is slow and adds label noise, so reading the visual data and its labels directly from the scene removes both the annotation cost and that noise.

How is synthetic data for computer vision generated?

Synthetic data generation for computer vision follows two broad approaches that create synthetic data in different ways: rendering from explicit 3D scenes, or synthesizing synthetic images from generative models. Evermotion scenes are built for 3D rendering, which reads exact, pixel-perfect ground truth straight from the scene and keeps full control over object positions, camera angles and lighting.

MethodHow it worksGround-truth labelsControl
3D rendering (Evermotion scenes)Path-traced images from explicit 3D scenesExact, pixel-perfect, read from the sceneFull: objects, cameras, lighting
Game-engine or proceduralRule-based scene assembly from an asset library, driven by mathematical modelsExact, from the engineHigh, bounded by available assets
GANsSynthesize images from a learned distributionApproximate, hard to guaranteeLimited
Diffusion / generative AIDenoise noise into images from a promptApproximate, needs extra labelingPrompt-level only
Neural style transferRestyle existing real images towards a target domainInherited from the source, not newLow
How is this different from GAN or diffusion-generated images?

Evermotion renders from explicit 3D scenes, not from generative AI. Generative adversarial networks, diffusion models and neural style transfer synthesize pixels from learned distributions, which makes exact ground truth hard to guarantee. A rendered 3D scene knows every object, material and camera, so labels are exact and you keep full control over object positions, camera angles and lighting.

Can synthetic data reduce bias and privacy concerns?

Yes. Synthetic scenes contain no real people or captured locations, so there are no privacy concerns carried over from real footage. Because you set the content distribution, you can balance under-represented cases and reduce bias instead of inheriting whatever real data collection happened to capture.

Get a feasible scope in 24 hrs
tell us what your model needs to see - we reply with a data scope, validation plan and production estimate

Describe the deployment domain, target task, object taxonomy, annotation schema, camera requirements and acceptance benchmark. We reply within 24 hrs on business days. Contact hours: 8:00 to 16:00 (+1.00 GMT)

Phone number

+48 881 024 364
Contact us on WhatsApp

Email

[email protected]

Headquarters

ul. Przędzalniana 8
15-688 Białystok, Poland

Tell us what your model needs to see - we reply within 24 hrs Get a scope & estimate in 24 hrs