Hyunjun Jung

CV
h-index58
17papers
505citations
Novelty51%
AI Score52

17 Papers

ROSep 26, 2022Code
MonoGraspNet: 6-DoF Grasping with a Single RGB Image

Guangyao Zhai, Dianye Huang, Shun-Cheng Wu et al.

6-DoF robotic grasping is a long-lasting but unsolved problem. Recent methods utilize strong 3D networks to extract geometric grasping representations from depth sensors, demonstrating superior accuracy on common objects but perform unsatisfactorily on photometrically challenging objects, e.g., objects in transparent or reflective materials. The bottleneck lies in that the surface of these objects can not reflect back accurate depth due to the absorption or refraction of light. In this paper, in contrast to exploiting the inaccurate depth data, we propose the first RGB-only 6-DoF grasping pipeline called MonoGraspNet that utilizes stable 2D features to simultaneously handle arbitrary object grasping and overcome the problems induced by photometrically challenging objects. MonoGraspNet leverages keypoint heatmap and normal map to recover the 6-DoF grasping poses represented by our novel representation parameterized with 2D keypoints with corresponding depth, grasping direction, grasping width, and angle. Extensive experiments in real scenes demonstrate that our method can achieve competitive results in grasping common objects and surpass the depth-based competitor by a large margin in grasping photometrically challenging objects. To further stimulate robotic manipulation research, we additionally annotate and open-source a multi-view and multi-scene real-world grasping dataset, containing 120 objects of mixed photometric complexity with 20M accurate grasping labels.

CVMar 26, 2023Code
On the Importance of Accurate Geometry Data for Dense 3D Vision Tasks

HyunJun Jung, Patrick Ruhkamp, Guangyao Zhai et al.

Learning-based methods to solve dense 3D vision problems typically train on 3D sensor data. The respectively used principle of measuring distances provides advantages and drawbacks. These are typically not compared nor discussed in the literature due to a lack of multi-modal datasets. Texture-less regions are problematic for structure from motion and stereo, reflective material poses issues for active sensing, and distances for translucent objects are intricate to measure with existing hardware. Training on inaccurate or corrupt data induces model bias and hampers generalisation capabilities. These effects remain unnoticed if the sensor measurement is considered as ground truth during the evaluation. This paper investigates the effect of sensor errors for the dense 3D vision tasks of depth estimation and reconstruction. We rigorously show the significant impact of sensor characteristics on the learned predictions and notice generalisation issues arising from various technologies in everyday household environments. For evaluation, we introduce a carefully designed dataset\footnote{dataset available at https://github.com/Junggy/HAMMER-dataset} comprising measurements from commodity sensors, namely D-ToF, I-ToF, passive/active stereo, and monocular RGB+P. Our study quantifies the considerable sensor noise impact and paves the way to improved dense vision estimates and targeted data fusion.

CVAug 18, 2023
Robust Monocular Depth Estimation under Challenging Conditions

Stefano Gasperini, Nils Morbitzer, HyunJun Jung et al.

While state-of-the-art monocular depth estimation approaches achieve impressive results in ideal settings, they are highly unreliable under challenging illumination and weather conditions, such as at nighttime or in the presence of rain. In this paper, we uncover these safety-critical issues and tackle them with md4all: a simple and effective solution that works reliably under both adverse and ideal conditions, as well as for different types of learning supervision. We achieve this by exploiting the efficacy of existing methods under perfect settings. Therefore, we provide valid training signals independently of what is in the input. First, we generate a set of complex samples corresponding to the normal training ones. Then, we train the model by guiding its self- or full-supervision by feeding the generated samples and computing the standard losses on the corresponding original images. Doing so enables a single model to recover information across diverse conditions without modifications at inference time. Extensive experiments on two challenging public datasets, namely nuScenes and Oxford RobotCar, demonstrate the effectiveness of our techniques, outperforming prior works by a large margin in both standard and challenging conditions. Source code and data are available at: https://md4all.github.io.

CVMay 18, 2022
PhoCaL: A Multi-Modal Dataset for Category-Level Object Pose Estimation with Photometrically Challenging Objects

Pengyuan Wang, HyunJun Jung, Yitong Li et al.

Object pose estimation is crucial for robotic applications and augmented reality. Beyond instance level 6D object pose estimation methods, estimating category-level pose and shape has become a promising trend. As such, a new research field needs to be supported by well-designed datasets. To provide a benchmark with high-quality ground truth annotations to the community, we introduce a multimodal dataset for category-level object pose estimation with photometrically challenging objects termed PhoCaL. PhoCaL comprises 60 high quality 3D models of household objects over 8 categories including highly reflective, transparent and symmetric objects. We developed a novel robot-supported multi-modal (RGB, depth, polarisation) data acquisition and annotation process. It ensures sub-millimeter accuracy of the pose for opaque textured, shiny and transparent objects, no motion blur and perfect camera synchronisation. To set a benchmark for our dataset, state-of-the-art RGB-D and monocular RGB methods are evaluated on the challenging scenes of PhoCaL.

CVDec 20, 2022
HouseCat6D -- A Large-Scale Multi-Modal Category Level 6D Object Perception Dataset with Household Objects in Realistic Scenarios

HyunJun Jung, Guangyao Zhai, Shun-Cheng Wu et al.

Estimating 6D object poses is a major challenge in 3D computer vision. Building on successful instance-level approaches, research is shifting towards category-level pose estimation for practical applications. Current category-level datasets, however, fall short in annotation quality and pose variety. Addressing this, we introduce HouseCat6D, a new category-level 6D pose dataset. It features 1) multi-modality with Polarimetric RGB and Depth (RGBD+P), 2) encompasses 194 diverse objects across 10 household categories, including two photometrically challenging ones, and 3) provides high-quality pose annotations with an error range of only 1.35 mm to 1.74 mm. The dataset also includes 4) 41 large-scale scenes with comprehensive viewpoint and occlusion coverage, 5) a checkerboard-free environment, and 6) dense 6D parallel-jaw robotic grasp annotations. Additionally, we present benchmark results for leading category-level pose estimation networks.

CVMay 9, 2022
Is my Depth Ground-Truth Good Enough? HAMMER -- Highly Accurate Multi-Modal Dataset for DEnse 3D Scene Regression

HyunJun Jung, Patrick Ruhkamp, Guangyao Zhai et al.

Depth estimation is a core task in 3D computer vision. Recent methods investigate the task of monocular depth trained with various depth sensor modalities. Every sensor has its advantages and drawbacks caused by the nature of estimates. In the literature, mostly mean average error of the depth is investigated and sensor capabilities are typically not discussed. Especially indoor environments, however, pose challenges for some devices. Textureless regions pose challenges for structure from motion, reflective materials are problematic for active sensing, and distances for translucent material are intricate to measure with existing sensors. This paper proposes HAMMER, a dataset comprising depth estimates from multiple commonly used sensors for indoor depth estimation, namely ToF, stereo, structured light together with monocular RGB+P data. We construct highly reliable ground truth depth maps with the help of 3D scanners and aligned renderings. A popular depth estimators is trained on this data and typical depth senosors. The estimates are extensively analyze on different scene structures. We notice generalization issues arising from various sensor technologies in household environments with challenging but everyday scene content. HAMMER, which we make publicly available, provides a reliable base to pave the way to targeted depth improvements and sensor fusion approaches.

CVAug 21, 2023
Multi-Modal Dataset Acquisition for Photometrically Challenging Object

HyunJun Jung, Patrick Ruhkamp, Nassir Navab et al.

This paper addresses the limitations of current datasets for 3D vision tasks in terms of accuracy, size, realism, and suitable imaging modalities for photometrically challenging objects. We propose a novel annotation and acquisition pipeline that enhances existing 3D perception and 6D object pose datasets. Our approach integrates robotic forward-kinematics, external infrared trackers, and improved calibration and annotation procedures. We present a multi-modal sensor rig, mounted on a robotic end-effector, and demonstrate how it is integrated into the creation of highly accurate datasets. Additionally, we introduce a freehand procedure for wider viewpoint coverage. Both approaches yield high-quality 3D data with accurate object and camera pose annotations. Our methods overcome the limitations of existing datasets and provide valuable resources for 3D vision research.

CVAug 21, 2023
Polarimetric Information for Multi-Modal 6D Pose Estimation of Photometrically Challenging Objects with Limited Data

Patrick Ruhkamp, Daoyi Gao, HyunJun Jung et al.

6D pose estimation pipelines that rely on RGB-only or RGB-D data show limitations for photometrically challenging objects with e.g. textureless surfaces, reflections or transparency. A supervised learning-based method utilising complementary polarisation information as input modality is proposed to overcome such limitations. This supervised approach is then extended to a self-supervised paradigm by leveraging physical characteristics of polarised light, thus eliminating the need for annotated real data. The methods achieve significant advancements in pose estimation by leveraging geometric information from polarised light and incorporating shape priors and invertible physical constraints.

CVJan 12
BenchSeg: A Large-Scale Dataset and Benchmark for Multi-View Food Video Segmentation

Ahmad AlMughrabi, Guillermo Rivo, Carlos Jiménez-Farfán et al.

Food image segmentation is a critical task for dietary analysis, enabling accurate estimation of food volume and nutrients. However, current methods suffer from limited multi-view data and poor generalization to new viewpoints. We introduce BenchSeg, a novel multi-view food video segmentation dataset and benchmark. BenchSeg aggregates 55 dish scenes (from Nutrition5k, Vegetables & Fruits, MetaFood3D, and FoodKit) with 25,284 meticulously annotated frames, capturing each dish under free 360° camera motion. We evaluate a diverse set of 20 state-of-the-art segmentation models (e.g., SAM-based, transformer, CNN, and large multimodal) on the existing FoodSeg103 dataset and evaluate them (alone and combined with video-memory modules) on BenchSeg. Quantitative and qualitative results demonstrate that while standard image segmenters degrade sharply under novel viewpoints, memory-augmented methods maintain temporal consistency across frames. Our best model based on a combination of SeTR-MLA+XMem2 outperforms prior work (e.g., improving over FoodMem by ~2.63% mAP), offering new insights into food segmentation and tracking for dietary analysis. We release BenchSeg to foster future research. The project page including the dataset annotations and the food segmentation models can be found at https://amughrabi.github.io/benchseg.

8.9CVMar 30
RehearsalNeRF: Decoupling Intrinsic Neural Fields of Dynamic Illuminations for Scene Editing

Changyeon Won, Hyunjun Jung, Jungu Cho et al.

Although there has been significant progress in neural radiance fields, an issue on dynamic illumination changes still remains unsolved. Different from relevant works that parameterize time-variant/-invariant components in scenes, subjects' radiance is highly entangled with their own emitted radiance and lighting colors in spatio-temporal domain. In this paper, we present a new effective method to learn disentangled neural fields under the severe illumination changes, named RehearsalNeRF. Our key idea is to leverage scenes captured under stable lighting like rehearsal stages, easily taken before dynamic illumination occurs, to enforce geometric consistency between the different lighting conditions. In particular, RehearsalNeRF employs a learnable vector for lighting effects which represents illumination colors in a temporal dimension and is used to disentangle projected light colors from scene radiance. Furthermore, our RehearsalNeRF is also able to reconstruct the neural fields of dynamic objects by simply adopting off-the-shelf interactive masks. To decouple the dynamic objects, we propose a new regularization leveraging optical flow, which provides coarse supervision for the color disentanglement. We demonstrate the effectiveness of RehearsalNeRF by showing robust performances on novel view synthesis and scene editing under dynamic illumination conditions. Our source code and video datasets will be publicly available.

CVDec 22, 2023
Deformable 3D Gaussian Splatting for Animatable Human Avatars

HyunJun Jung, Nikolas Brasch, Jifei Song et al.

Recent advances in neural radiance fields enable novel view synthesis of photo-realistic images in dynamic settings, which can be applied to scenarios with human animation. Commonly used implicit backbones to establish accurate models, however, require many input views and additional annotations such as human masks, UV maps and depth maps. In this work, we propose ParDy-Human (Parameterized Dynamic Human Avatar), a fully explicit approach to construct a digital avatar from as little as a single monocular sequence. ParDy-Human introduces parameter-driven dynamics into 3D Gaussian Splatting where 3D Gaussians are deformed by a human pose model to animate the avatar. Our method is composed of two parts: A first module that deforms canonical 3D Gaussians according to SMPL vertices and a consecutive module that further takes their designed joint encodings and predicts per Gaussian deformations to deal with dynamics beyond SMPL vertex deformations. Images are then synthesized by a rasterizer. ParDy-Human constitutes an explicit model for realistic dynamic human avatars which requires significantly fewer training views and images. Our avatars learning is free of additional annotations such as masks and can be trained with variable backgrounds while inferring full-resolution images efficiently even on consumer hardware. We provide experimental evidence to show that ParDy-Human outperforms state-of-the-art methods on ZJU-MoCap and THUman4.0 datasets both quantitatively and visually.

CVOct 21, 2024
Fully Explicit Dynamic Gaussian Splatting

Junoh Lee, Chang-Yeon Won, Hyunjun Jung et al.

3D Gaussian Splatting has shown fast and high-quality rendering results in static scenes by leveraging dense 3D prior and explicit representations. Unfortunately, the benefits of the prior and representation do not involve novel view synthesis for dynamic motions. Ironically, this is because the main barrier is the reliance on them, which requires increasing training and rendering times to account for dynamic motions. In this paper, we design a Explicit 4D Gaussian Splatting(Ex4DGS). Our key idea is to firstly separate static and dynamic Gaussians during training, and to explicitly sample positions and rotations of the dynamic Gaussians at sparse timestamps. The sampled positions and rotations are then interpolated to represent both spatially and temporally continuous motions of objects in dynamic scenes as well as reducing computational cost. Additionally, we introduce a progressive training scheme and a point-backtracking technique that improves Ex4DGS's convergence. We initially train Ex4DGS using short timestamps and progressively extend timestamps, which makes it work well with a few point clouds. The point-backtracking is used to quantify the cumulative error of each Gaussian over time, enabling the detection and removal of erroneous Gaussians in dynamic scenes. Comprehensive experiments on various scenes demonstrate the state-of-the-art rendering quality from our method, achieving fast rendering of 62 fps on a single 2080Ti GPU.

CVOct 30, 2024
SCRREAM : SCan, Register, REnder And Map:A Framework for Annotating Accurate and Dense 3D Indoor Scenes with a Benchmark

HyunJun Jung, Weihang Li, Shun-Cheng Wu et al.

Traditionally, 3d indoor datasets have generally prioritized scale over ground-truth accuracy in order to obtain improved generalization. However, using these datasets to evaluate dense geometry tasks, such as depth rendering, can be problematic as the meshes of the dataset are often incomplete and may produce wrong ground truth to evaluate the details. In this paper, we propose SCRREAM, a dataset annotation framework that allows annotation of fully dense meshes of objects in the scene and registers camera poses on the real image sequence, which can produce accurate ground truth for both sparse 3D as well as dense 3D tasks. We show the details of the dataset annotation pipeline and showcase four possible variants of datasets that can be obtained from our framework with example scenes, such as indoor reconstruction and SLAM, scene editing & object removal, human reconstruction and 6d pose estimation. Recent pipelines for indoor reconstruction and SLAM serve as new benchmarks. In contrast to previous indoor dataset, our design allows to evaluate dense geometry tasks on eleven sample scenes against accurately rendered ground truth depth maps.

CVFeb 6, 2025
GCE-Pose: Global Context Enhancement for Category-level Object Pose Estimation

Weihang Li, Hongli Xu, Junwen Huang et al.

A key challenge in model-free category-level pose estimation is the extraction of contextual object features that generalize across varying instances within a specific category. Recent approaches leverage foundational features to capture semantic and geometry cues from data. However, these approaches fail under partial visibility. We overcome this with a first-complete-then-aggregate strategy for feature extraction utilizing class priors. In this paper, we present GCE-Pose, a method that enhances pose estimation for novel instances by integrating category-level global context prior. GCE-Pose performs semantic shape reconstruction with a proposed Semantic Shape Reconstruction (SSR) module. Given an unseen partial RGB-D object instance, our SSR module reconstructs the instance's global geometry and semantics by deforming category-specific 3D semantic prototypes through a learned deep Linear Shape Model. We further introduce a Global Context Enhanced (GCE) feature fusion module that effectively fuses features from partial RGB-D observations and the reconstructed global context. Extensive experiments validate the impact of our global context prior and the effectiveness of the GCE fusion module, demonstrating that GCE-Pose significantly outperforms existing methods on challenging real-world datasets HouseCat6D and NOCS-REAL275. Our project page is available at https://colin-de.github.io/GCE-Pose/.

CVOct 23, 2025
Inverse Image-Based Rendering for Light Field Generation from Single Images

Hyunjun Jung, Hae-Gon Jeon

A concept of light-fields computed from multiple view images on regular grids has proven its benefit for scene representations, and supported realistic renderings of novel views and photographic effects such as refocusing and shallow depth of field. In spite of its effectiveness of light flow computations, obtaining light fields requires either computational costs or specialized devices like a bulky camera setup and a specialized microlens array. In an effort to broaden its benefit and applicability, in this paper, we propose a novel view synthesis method for light field generation from only single images, named inverse image-based rendering. Unlike previous attempts to implicitly rebuild 3D geometry or to explicitly represent objective scenes, our method reconstructs light flows in a space from image pixels, which behaves in the opposite way to image-based rendering. To accomplish this, we design a neural rendering pipeline to render a target ray in an arbitrary viewpoint. Our neural renderer first stores the light flow of source rays from the input image, then computes the relationships among them through cross-attention, and finally predicts the color of the target ray based on these relationships. After the rendering pipeline generates the first novel view from a single input image, the generated out-of-view contents are updated to the set of source rays. This procedure is iteratively performed while ensuring the consistent generation of occluded contents. We demonstrate that our inverse image-based rendering works well with various challenging datasets without any retraining or finetuning after once trained on synthetic dataset, and outperforms relevant state-of-the-art novel view synthesis methods.

CVDec 7, 2021
Polarimetric Pose Prediction

Daoyi Gao, Yitong Li, Patrick Ruhkamp et al.

Light has many properties that vision sensors can passively measure. Colour-band separated wavelength and intensity are arguably the most commonly used for monocular 6D object pose estimation. This paper explores how complementary polarisation information, i.e. the orientation of light wave oscillations, influences the accuracy of pose predictions. A hybrid model that leverages physical priors jointly with a data-driven learning strategy is designed and carefully tested on objects with different levels of photometric complexity. Our design significantly improves the pose accuracy compared to state-of-the-art photometric approaches and enables object pose estimation for highly reflective and transparent objects. A new multi-modal instance-level 6D object pose dataset with highly accurate pose annotations for multiple objects with varying photometric complexity is introduced as a benchmark.

CVDec 7, 2021
Wild ToFu: Improving Range and Quality of Indirect Time-of-Flight Depth with RGB Fusion in Challenging Environments

HyunJun Jung, Nikolas Brasch, Ales Leonardis et al.

Indirect Time-of-Flight (I-ToF) imaging is a widespread way of depth estimation for mobile devices due to its small size and affordable price. Previous works have mainly focused on quality improvement for I-ToF imaging especially curing the effect of Multi Path Interference (MPI). These investigations are typically done in specifically constrained scenarios at close distance, indoors and under little ambient light. Surprisingly little work has investigated I-ToF quality improvement in real-life scenarios where strong ambient light and far distances pose difficulties due to an extreme amount of induced shot noise and signal sparsity, caused by the attenuation with limited sensor power and light scattering. In this work, we propose a new learning based end-to-end depth prediction network which takes noisy raw I-ToF signals as well as an RGB image and fuses their latent representation based on a multi step approach involving both implicit and explicit alignment to predict a high quality long range depth map aligned to the RGB viewpoint. We test our approach on challenging real-world scenes and show more than 40% RMSE improvement on the final depth map compared to the baseline approach.