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Daniel Sungho Jung

Publications and source records attributed to Daniel Sungho Jung.

12 recordsLinked to original sources

Learning Distance-Conditioned Object Transport for Humanoid Loco-Manipulation from a Single Motion Clip

Motion tracking can reproduce humanoid loco-manipulation from a single retargeted motion clip, but a policy trained on a fixed reference primarily reproduces its demonstrated transport outcome. Although the source trajectory visits intermediate object displacements, transport termination is demonstrated only at its endpoint. We identify this mismatch as the termination-versus-passage gap: intermediate displacements are observed as passage states rather than termination-complete outcomes. We introduce Distance-Conditioned Reference Recomposition (DCRR), which relocates the demonstrated termination segment to intermediate transport states. A frozen tracking teacher replays the recomposed references under closed-loop dynamics, and the retained trajectories are relabeled by their achieved object placements and distilled into a reference-free policy. This procedure constructs distance-conditioned supervision from the interaction behavior encoded in the source motion. Across Carry, Kick-Push, Crouch-Push, and Drag, DCRR-BC produces command-dependent transport with an overall normalized distance mean absolute error (MAE) of 0.15, compared with 0.28 for source-only behavior cloning. RL fine-tuning further improves the command response and execution robustness in the training simulator and under sim-to-sim transfer. Finally, hardware experiments demonstrate transport-distance modulation across all four interaction modes.

cs.RO

PrintAnything: Learning an Intermediate Representation for 3D printing G-code Generation

Point clouds are one of the most fundamental and widely used 3D representations, serving as the most basic geometric representation of 3D shapes. Nevertheless, most existing 3D printing pipelines require a watertight mesh as input, preventing the direct use of point clouds for fabrication. A common workaround is to reconstruct meshes from point clouds; however, the resulting meshes often contain geometric artifacts, such as incorrect faces or topological inconsistencies, that are difficult to repair and may lead to printing failures. To overcome these limitations, we propose PrintAnything, a novel framework that learns to produce executable 3D printing G-code directly from 3D point clouds without requiring mesh reconstruction. To enable point clouds to serve as direct input for slice-wise toolpath generation, we introduce a slice-wise point projection strategy that transforms unstructured 3D point clouds into slice-aligned 2D representations consistent with layer-by-layer nature of fused deposition modeling in 3D printing. To eliminate mesh dependency and provide a unified representation that bridges point clouds and G-code, we propose Geometric plan (G-plan) map, a compact 2D representation composed of occupancy, region, and flow maps that encode the geometric and extrusion properties required for toolpath synthesis in 3D printing. As a result, our proposed method accurately generates printable G-code directly from point clouds, enabling a practical and fully mesh-free pipeline for 3D printing. The code is publicly available at \href{https://github.com/Sangminhong/PrintAnything}{https://github.com/Sangminhong/PrintAnything}.

cs.CV

Training-Free Dense Hand Contact Estimation with Multi-Modal Large Language Models

Dense hand contact estimation requires both high-level semantic understanding and fine-grained geometric reasoning of human interaction to accurately localize contact regions. Recently, multi-modal large language models (MLLMs) have demonstrated strong capabilities in understanding visual semantics, enabled by vision-language priors learned from large-scale data. However, leveraging MLLMs for dense hand contact estimation remains underexplored. There are two major challenges in applying MLLMs to dense hand contact estimation. First, encoding explicit 3D hand geometry is difficult, as MLLMs primarily operate on vision and language modalities. Second, capturing fine-grained vertex-level contact remains challenging, as MLLMs tend to focus on high-level semantics rather than detailed geometric reasoning. To address these challenges, we propose ContactPrompt, a training-free and zero-shot approach for dense hand contact estimation using MLLMs. To effectively encode 3D hand geometry, we introduce a detailed hand-part segmentation and a part-wise vertex-grid representation that provides structured, localized geometric information. To enable accurate and efficient dense contact prediction, we develop a multi-stage structured contact reasoning with part conditioning, progressively bridging global semantics and fine-grained geometry. Therefore, our method effectively leverages the reasoning capabilities of MLLMs while enabling precise dense hand contact estimation. Surprisingly, the proposed approach outperforms previous supervised methods trained on large-scale dense contact datasets without requiring any training. The codes will be released.

cs.CV

Shoe Style-Invariant and Ground-Aware Learning for Dense Foot Contact Estimation

Foot contact plays a critical role in human interaction with the world, and thus exploring foot contact can advance our understanding of human movement and physical interaction. Despite its importance, existing methods often approximate foot contact using a zero-velocity constraint and focus on joint-level contact, failing to capture the detailed interaction between the foot and the world. Dense estimation of foot contact is crucial for accurately modeling this interaction, yet predicting dense foot contact from a single RGB image remains largely underexplored. There are two main challenges for learning dense foot contact estimation. First, shoes exhibit highly diverse appearances, making it difficult for models to generalize across different styles. Second, ground often has a monotonous appearance, making it difficult to extract informative features. To tackle these issues, we present a FEet COntact estimation (FECO) framework that learns dense foot contact with shoe style-invariant and ground-aware learning. To overcome the challenge of shoe appearance diversity, our approach incorporates shoe style adversarial training that enforces shoe style-invariant features for contact estimation. To effectively utilize ground information, we introduce a ground feature extractor that captures ground properties based on spatial context. As a result, our proposed method achieves robust foot contact estimation regardless of shoe appearance and effectively leverages ground information. The codes are available at https://github.com/dqj5182/FECO_RELEASE.

cs.CV

Learning Human-Object Interaction for 3D Human Pose Estimation from LiDAR Point Clouds

Understanding humans from LiDAR point clouds is one of the most critical tasks in autonomous driving due to its close relationships with pedestrian safety, yet it remains challenging in the presence of diverse human-object interactions and cluttered backgrounds. Nevertheless, existing methods largely overlook the potential of leveraging human-object interactions to build robust 3D human pose estimation frameworks. There are two major challenges that motivate the incorporation of human-object interaction. First, human-object interactions introduce spatial ambiguity between human and object points, which often leads to erroneous 3D human keypoint predictions in interaction regions. Second, there exists severe class imbalance in the number of points between interacting and non-interacting body parts, with the interaction-frequent regions such as hand and foot being sparsely observed in LiDAR data. To address these challenges, we propose a Human-Object Interaction Learning (HOIL) framework for robust 3D human pose estimation from LiDAR point clouds. To mitigate the spatial ambiguity issue, we present human-object interaction-aware contrastive learning (HOICL) that effectively enhances feature discrimination between human and object points, particularly in interaction regions. To alleviate the class imbalance issue, we introduce contact-aware part-guided pooling (CPPool) that adaptively reallocates representational capacity by compressing overrepresented points while preserving informative points from interacting body parts. In addition, we present an optional contact-based temporal refinement that refines erroneous per-frame keypoint estimates using contact cues over time. As a result, our HOIL effectively leverages human-object interaction to resolve spatial ambiguity and class imbalance in interaction regions. Codes will be released.

cs.CV

TeHOR: Text-Guided 3D Human and Object Reconstruction with Textures

Joint reconstruction of 3D human and object from a single image is an active research area, with pivotal applications in robotics and digital content creation. Despite recent advances, existing approaches suffer from two fundamental limitations. First, their reconstructions rely heavily on physical contact information, which inherently cannot capture non-contact human-object interactions, such as gazing at or pointing toward an object. Second, the reconstruction process is primarily driven by local geometric proximity, neglecting the human and object appearances that provide global context crucial for understanding holistic interactions. To address these issues, we introduce TeHOR, a framework built upon two core designs. First, beyond contact information, our framework leverages text descriptions of human-object interactions to enforce semantic alignment between the 3D reconstruction and its textual cues, enabling reasoning over a wider spectrum of interactions, including non-contact cases. Second, we incorporate appearance cues of the 3D human and object into the alignment process to capture holistic contextual information, thereby ensuring visually plausible reconstructions. As a result, our framework produces accurate and semantically coherent reconstructions, achieving state-of-the-art performance.

cs.CV

Learning Dense Hand Contact Estimation from Imbalanced Data

Hands are essential to human interaction, and exploring contact between hands and the world can promote comprehensive understanding of their function. Recently, there have been growing number of hand interaction datasets that cover interaction with object, other hand, scene, and body. Despite the significance of the task and increasing high-quality data, how to effectively learn dense hand contact estimation remains largely underexplored. There are two major challenges for learning dense hand contact estimation. First, there exists class imbalance issue from hand contact datasets where majority of regions are not in contact. Second, hand contact datasets contain spatial imbalance issue with most of hand contact exhibited in finger tips, resulting in challenges for generalization towards contacts in other hand regions. To tackle these issues, we present a framework that learns dense HAnd COntact estimation (HACO) from imbalanced data. To resolve the class imbalance issue, we introduce balanced contact sampling, which builds and samples from multiple sampling groups that fairly represent diverse contact statistics for both contact and non-contact vertices. Moreover, to address the spatial imbalance issue, we propose vertex-level class-balanced (VCB) loss, which incorporates spatially varying contact distribution by separately reweighting loss contribution of each vertex based on its contact frequency across dataset. As a result, we effectively learn to predict dense hand contact estimation with large-scale hand contact data without suffering from class and spatial imbalance issue. The codes are available at https://github.com/dqj5182/HACO_RELEASE.

cs.CV

SemanticDraw: Towards Real-Time Interactive Content Creation from Image Diffusion Models

We introduce SemanticDraw, a new paradigm of interactive content creation where high-quality images are generated in near real-time from given multiple hand-drawn regions, each encoding prescribed semantic meaning. In order to maximize the productivity of content creators and to fully realize their artistic imagination, it requires both quick interactive interfaces and fine-grained regional controls in their tools. Despite astonishing generation quality from recent diffusion models, we find that existing approaches for regional controllability are very slow (52 seconds for $512 \times 512$ image) while not compatible with acceleration methods such as LCM, blocking their huge potential in interactive content creation. From this observation, we build our solution for interactive content creation in two steps: (1) we establish compatibility between region-based controls and acceleration techniques for diffusion models, maintaining high fidelity of multi-prompt image generation with $\times 10$ reduced number of inference steps, (2) we increase the generation throughput with our new multi-prompt stream batch pipeline, enabling low-latency generation from multiple, region-based text prompts on a single RTX 2080 Ti GPU. Our proposed framework is generalizable to any existing diffusion models and acceleration schedulers, allowing sub-second (0.64 seconds) image content creation application upon well-established image diffusion models. Our project page is: https://jaerinlee.com/research/semantic-draw

cs.CV

Joint Reconstruction of 3D Human and Object via Contact-Based Refinement Transformer

Human-object contact serves as a strong cue to understand how humans physically interact with objects. Nevertheless, it is not widely explored to utilize human-object contact information for the joint reconstruction of 3D human and object from a single image. In this work, we present a novel joint 3D human-object reconstruction method (CONTHO) that effectively exploits contact information between humans and objects. There are two core designs in our system: 1) 3D-guided contact estimation and 2) contact-based 3D human and object refinement. First, for accurate human-object contact estimation, CONTHO initially reconstructs 3D humans and objects and utilizes them as explicit 3D guidance for contact estimation. Second, to refine the initial reconstructions of 3D human and object, we propose a novel contact-based refinement Transformer that effectively aggregates human features and object features based on the estimated human-object contact. The proposed contact-based refinement prevents the learning of erroneous correlation between human and object, which enables accurate 3D reconstruction. As a result, our CONTHO achieves state-of-the-art performance in both human-object contact estimation and joint reconstruction of 3D human and object. The code is publicly available at https://github.com/dqj5182/CONTHO_RELEASE.

cs.CV

RHOBIN Challenge: Reconstruction of Human Object Interaction

Modeling the interaction between humans and objects has been an emerging research direction in recent years. Capturing human-object interaction is however a very challenging task due to heavy occlusion and complex dynamics, which requires understanding not only 3D human pose, and object pose but also the interaction between them. Reconstruction of 3D humans and objects has been two separate research fields in computer vision for a long time. We hence proposed the first RHOBIN challenge: reconstruction of human-object interactions in conjunction with the RHOBIN workshop. It was aimed at bringing the research communities of human and object reconstruction as well as interaction modeling together to discuss techniques and exchange ideas. Our challenge consists of three tracks of 3D reconstruction from monocular RGB images with a focus on dealing with challenging interaction scenarios. Our challenge attracted more than 100 participants with more than 300 submissions, indicating the broad interest in the research communities. This paper describes the settings of our challenge and discusses the winning methods of each track in more detail. We observe that the human reconstruction task is becoming mature even under heavy occlusion settings while object pose estimation and joint reconstruction remain challenging tasks. With the growing interest in interaction modeling, we hope this report can provide useful insights and foster future research in this direction. Our workshop website can be found at \href{https://rhobin-challenge.github.io/}{https://rhobin-challenge.github.io/}.

cs.CV

Extract-and-Adaptation Network for 3D Interacting Hand Mesh Recovery

Understanding how two hands interact with each other is a key component of accurate 3D interacting hand mesh recovery. However, recent Transformer-based methods struggle to learn the interaction between two hands as they directly utilize two hand features as input tokens, which results in distant token problem. The distant token problem represents that input tokens are in heterogeneous spaces, leading Transformer to fail in capturing correlation between input tokens. Previous Transformer-based methods suffer from the problem especially when poses of two hands are very different as they project features from a backbone to separate left and right hand-dedicated features. We present EANet, extract-and-adaptation network, with EABlock, the main component of our network. Rather than directly utilizing two hand features as input tokens, our EABlock utilizes two complementary types of novel tokens, SimToken and JoinToken, as input tokens. Our two novel tokens are from a combination of separated two hand features; hence, it is much more robust to the distant token problem. Using the two type of tokens, our EABlock effectively extracts interaction feature and adapts it to each hand. The proposed EANet achieves the state-of-the-art performance on 3D interacting hands benchmarks. The codes are available at https://github.com/jkpark0825/EANet.

cs.CV

Cyclic Test-Time Adaptation on Monocular Video for 3D Human Mesh Reconstruction

Despite recent advances in 3D human mesh reconstruction, domain gap between training and test data is still a major challenge. Several prior works tackle the domain gap problem via test-time adaptation that fine-tunes a network relying on 2D evidence (e.g., 2D human keypoints) from test images. However, the high reliance on 2D evidence during adaptation causes two major issues. First, 2D evidence induces depth ambiguity, preventing the learning of accurate 3D human geometry. Second, 2D evidence is noisy or partially non-existent during test time, and such imperfect 2D evidence leads to erroneous adaptation. To overcome the above issues, we introduce CycleAdapt, which cyclically adapts two networks: a human mesh reconstruction network (HMRNet) and a human motion denoising network (MDNet), given a test video. In our framework, to alleviate high reliance on 2D evidence, we fully supervise HMRNet with generated 3D supervision targets by MDNet. Our cyclic adaptation scheme progressively elaborates the 3D supervision targets, which compensate for imperfect 2D evidence. As a result, our CycleAdapt achieves state-of-the-art performance compared to previous test-time adaptation methods. The codes are available at https://github.com/hygenie1228/CycleAdapt_RELEASE.

cs.CV