Jeongmin Bae

CV
h-index5
7papers
63citations
Novelty53%
AI Score33

7 Papers

9.1CVJan 22, 2023
BallGAN: 3D-aware Image Synthesis with a Spherical Background

Minjung Shin, Yunji Seo, Jeongmin Bae et al.

3D-aware GANs aim to synthesize realistic 3D scenes such that they can be rendered in arbitrary perspectives to produce images. Although previous methods produce realistic images, they suffer from unstable training or degenerate solutions where the 3D geometry is unnatural. We hypothesize that the 3D geometry is underdetermined due to the insufficient constraint, i.e., being classified as real image to the discriminator is not enough. To solve this problem, we propose to approximate the background as a spherical surface and represent a scene as a union of the foreground placed in the sphere and the thin spherical background. It reduces the degree of freedom in the background field. Accordingly, we modify the volume rendering equation and incorporate dedicated constraints to design a novel 3D-aware GAN framework named BallGAN. BallGAN has multiple advantages as follows. 1) It produces more reasonable 3D geometry; the images of a scene across different viewpoints have better photometric consistency and fidelity than the state-of-the-art methods. 2) The training becomes much more stable. 3) The foreground can be separately rendered on top of different arbitrary backgrounds.

2.6CVNov 18, 2022
3d human motion generation from the text via gesture action classification and the autoregressive model

Gwantae Kim, Youngsuk Ryu, Junyeop Lee et al.

In this paper, a deep learning-based model for 3D human motion generation from the text is proposed via gesture action classification and an autoregressive model. The model focuses on generating special gestures that express human thinking, such as waving and nodding. To achieve the goal, the proposed method predicts expression from the sentences using a text classification model based on a pretrained language model and generates gestures using the gate recurrent unit-based autoregressive model. Especially, we proposed the loss for the embedding space for restoring raw motions and generating intermediate motions well. Moreover, the novel data augmentation method and stop token are proposed to generate variable length motions. To evaluate the text classification model and 3D human motion generation model, a gesture action classification dataset and action-based gesture dataset are collected. With several experiments, the proposed method successfully generates perceptually natural and realistic 3D human motion from the text. Moreover, we verified the effectiveness of the proposed method using a public-available action recognition dataset to evaluate cross-dataset generalization performance.

6.5CVAug 22, 2022
FurryGAN: High Quality Foreground-aware Image Synthesis

Jeongmin Bae, Mingi Kwon, Youngjung Uh

Foreground-aware image synthesis aims to generate images as well as their foreground masks. A common approach is to formulate an image as an masked blending of a foreground image and a background image. It is a challenging problem because it is prone to reach the trivial solution where either image overwhelms the other, i.e., the masks become completely full or empty, and the foreground and background are not meaningfully separated. We present FurryGAN with three key components: 1) imposing both the foreground image and the composite image to be realistic, 2) designing a mask as a combination of coarse and fine masks, and 3) guiding the generator by an auxiliary mask predictor in the discriminator. Our method produces realistic images with remarkably detailed alpha masks which cover hair, fur, and whiskers in a fully unsupervised manner.

12.6CVOct 20, 2023Code
Sync-NeRF: Generalizing Dynamic NeRFs to Unsynchronized Videos

Seoha Kim, Jeongmin Bae, Youngsik Yun et al.

Recent advancements in 4D scene reconstruction using neural radiance fields (NeRF) have demonstrated the ability to represent dynamic scenes from multi-view videos. However, they fail to reconstruct the dynamic scenes and struggle to fit even the training views in unsynchronized settings. It happens because they employ a single latent embedding for a frame while the multi-view images at the same frame were actually captured at different moments. To address this limitation, we introduce time offsets for individual unsynchronized videos and jointly optimize the offsets with NeRF. By design, our method is applicable for various baselines and improves them with large margins. Furthermore, finding the offsets naturally works as synchronizing the videos without manual effort. Experiments are conducted on the common Plenoptic Video Dataset and a newly built Unsynchronized Dynamic Blender Dataset to verify the performance of our method. Project page: https://seoha-kim.github.io/sync-nerf

12.1CVAug 14, 2024
Rethinking Open-Vocabulary Segmentation of Radiance Fields in 3D Space

Hyunjee Lee, Youngsik Yun, Jeongmin Bae et al.

Understanding the 3D semantics of a scene is a fundamental problem for various scenarios such as embodied agents. While NeRFs and 3DGS excel at novel-view synthesis, previous methods for understanding their semantics have been limited to incomplete 3D understanding: their segmentation results are rendered as 2D masks that do not represent the entire 3D space. To address this limitation, we redefine the problem to segment the 3D volume and propose the following methods for better 3D understanding. We directly supervise the 3D points to train the language embedding field, unlike previous methods that anchor supervision at 2D pixels. We transfer the learned language field to 3DGS, achieving the first real-time rendering speed without sacrificing training time or accuracy. Lastly, we introduce a 3D querying and evaluation protocol for assessing the reconstructed geometry and semantics together. Code, checkpoints, and annotations are available at the project page.

32.6CVApr 4, 2024
Per-Gaussian Embedding-Based Deformation for Deformable 3D Gaussian Splatting

Jeongmin Bae, Seoha Kim, Youngsik Yun et al.

As 3D Gaussian Splatting (3DGS) provides fast and high-quality novel view synthesis, it is a natural extension to deform a canonical 3DGS to multiple frames for representing a dynamic scene. However, previous works fail to accurately reconstruct complex dynamic scenes. We attribute the failure to the design of the deformation field, which is built as a coordinate-based function. This approach is problematic because 3DGS is a mixture of multiple fields centered at the Gaussians, not just a single coordinate-based framework. To resolve this problem, we define the deformation as a function of per-Gaussian embeddings and temporal embeddings. Moreover, we decompose deformations as coarse and fine deformations to model slow and fast movements, respectively. Also, we introduce a local smoothness regularization for per-Gaussian embedding to improve the details in dynamic regions. Project page: https://jeongminb.github.io/e-d3dgs/

12.0CVJun 17
Hand-4DGS: Feed-Forward 3D Gaussian Splatting for 4D Hand Reconstruction from Egocentric Videos

Jeongmin Bae, Seoha Kim, Marc Pollefeys et al.

Dynamic 3D hand reconstruction from egocentric videos is essential for next-generation computing platforms such as AR/VR and AI glasses. Despite its importance, most prior works focus either on multi-view 3D hand reconstruction or on 4D human body reconstruction. Egocentric 4D hand reconstruction remains challenging due to fast head motion, rapid hand dynamics, severe occlusions, and inherent ambiguity from single-view observations. To address these challenges, we introduce Hand-4DGS, the first feed-forward framework for reconstructing dynamic 4D hands directly from egocentric videos, enabling both fast (~60 FPS) inference and strong generalization. Our approach incorporates a mesh-guided representation for structural priors and temporal convolutions to model dynamic motion. We evaluate our framework on two challenging egocentric datasets, H2O and ARCTIC, and demonstrate significant improvements over baselines. Our method benefits from the generalization capability of feed-forward networks and effective 2D image supervision through Gaussian splatting, without requiring expensive 3D hand pose ground-truth annotations.