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Cheol-Hui Min

Publications and source records attributed to Cheol-Hui Min.

4 recordsLinked to original sources

DepthFocus: Controllable Depth Estimation for See-Through Scenes

Depth in the real world is rarely singular. Transmissive materials create layered ambiguities that confound conventional perception systems. Existing models remain passive; conventional approaches typically estimate static depth maps anchored to the nearest surface, and even recent multi-head extensions suffer from a representational bottleneck due to fixed feature representations. This stands in contrast to human vision, which actively shifts focus to perceive a desired depth. We introduce \textbf{DepthFocus}, a steerable Vision Transformer that redefines stereo depth estimation as condition-aware control. Instead of extracting fixed features, our model dynamically modulates its computation based on a physical reference depth, integrating dual conditional mechanisms to selectively perceive geometry aligned with the desired focus. Leveraging a newly curated large-scale synthetic dataset, \textbf{DepthFocus} achieves state-of-the-art results across all evaluated benchmarks, including both standard single-layer and complex multi-layered scenarios. While maintaining high precision in opaque regions, our approach effectively resolves depth ambiguities in transparent and reflective scenes by selectively reconstructing geometry at a target distance. This capability enables robust, intent-driven perception that significantly outperforms existing multi-layer methods, marking a substantial step toward active 3D perception. \noindent \textbf{Project page}: \href{https://junhong-3dv.github.io/depthfocus-project/}{\textbf{this https URL}}.

cs.CV

PMP: Learning to Physically Interact with Environments using Part-wise Motion Priors

We present a method to animate a character incorporating multiple part-wise motion priors (PMP). While previous works allow creating realistic articulated motions from reference data, the range of motion is largely limited by the available samples. Especially for the interaction-rich scenarios, it is impractical to attempt acquiring every possible interacting motion, as the combination of physical parameters increases exponentially. The proposed PMP allows us to assemble multiple part skills to animate a character, creating a diverse set of motions with different combinations of existing data. In our pipeline, we can train an agent with a wide range of part-wise priors. Therefore, each body part can obtain a kinematic insight of the style from the motion captures, or at the same time extract dynamics-related information from the additional part-specific simulation. For example, we can first train a general interaction skill, e.g. grasping, only for the dexterous part, and then combine the expert trajectories from the pre-trained agent with the kinematic priors of other limbs. Eventually, our whole-body agent learns a novel physical interaction skill even with the absence of the object trajectories in the reference motion sequence.

cs.GR

Neural Marionette: Unsupervised Learning of Motion Skeleton and Latent Dynamics from Volumetric Video

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.

cs.CV

GATSBI: Generative Agent-centric Spatio-temporal Object Interaction

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.

cs.CV