Transformed Protoform ReconstructionYoung Min Kim, Kalvin Chang, Chenxuan Cui et al. · cmu
Protoform reconstruction is the task of inferring what morphemes or words appeared like in the ancestral languages of a set of daughter languages. Meloni et al. (2021) achieved the state-of-the-art on Latin protoform reconstruction with an RNN-based encoder-decoder with attention model. We update their model with the state-of-the-art seq2seq model: the Transformer. Our model outperforms their model on a suite of different metrics on two different datasets: their Romance data of 8,000 cognates spanning 5 languages and a Chinese dataset (Hou 2004) of 800+ cognates spanning 39 varieties. We also probe our model for potential phylogenetic signal contained in the model. Our code is publicly available at https://github.com/cmu-llab/acl-2023.
Balanced Spherical Grid for Egocentric View SynthesisChangwoon Choi, Sang Min Kim, Young Min Kim
We present EgoNeRF, a practical solution to reconstruct large-scale real-world environments for VR assets. Given a few seconds of casually captured 360 video, EgoNeRF can efficiently build neural radiance fields which enable high-quality rendering from novel viewpoints. Motivated by the recent acceleration of NeRF using feature grids, we adopt spherical coordinate instead of conventional Cartesian coordinate. Cartesian feature grid is inefficient to represent large-scale unbounded scenes because it has a spatially uniform resolution, regardless of distance from viewers. The spherical parameterization better aligns with the rays of egocentric images, and yet enables factorization for performance enhancement. However, the naïve spherical grid suffers from irregularities at two poles, and also cannot represent unbounded scenes. To avoid singularities near poles, we combine two balanced grids, which results in a quasi-uniform angular grid. We also partition the radial grid exponentially and place an environment map at infinity to represent unbounded scenes. Furthermore, with our resampling technique for grid-based methods, we can increase the number of valid samples to train NeRF volume. We extensively evaluate our method in our newly introduced synthetic and real-world egocentric 360 video datasets, and it consistently achieves state-of-the-art performance.
14.5CVAug 31, 2023
Text2Scene: Text-driven Indoor Scene Stylization with Part-aware DetailsInwoo Hwang, Hyeonwoo Kim, Young Min Kim
We propose Text2Scene, a method to automatically create realistic textures for virtual scenes composed of multiple objects. Guided by a reference image and text descriptions, our pipeline adds detailed texture on labeled 3D geometries in the room such that the generated colors respect the hierarchical structure or semantic parts that are often composed of similar materials. Instead of applying flat stylization on the entire scene at a single step, we obtain weak semantic cues from geometric segmentation, which are further clarified by assigning initial colors to segmented parts. Then we add texture details for individual objects such that their projections on image space exhibit feature embedding aligned with the embedding of the input. The decomposition makes the entire pipeline tractable to a moderate amount of computation resources and memory. As our framework utilizes the existing resources of image and text embedding, it does not require dedicated datasets with high-quality textures designed by skillful artists. To the best of our knowledge, it is the first practical and scalable approach that can create detailed and realistic textures of the desired style that maintain structural context for scenes with multiple objects.
IBL-NeRF: Image-Based Lighting Formulation of Neural Radiance FieldsChangwoon Choi, Juhyeon Kim, Young Min Kim
We propose IBL-NeRF, which decomposes the neural radiance fields (NeRF) of large-scale indoor scenes into intrinsic components. Recent approaches further decompose the baked radiance of the implicit volume into intrinsic components such that one can partially approximate the rendering equation. However, they are limited to representing isolated objects with a shared environment lighting, and suffer from computational burden to aggregate rays with Monte Carlo integration. In contrast, our prefiltered radiance field extends the original NeRF formulation to capture the spatial variation of lighting within the scene volume, in addition to surface properties. Specifically, the scenes of diverse materials are decomposed into intrinsic components for rendering, namely, albedo, roughness, surface normal, irradiance, and prefiltered radiance. All of the components are inferred as neural images from MLP, which can model large-scale general scenes. Especially the prefiltered radiance effectively models the volumetric light field, and captures spatial variation beyond a single environment light. The prefiltering aggregates rays in a set of predefined neighborhood sizes such that we can replace the costly Monte Carlo integration of global illumination with a simple query from a neural image. By adopting NeRF, our approach inherits superior visual quality and multi-view consistency for synthesized images as well as the intrinsic components. We demonstrate the performance on scenes with complex object layouts and light configurations, which could not be processed in any of the previous works.
6.9RONov 29, 2022
MoDA: Map style transfer for self-supervised Domain Adaptation of embodied agentsEun Sun Lee, Junho Kim, SangWon Park et al.
We propose a domain adaptation method, MoDA, which adapts a pretrained embodied agent to a new, noisy environment without ground-truth supervision. Map-based memory provides important contextual information for visual navigation, and exhibits unique spatial structure mainly composed of flat walls and rectangular obstacles. Our adaptation approach encourages the inherent regularities on the estimated maps to guide the agent to overcome the prevalent domain discrepancy in a novel environment. Specifically, we propose an efficient learning curriculum to handle the visual and dynamics corruptions in an online manner, self-supervised with pseudo clean maps generated by style transfer networks. Because the map-based representation provides spatial knowledge for the agent's policy, our formulation can deploy the pretrained policy networks from simulators in a new setting. We evaluate MoDA in various practical scenarios and show that our proposed method quickly enhances the agent's performance in downstream tasks including localization, mapping, exploration, and point-goal navigation.
SGoLAM: Simultaneous Goal Localization and Mapping for Multi-Object Goal NavigationJunho Kim, Eun Sun Lee, Mingi Lee et al.
We present SGoLAM, short for simultaneous goal localization and mapping, which is a simple and efficient algorithm for Multi-Object Goal navigation. Given an agent equipped with an RGB-D camera and a GPS/Compass sensor, our objective is to have the agent navigate to a sequence of target objects in realistic 3D environments. Our pipeline fully leverages the strength of classical approaches for visual navigation, by decomposing the problem into two key components: mapping and goal localization. The mapping module converts the depth observations into an occupancy map, and the goal localization module marks the locations of goal objects. The agent's policy is determined using the information provided by the two modules: if a current goal is found, plan towards the goal and otherwise, perform exploration. As our approach does not require any training of neural networks, it could be used in an off-the-shelf manner, and amenable for fast generalization in new, unseen environments. Nonetheless, our approach performs on par with the state-of-the-art learning-based approaches. SGoLAM is ranked 2nd in the CVPR 2021 MultiON (Multi-Object Goal Navigation) challenge. We have made our code publicly available at \emph{https://github.com/eunsunlee/SGoLAM}.
PICCOLO: Point Cloud-Centric Omnidirectional LocalizationJunho Kim, Changwoon Choi, Hojun Jang et al.
We present PICCOLO, a simple and efficient algorithm for omnidirectional localization. Given a colored point cloud and a 360 panorama image of a scene, our objective is to recover the camera pose at which the panorama image is taken. Our pipeline works in an off-the-shelf manner with a single image given as a query and does not require any training of neural networks or collecting ground-truth poses of images. Instead, we match each point cloud color to the holistic view of the panorama image with gradient-descent optimization to find the camera pose. Our loss function, called sampling loss, is point cloud-centric, evaluated at the projected location of every point in the point cloud. In contrast, conventional photometric loss is image-centric, comparing colors at each pixel location. With a simple change in the compared entities, sampling loss effectively overcomes the severe visual distortion of omnidirectional images, and enjoys the global context of the 360 view to handle challenging scenarios for visual localization. PICCOLO outperforms existing omnidirectional localization algorithms in both accuracy and stability when evaluated in various environments. Code is available at \url{https://github.com/82magnolia/panoramic-localization/}.
17.8CVFeb 6, 2024
3Doodle: Compact Abstraction of Objects with 3D StrokesChangwoon Choi, Jaeah Lee, Jaesik Park et al.
While free-hand sketching has long served as an efficient representation to convey characteristics of an object, they are often subjective, deviating significantly from realistic representations. Moreover, sketches are not consistent for arbitrary viewpoints, making it hard to catch 3D shapes. We propose 3Dooole, generating descriptive and view-consistent sketch images given multi-view images of the target object. Our method is based on the idea that a set of 3D strokes can efficiently represent 3D structural information and render view-consistent 2D sketches. We express 2D sketches as a union of view-independent and view-dependent components. 3D cubic B ezier curves indicate view-independent 3D feature lines, while contours of superquadrics express a smooth outline of the volume of varying viewpoints. Our pipeline directly optimizes the parameters of 3D stroke primitives to minimize perceptual losses in a fully differentiable manner. The resulting sparse set of 3D strokes can be rendered as abstract sketches containing essential 3D characteristic shapes of various objects. We demonstrate that 3Doodle can faithfully express concepts of the original images compared with recent sketch generation approaches.
18.2CVMar 20, 2025
SceneMI: Motion In-betweening for Modeling Human-Scene InteractionsInwoo Hwang, Bing Zhou, Young Min Kim et al.
Modeling human-scene interactions (HSI) is essential for understanding and simulating everyday human behaviors. Recent approaches utilizing generative modeling have made progress in this domain; however, they are limited in controllability and flexibility for real-world applications. To address these challenges, we propose reformulating the HSI modeling problem as Scene-aware Motion In-betweening - a more tractable and practical task. We introduce SceneMI, a framework that supports several practical applications, including keyframe-guided character animation in 3D scenes and enhancing the motion quality of imperfect HSI data. SceneMI employs dual scene descriptors to comprehensively encode global and local scene context. Furthermore, our framework leverages the inherent denoising nature of diffusion models to generalize on noisy keyframes. Experimental results demonstrate SceneMI's effectiveness in scene-aware keyframe in-betweening and generalization to the real-world GIMO dataset, where motions and scenes are acquired by noisy IMU sensors and smartphones. We further showcase SceneMI's applicability in HSI reconstruction from monocular videos.
8.4CVMar 26, 2025
Recovering Dynamic 3D Sketches from VideosJaeah Lee, Changwoon Choi, Young Min Kim et al.
Understanding 3D motion from videos presents inherent challenges due to the diverse types of movement, ranging from rigid and deformable objects to articulated structures. To overcome this, we propose Liv3Stroke, a novel approach for abstracting objects in motion with deformable 3D strokes. The detailed movements of an object may be represented by unstructured motion vectors or a set of motion primitives using a pre-defined articulation from a template model. Just as a free-hand sketch can intuitively visualize scenes or intentions with a sparse set of lines, we utilize a set of parametric 3D curves to capture a set of spatially smooth motion elements for general objects with unknown structures. We first extract noisy, 3D point cloud motion guidance from video frames using semantic features, and our approach deforms a set of curves to abstract essential motion features as a set of explicit 3D representations. Such abstraction enables an understanding of prominent components of motions while maintaining robustness to environmental factors. Our approach allows direct analysis of 3D object movements from video, tackling the uncertainty that typically occurs when translating real-world motion into recorded footage. The project page is accessible via: https://jaeah.me/liv3stroke_web
8.0GRMar 18, 2025
Motion Synthesis with Sparse and Flexible Keyjoint ControlInwoo Hwang, Jinseok Bae, Donggeun Lim et al.
Creating expressive character animations is labor-intensive, requiring intricate manual adjustment of animators across space and time. Previous works on controllable motion generation often rely on a predefined set of dense spatio-temporal specifications (e.g., dense pelvis trajectories with exact per-frame timing), limiting practicality for animators. To process high-level intent and intuitive control in diverse scenarios, we propose a practical controllable motions synthesis framework that respects sparse and flexible keyjoint signals. Our approach employs a decomposed diffusion-based motion synthesis framework that first synthesizes keyjoint movements from sparse input control signals and then synthesizes full-body motion based on the completed keyjoint trajectories. The low-dimensional keyjoint movements can easily adapt to various control signal types, such as end-effector position for diverse goal-driven motion synthesis, or incorporate functional constraints on a subset of keyjoints. Additionally, we introduce a time-agnostic control formulation, eliminating the need for frame-specific timing annotations and enhancing control flexibility. Then, the shared second stage can synthesize a natural whole-body motion that precisely satisfies the task requirement from dense keyjoint movements. We demonstrate the effectiveness of sparse and flexible keyjoint control through comprehensive experiments on diverse datasets and scenarios.
5.2CVNov 13, 2024
ReMP: Reusable Motion Prior for Multi-domain 3D Human Pose Estimation and Motion InbetweeningHojun Jang, Young Min Kim
We present Reusable Motion prior (ReMP), an effective motion prior that can accurately track the temporal evolution of motion in various downstream tasks. Inspired by the success of foundation models, we argue that a robust spatio-temporal motion prior can encapsulate underlying 3D dynamics applicable to various sensor modalities. We learn the rich motion prior from a sequence of complete parametric models of posed human body shape. Our prior can easily estimate poses in missing frames or noisy measurements despite significant occlusion by employing a temporal attention mechanism. More interestingly, our prior can guide the system with incomplete and challenging input measurements to quickly extract critical information to estimate the sequence of poses, significantly improving the training efficiency for mesh sequence recovery. ReMP consistently outperforms the baseline method on diverse and practical 3D motion data, including depth point clouds, LiDAR scans, and IMU sensor data. Project page is available in https://hojunjang17.github.io/ReMP.
2.2ROFeb 20
RoEL: Robust Event-based 3D Line ReconstructionGwangtak Bae, Jaeho Shin, Seunggu Kang et al.
Event cameras in motion tend to detect object boundaries or texture edges, which produce lines of brightness changes, especially in man-made environments. While lines can constitute a robust intermediate representation that is consistently observed, the sparse nature of lines may lead to drastic deterioration with minor estimation errors. Only a few previous works, often accompanied by additional sensors, utilize lines to compensate for the severe domain discrepancies of event sensors along with unpredictable noise characteristics. We propose a method that can stably extract tracks of varying appearances of lines using a clever algorithmic process that observes multiple representations from various time slices of events, compensating for potential adversaries within the event data. We then propose geometric cost functions that can refine the 3D line maps and camera poses, eliminating projective distortions and depth ambiguities. The 3D line maps are highly compact and can be equipped with our proposed cost function, which can be adapted for any observations that can detect and extract line structures or projections of them, including 3D point cloud maps or image observations. We demonstrate that our formulation is powerful enough to exhibit a significant performance boost in event-based mapping and pose refinement across diverse datasets, and can be flexibly applied to multimodal scenarios. Our results confirm that the proposed line-based formulation is a robust and effective approach for the practical deployment of event-based perceptual modules. Project page: https://gwangtak.github.io/roel/
3.7CVJun 12, 2024
Outdoor Scene Extrapolation with Hierarchical Generative Cellular AutomataDongsu Zhang, Francis Williams, Zan Gojcic et al.
We aim to generate fine-grained 3D geometry from large-scale sparse LiDAR scans, abundantly captured by autonomous vehicles (AV). Contrary to prior work on AV scene completion, we aim to extrapolate fine geometry from unlabeled and beyond spatial limits of LiDAR scans, taking a step towards generating realistic, high-resolution simulation-ready 3D street environments. We propose hierarchical Generative Cellular Automata (hGCA), a spatially scalable conditional 3D generative model, which grows geometry recursively with local kernels following, in a coarse-to-fine manner, equipped with a light-weight planner to induce global consistency. Experiments on synthetic scenes show that hGCA generates plausible scene geometry with higher fidelity and completeness compared to state-of-the-art baselines. Our model generalizes strongly from sim-to-real, qualitatively outperforming baselines on the Waymo-open dataset. We also show anecdotal evidence of the ability to create novel objects from real-world geometric cues even when trained on limited synthetic content. More results and details can be found on https://research.nvidia.com/labs/toronto-ai/hGCA/.
3.7CVFeb 17, 2022
Neural Marionette: Unsupervised Learning of Motion Skeleton and Latent Dynamics from Volumetric VideoJinseok Bae, Hojun Jang, Cheol-Hui Min et al.
We present Neural Marionette, an unsupervised approach that discovers the skeletal structure from a dynamic sequence and learns to generate diverse motions that are consistent with the observed motion dynamics. Given a video stream of point cloud observation of an articulated body under arbitrary motion, our approach discovers the unknown low-dimensional skeletal relationship that can effectively represent the movement. Then the discovered structure is utilized to encode the motion priors of dynamic sequences in a latent structure, which can be decoded to the relative joint rotations to represent the full skeletal motion. Our approach works without any prior knowledge of the underlying motion or skeletal structure, and we demonstrate that the discovered structure is even comparable to the hand-labeled ground truth skeleton in representing a 4D sequence of motion. The skeletal structure embeds the general semantics of possible motion space that can generate motions for diverse scenarios. We verify that the learned motion prior is generalizable to the multi-modal sequence generation, interpolation of two poses, and motion retargeting to a different skeletal structure.
3.7CVOct 14, 2021
Self-Supervised Domain Adaptation for Visual Navigation with Global Map ConsistencyEun Sun Lee, Junho Kim, Young Min Kim
We propose a light-weight, self-supervised adaptation for a visual navigation agent to generalize to unseen environment. Given an embodied agent trained in a noiseless environment, our objective is to transfer the agent to a noisy environment where actuation and odometry sensor noise is present. Our method encourages the agent to maximize the consistency between the global maps generated at different time steps in a round-trip trajectory. The proposed task is completely self-supervised, not requiring any supervision from ground-truth pose data or explicit noise model. In addition, optimization of the task objective is extremely light-weight, as training terminates within a few minutes on a commodity GPU. Our experiments show that the proposed task helps the agent to successfully transfer to new, noisy environments. The transferred agent exhibits improved localization and mapping accuracy, further leading to enhanced performance in downstream visual navigation tasks. Moreover, we demonstrate test-time adaptation with our self-supervised task to show its potential applicability in real-world deployment.
GATSBI: Generative Agent-centric Spatio-temporal Object InteractionCheol-Hui Min, Jinseok Bae, Junho Lee et al.
We present GATSBI, a generative model that can transform a sequence of raw observations into a structured latent representation that fully captures the spatio-temporal context of the agent's actions. In vision-based decision-making scenarios, an agent faces complex high-dimensional observations where multiple entities interact with each other. The agent requires a good scene representation of the visual observation that discerns essential components and consistently propagates along the time horizon. Our method, GATSBI, utilizes unsupervised object-centric scene representation learning to separate an active agent, static background, and passive objects. GATSBI then models the interactions reflecting the causal relationships among decomposed entities and predicts physically plausible future states. Our model generalizes to a variety of environments where different types of robots and objects dynamically interact with each other. We show GATSBI achieves superior performance on scene decomposition and video prediction compared to its state-of-the-art counterparts.