14.1CVSep 6, 2024
Dense Hand-Object(HO) GraspNet with Full Grasping Taxonomy and DynamicsWoojin Cho, Jihyun Lee, Minjae Yi et al.
Existing datasets for 3D hand-object interaction are limited either in the data cardinality, data variations in interaction scenarios, or the quality of annotations. In this work, we present a comprehensive new training dataset for hand-object interaction called HOGraspNet. It is the only real dataset that captures full grasp taxonomies, providing grasp annotation and wide intraclass variations. Using grasp taxonomies as atomic actions, their space and time combinatorial can represent complex hand activities around objects. We select 22 rigid objects from the YCB dataset and 8 other compound objects using shape and size taxonomies, ensuring coverage of all hand grasp configurations. The dataset includes diverse hand shapes from 99 participants aged 10 to 74, continuous video frames, and a 1.5M RGB-Depth of sparse frames with annotations. It offers labels for 3D hand and object meshes, 3D keypoints, contact maps, and \emph{grasp labels}. Accurate hand and object 3D meshes are obtained by fitting the hand parametric model (MANO) and the hand implicit function (HALO) to multi-view RGBD frames, with the MoCap system only for objects. Note that HALO fitting does not require any parameter tuning, enabling scalability to the dataset's size with comparable accuracy to MANO. We evaluate HOGraspNet on relevant tasks: grasp classification and 3D hand pose estimation. The result shows performance variations based on grasp type and object class, indicating the potential importance of the interaction space captured by our dataset. The provided data aims at learning universal shape priors or foundation models for 3D hand-object interaction. Our dataset and code are available at https://hograspnet2024.github.io/.
BiTT: Bi-directional Texture Reconstruction of Interacting Two Hands from a Single ImageMinje Kim, Tae-Kyun Kim
Creating personalized hand avatars is important to offer a realistic experience to users on AR / VR platforms. While most prior studies focused on reconstructing 3D hand shapes, some recent work has tackled the reconstruction of hand textures on top of shapes. However, these methods are often limited to capturing pixels on the visible side of a hand, requiring diverse views of the hand in a video or multiple images as input. In this paper, we propose a novel method, BiTT(Bi-directional Texture reconstruction of Two hands), which is the first end-to-end trainable method for relightable, pose-free texture reconstruction of two interacting hands taking only a single RGB image, by three novel components: 1) bi-directional (left $\leftrightarrow$ right) texture reconstruction using the texture symmetry of left / right hands, 2) utilizing a texture parametric model for hand texture recovery, and 3) the overall coarse-to-fine stage pipeline for reconstructing personalized texture of two interacting hands. BiTT first estimates the scene light condition and albedo image from an input image, then reconstructs the texture of both hands through the texture parametric model and bi-directional texture reconstructor. In experiments using InterHand2.6M and RGB2Hands datasets, our method significantly outperforms state-of-the-art hand texture reconstruction methods quantitatively and qualitatively. The code is available at https://github.com/yunminjin2/BiTT
A Benchmark Dataset for Collaborative SLAM in Service EnvironmentsHarin Park, Inha Lee, Minje Kim et al.
As service environments have become diverse, they have started to demand complicated tasks that are difficult for a single robot to complete. This change has led to an interest in multiple robots instead of a single robot. C-SLAM, as a fundamental technique for multiple service robots, needs to handle diverse challenges such as homogeneous scenes and dynamic objects to ensure that robots operate smoothly and perform their tasks safely. However, existing C-SLAM datasets do not include the various indoor service environments with the aforementioned challenges. To close this gap, we introduce a new multi-modal C-SLAM dataset for multiple service robots in various indoor service environments, called C-SLAM dataset in Service Environments (CSE). We use the NVIDIA Isaac Sim to generate data in various indoor service environments with the challenges that may occur in real-world service environments. By using simulation, we can provide accurate and precisely time-synchronized sensor data, such as stereo RGB, stereo depth, IMU, and ground truth (GT) poses. We configure three common indoor service environments (Hospital, Office, and Warehouse), each of which includes various dynamic objects that perform motions suitable to each environment. In addition, we drive three robots to mimic the actions of real service robots. Through these factors, we generate a more realistic C-SLAM dataset for multiple service robots. We demonstrate our dataset by evaluating diverse state-of-the-art single-robot SLAM and multi-robot SLAM methods. Our dataset is available at https://github.com/vision3d-lab/CSE_Dataset.
4.0SDJul 2, 2025Code
User-guided Generative Source SeparationYutong Wen, Minje Kim, Paris Smaragdis
Music source separation (MSS) aims to extract individual instrument sources from their mixture. While most existing methods focus on the widely adopted four-stem separation setup (vocals, bass, drums, and other instruments), this approach lacks the flexibility needed for real-world applications. To address this, we propose GuideSep, a diffusion-based MSS model capable of instrument-agnostic separation beyond the four-stem setup. GuideSep is conditioned on multiple inputs: a waveform mimicry condition, which can be easily provided by humming or playing the target melody, and mel-spectrogram domain masks, which offer additional guidance for separation. Unlike prior approaches that relied on fixed class labels or sound queries, our conditioning scheme, coupled with the generative approach, provides greater flexibility and applicability. Additionally, we design a mask-prediction baseline using the same model architecture to systematically compare predictive and generative approaches. Our objective and subjective evaluations demonstrate that GuideSep achieves high-quality separation while enabling more versatile instrument extraction, highlighting the potential of user participation in the diffusion-based generative process for MSS. Our code and demo page are available at https://yutongwen.github.io/GuideSep/
8.4CVSep 26, 2025
SRHand: Super-Resolving Hand Images and 3D Shapes via View/Pose-aware Neural Image Representations and Explicit 3D MeshesMinje Kim, Tae-Kyun Kim
Reconstructing detailed hand avatars plays a crucial role in various applications. While prior works have focused on capturing high-fidelity hand geometry, they heavily rely on high-resolution multi-view image inputs and struggle to generalize on low-resolution images. Multi-view image super-resolution methods have been proposed to enforce 3D view consistency. These methods, however, are limited to static objects/scenes with fixed resolutions and are not applicable to articulated deformable hands. In this paper, we propose SRHand (Super-Resolution Hand), the method for reconstructing detailed 3D geometry as well as textured images of hands from low-resolution images. SRHand leverages the advantages of implicit image representation with explicit hand meshes. Specifically, we introduce a geometric-aware implicit image function (GIIF) that learns detailed hand prior by upsampling the coarse input images. By jointly optimizing the implicit image function and explicit 3D hand shapes, our method preserves multi-view and pose consistency among upsampled hand images, and achieves fine-detailed 3D reconstruction (wrinkles, nails). In experiments using the InterHand2.6M and Goliath datasets, our method significantly outperforms state-of-the-art image upsampling methods adapted to hand datasets, and 3D hand reconstruction methods, quantitatively and qualitatively. Project page: https://yunminjin2.github.io/projects/srhand
2.2ROMar 4, 2024
AiSDF: Structure-aware Neural Signed Distance Fields in Indoor ScenesJaehoon Jang, Inha Lee, Minje Kim et al.
Indoor scenes we are living in are visually homogenous or textureless, while they inherently have structural forms and provide enough structural priors for 3D scene reconstruction. Motivated by this fact, we propose a structure-aware online signed distance fields (SDF) reconstruction framework in indoor scenes, especially under the Atlanta world (AW) assumption. Thus, we dub this incremental SDF reconstruction for AW as AiSDF. Within the online framework, we infer the underlying Atlanta structure of a given scene and then estimate planar surfel regions supporting the Atlanta structure. This Atlanta-aware surfel representation provides an explicit planar map for a given scene. In addition, based on these Atlanta planar surfel regions, we adaptively sample and constrain the structural regularity in the SDF reconstruction, which enables us to improve the reconstruction quality by maintaining a high-level structure while enhancing the details of a given scene. We evaluate the proposed AiSDF on the ScanNet and ReplicaCAD datasets, where we demonstrate that the proposed framework is capable of reconstructing fine details of objects implicitly, as well as structures explicitly in room-scale scenes.
22.9LGFeb 15, 2019
AutoQ: Automated Kernel-Wise Neural Network QuantizationQian Lou, Feng Guo, Lantao Liu et al.
Network quantization is one of the most hardware friendly techniques to enable the deployment of convolutional neural networks (CNNs) on low-power mobile devices. Recent network quantization techniques quantize each weight kernel in a convolutional layer independently for higher inference accuracy, since the weight kernels in a layer exhibit different variances and hence have different amounts of redundancy. The quantization bitwidth or bit number (QBN) directly decides the inference accuracy, latency, energy and hardware overhead. To effectively reduce the redundancy and accelerate CNN inferences, various weight kernels should be quantized with different QBNs. However, prior works use only one QBN to quantize each convolutional layer or the entire CNN, because the design space of searching a QBN for each weight kernel is too large. The hand-crafted heuristic of the kernel-wise QBN search is so sophisticated that domain experts can obtain only sub-optimal results. It is difficult for even deep reinforcement learning (DRL) Deep Deterministic Policy Gradient (DDPG)-based agents to find a kernel-wise QBN configuration that can achieve reasonable inference accuracy. In this paper, we propose a hierarchical-DRL-based kernel-wise network quantization technique, AutoQ, to automatically search a QBN for each weight kernel, and choose another QBN for each activation layer. Compared to the models quantized by the state-of-the-art DRL-based schemes, on average, the same models quantized by AutoQ reduce the inference latency by 54.06\%, and decrease the inference energy consumption by 50.69\%, while achieving the same inference accuracy.