Kyungjin Lee

h-index6
2papers

2 Papers

CVSep 21, 2023
Ego3DPose: Capturing 3D Cues from Binocular Egocentric Views

Taeho Kang, Kyungjin Lee, Jinrui Zhang et al.

We present Ego3DPose, a highly accurate binocular egocentric 3D pose reconstruction system. The binocular egocentric setup offers practicality and usefulness in various applications, however, it remains largely under-explored. It has been suffering from low pose estimation accuracy due to viewing distortion, severe self-occlusion, and limited field-of-view of the joints in egocentric 2D images. Here, we notice that two important 3D cues, stereo correspondences, and perspective, contained in the egocentric binocular input are neglected. Current methods heavily rely on 2D image features, implicitly learning 3D information, which introduces biases towards commonly observed motions and leads to low overall accuracy. We observe that they not only fail in challenging occlusion cases but also in estimating visible joint positions. To address these challenges, we propose two novel approaches. First, we design a two-path network architecture with a path that estimates pose per limb independently with its binocular heatmaps. Without full-body information provided, it alleviates bias toward trained full-body distribution. Second, we leverage the egocentric view of body limbs, which exhibits strong perspective variance (e.g., a significantly large-size hand when it is close to the camera). We propose a new perspective-aware representation using trigonometry, enabling the network to estimate the 3D orientation of limbs. Finally, we develop an end-to-end pose reconstruction network that synergizes both techniques. Our comprehensive evaluations demonstrate that Ego3DPose outperforms state-of-the-art models by a pose estimation error (i.e., MPJPE) reduction of 23.1% in the UnrealEgo dataset. Our qualitative results highlight the superiority of our approach across a range of scenarios and challenges.

CVNov 20, 2025Code
Clustered Error Correction with Grouped 4D Gaussian Splatting

Taeho Kang, Jaeyeon Park, Kyungjin Lee et al.

Existing 4D Gaussian Splatting (4DGS) methods struggle to accurately reconstruct dynamic scenes, often failing to resolve ambiguous pixel correspondences and inadequate densification in dynamic regions. We address these issues by introducing a novel method composed of two key components: (1) Elliptical Error Clustering and Error Correcting Splat Addition that pinpoints dynamic areas to improve and initialize fitting splats, and (2) Grouped 4D Gaussian Splatting that improves consistency of mapping between splats and represented dynamic objects. Specifically, we classify rendering errors into missing-color and occlusion types, then apply targeted corrections via backprojection or foreground splitting guided by cross-view color consistency. Evaluations on Neural 3D Video and Technicolor datasets demonstrate that our approach significantly improves temporal consistency and achieves state-of-the-art perceptual rendering quality, improving 0.39dB of PSNR on the Technicolor Light Field dataset. Our visualization shows improved alignment between splats and dynamic objects, and the error correction method's capability to identify errors and properly initialize new splats. Our implementation details and source code are available at https://github.com/tho-kn/cem-4dgs.