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Gim Hee Lee

Publications and source records attributed to Gim Hee Lee.

At least 19 recordsLinked to original sources

T2LDM++: A Self-Conditioned Representation Guided Diffusion Model for Realistic Text-to-LiDAR Scene Generation

Recent progress in Text-to-Image generation benefits from large-scale Text-Image pairs. However, the scarcity of Text-LiDAR pairs often causes over-smoothed scenes and limited controllability. In this paper, we rethink the limitations of Text-LiDAR generation task, focusing on alleviating insufficient training priors and constructing controllable Text-LiDAR data. We propose a \textbf{T}ext-\textbf{to}-\textbf{L}iDAR \textbf{D}iffusion \textbf{M}odel for LiDAR scene generation, T2LDM++, with a Self-Conditioned Representation Guidance (SCRG). Specifically, to alleviate object over-smoothing, SCRG employs a Guidance Network (GN) to provide reconstruction-based soft supervision to the Denoising Network (DN). This enables DN to learn geometry-aware representations through reconstruction guidance, leading to more accurate denoising in DDPMs. Meanwhile, through analysis and design, SCRG exhibits more effective and lightweight, while decoupled in inference, avoiding computational overhead. Furthermore, we construct two high-quality Text-LiDAR benchmarks ($>$100K samples) using a generalized strategy of geometric annotations, along with a controllability metric. Moreover, a directional position prior is designed to mitigate street distortion, further improving scene fidelity. Additionally, T2LDM++ supports multiple conditions, including (Semantic, Box, BEV, Camera)-to-LiDAR, Sparse-to-Dense, and Dense-to-Sparse generation, by learning a control encoder via frozen DN. With effective prior modeling and high-quality Text-LiDAR benchmarks, T2LDM++ can generate realistic LiDAR scenes with rich geometric details in unconditional and conditional settings.

cs.CV

ATSplat: Compact Feed-forward 3D Gaussian Splatting with Adaptive Token Expansion

3D Gaussian Splatting (3DGS) achieves high-quality novel-view synthesis by optimizing freely placed primitives in 3D and adaptively densifying them in under-reconstructed regions. However, this scene-adaptive capacity allocation is largely lost in existing feed-forward 3DGS methods, which commonly regress Gaussians at input pixels and lift them along camera rays. Such pixel-aligned formulations make the number and placement of primitives depend on image resolution and input viewpoints rather than scene complexity, resulting in dense and often redundant Gaussian sets. We present ATSplat, a feed-forward 3DGS framework that restores the adaptive allocation capability of 3DGS optimization through Adaptive 3D Tokens. ATSplat first lifts coarse patch-level depth and camera cues into sparse 3D anchor tokens, forming a compact scaffold of the scene. Each token is then regressed into local Gaussians with learnable 3D offsets, decoupling primitive placement from input image grids. An Adaptive Token Expansion module predicts a token-level uncertainty score, supervised by rendering error maps, and selectively expands high-uncertainty tokens through learnable expansion layers. This sparse-to-adaptive formulation enables ATSplat to concentrate primitives in challenging regions while maintaining a compact representation. Experiments on two representative datasets, RealEstate10K and DL3DV, show that ATSplat achieves state-of-the-art rendering quality while reducing the number of Gaussians by more than $5.7\times$ compared with dense feed-forward 3DGS methods. From 12 input images at $512 \times 960$ resolution, ATSplat completes reconstruction in less than a second using a single commercial GPU, and renders high-quality novel views at 1136 FPS ($512 \times 960$) with only 311K Gaussians.

cs.CV

Image2Sim: Scaling Embodied Navigation via Generative Neural Simulator

Embodied navigation aims to build agents that interpret multimodal goals, reason in 3D space, and reach target destinations reliably in the real world. However, progress remains constrained by the lack of scalable, high-fidelity, and physically grounded interactive environments. Although real-world scanned datasets offer visual realism, they are limited by scale. In contrast, synthetic simulators scale more easily but often exhibit large sim-to-real gaps. We introduce Image2Sim, a real-time neural simulation framework that constructs high-quality interactive environments from posed RGB-D image sequences. The central idea is to decouple 3D spatial anchoring from photorealistic observation synthesis. For scene construction, Image2Sim uses a feed-forward feature Gaussian model that lifts posed RGB-D observations into a 3D feature-Gaussian representation in a single pass. For rendering, we propose a Geometry-Aware One-Step Pixel Flow model that transforms sparse and noisy Gaussian projections into high-quality panoramic RGB-D observations. Image2Sim also serves as a fully automated embodied data engine that generates high-fidelity observations, executable actions, and diverse navigation instructions at scale. It converts large collections of videos and images into nearly 20K interactive scenes and synthesizes more than 10 million navigation training samples. Navigation models trained entirely in these neural environments achieve strong improvements on major benchmarks and transfer effectively to real-world zero-shot settings. These results suggest that scalable neural simulation can serve as a practical training substrate for embodied navigation at scale.

cs.CV

GenHOI: Generalized Hand-Object Pose Estimation with Occlusion Awareness

Generalized 3D hand-object pose estimation from a single RGB image remains challenging due to the large variations in object appearances and interaction patterns, especially under heavy occlusion. We propose GenHOI, a framework for generalized hand-object pose estimation with occlusion awareness. GenHOI integrates hierarchical semantic knowledge with hand priors to enhance model generalization under challenging occlusion conditions. Specifically, we introduce a hierarchical semantic prompt that encodes object states, hand configurations, and interaction patterns via textual descriptions. This enables the model to learn abstract high-level representations of hand-object interactions for generalization to unseen objects and novel interactions while compensating for missing or ambiguous visual cues. To enable robust occlusion reasoning, we adopt a multi-modal masked modeling strategy over RGB images, predicted point clouds, and textual descriptions. Moreover, we leverage hand priors as stable spatial references to extract implicit interaction constraints. This allows reliable pose inference even under significant variations in object shapes and interaction patterns. Extensive experiments on the challenging DexYCB and HO3Dv2 benchmarks demonstrate that our method achieves state-of-the-art performance in hand-object pose estimation.

cs.CV

NoPA: Non-Parametric Online 3D Scene Graph Generation

Classic 3D scene graph generation approaches fail to work in real-time due to the heavy computational cost of environment mapping and the need to generate intermediate point-cloud representations. To alleviate this issue, a recent work eschews point clouds in favor of a lightweight Gaussian distribution for each object. This approximation drastically speeds up inference and enables real-time 3D scene graph generation. However, the representation has two key weaknesses. \textbf{1)} Each object is approximated by a single 3D Gaussian, which causes a severe loss of 3D geometric detail. \textbf{2)} The discrepancy between this approximation and the true object geometry exacerbates the inaccurate merging of object candidates during online inference. To address these issues, we propose \textbf{NoPA}, which represents each object as a separate non-parametric distribution. This formulation retains 3D geometric information while preserving real-time inference of the parametric Gaussian formulation. To build upon our novel object representation, we propose a tailored merging strategy to recover coherent object instances. Specifically, we leverage maximum mean discrepancy on kernel density estimates to enable robust merging of object candidates during online exploration while minimizing added computational complexity. The key is to maintain a fixed particle set per object. Furthermore, to rectify the relation loss caused by misclassified objects, NoPA propagates relationships between objects with high affinity. Experiments show that NoPA substantially outperforms current methods without sacrificing real-time inference speed.

cs.CV

Grasp-Oriented Non-Prehensile Manipulation via Learning a Graspability Field

Non-prehensile manipulation is often used as a preparatory step for robotic grasping, yet existing approaches typically require a predefined target object pose. In practice, however, objects admit multiple graspable configurations and the desired pose is not known in advance. We reformulate non-prehensile manipulation for grasping as optimizing an object centric graspability objective rather than reaching a specific pose. We construct a graspable set from synthesized grasps and define a graspability field that measures how suitable an object configuration is for successful grasp execution. The scalar measure provides a dense learning signal for reinforcement learning and determines when to terminate manipulation. This yields a closed-loop manipulation-to-grasp pipeline driven by a single policy. Experiments in simulation and on a real robot show that the policy reliably reconfigures objects into graspable states and transitions to grasping without external planners or manually specified stopping conditions. The predicted graspability distance correlates with real world grasp success, which indicates that the learned representation captures grasp feasibility of object configurations.

cs.RO

Robust Dreamer: Deviation-Aware Latent Gaussian Memory for Action-Controlled AR Video Generation

Frame-wise action-controlled image-to-video generation is a promising paradigm for interactive world simulation, where each control signal should elicit an immediate visual response. However, maintaining visual fidelity and 3D consistency over long autoregressive rollouts remains challenging. Existing 3D-aware methods often suffer from catastrophic drift due to two impediments: information loss from \textit{Latent--RGB Cycling}, where generated latents are repeatedly decoded to RGB and re-encoded for future conditioning, and the training--inference gap induced by the \textit{error-free hypothesis}, where clean training memory fails to match prediction-corrupted inference memory. To address these challenges, we present \textbf{Robust Dreamer}, a memory-augmented framework built around how to design 3D memory and how to use it robustly. First, we introduce \textbf{Latent Gaussian Memory}, which anchors diffusion latents inherited from the generation process to Gaussian primitives and recalls them via latent-space Gaussian splatting. This provides dense, geometry-aware, view-aligned conditioning while avoiding accumulated degradation from repeated VAE conversion. Second, we propose \textbf{Deviation Learning with Dynamic Deviation Archive}, which synthesizes rollout-induced latent deviations through a one-step approximation, stores them by autoregressive stage and denoising timestamp, and injects them into historical memory during training. This exposes the generator to realistic corrupted memory states and teaches internal correction before inference. Experiments on ScanNet, DL3DV, and OmniWorldGame demonstrate state-of-the-art long-horizon performance.

cs.CV

SCAPO: Self-Supervised Category-Level Articulated Pose Estimation from a Single 3D Observation

Existing methods for category-level object articulation from a single 3D observation often rely on dense supervision, multi-frame inputs, or CAD templates, and still struggle to disentangle geometry from articulation or to recover explicit joint parameters. We propose SCAPO, a self-supervised framework that estimates canonical geometry, rigid part segmentation, and joint pivots, axes, and articulation states from a single RGB-D observation without ground-truth labels or category-specific models. Our SCAPO first uses an SE(3)-equivariant vector-neuron autoencoder to factor out global pose and align diverse instances into a shared canonical space. On this aligned shape, a joint-aware blend-skinning module is then designed to model part motion. We learn this representation through cycle reconstruction between observed and canonical shapes and cross-space alignment with a learnable canonical template that decouples shared category geometry from instance-specific residual shape. Experiments on synthetic and real articulated-object datasets show that our SCAPO recovers consistent part structure and accurate articulation parameters and outperforms all self-supervised baselines.

cs.CV

MipSLAM: Alias-Free Gaussian Splatting SLAM

This paper introduces MipSLAM, a frequency-aware 3D Gaussian Splatting (3DGS) SLAM framework capable of high-fidelity anti-aliased novel view synthesis and robust pose estimation under varying camera configurations. Existing 3DGS-based SLAM systems often suffer from aliasing artifacts and trajectory drift due to inadequate filtering and purely spatial optimization. To overcome these limitations, we propose an Elliptical Adaptive Anti-aliasing (EAA) algorithm that approximates Gaussian contributions via geometry-aware numerical integration, avoiding costly analytic computation. Furthermore, we present a Spectral-Aware Pose Graph Optimization (SA-PGO) module that reformulates trajectory estimation in the frequency domain, effectively suppressing high-frequency noise and drift through graph Laplacian analysis. Extensive evaluations on Replica and TUM datasets demonstrate that MipSLAM achieves state-of-the-art rendering quality and localization accuracy across multiple resolutions. Code is available at https://github.com/yzli1998/MipSLAM.

cs.CV

SPIRAL: Self-Evolving Action-Conditioned Video Generation via Reflective Planning Agents

Long-horizon action-conditioned video generation aims to synthesize temporally coherent videos that follow complex action instructions over extended horizons, requiring procedural ordering, persistent action execution, and scene consistency beyond conventional TI2V's short-term fidelity. Existing single-shot video generation models typically operate in an open-loop manner, leading to incomplete action execution, hallucinated motions, and temporal drift. To address this, we propose SPIRAL, a closed-loop framework that performs sequential planning and iterative reflection for action-conditioned long-horizon video generation. Specifically, SPIRAL instantiates a think-act-reflect process: a PlanAgent decomposes high-level goals into sub-actions, which condition a VideoGenerator to synthesize each segment alongside a memory context, while a CriticAgent evaluates intermediate video segments to provide corrective feedback for iterative refinement. This closed-loop design further supports self-evolution by utilizing PlanAgent-proposed actions and CriticAgent-derived rewards for GRPO-based post-training to enhance the video generator's long-horizon consistency. Moreover, we introduce ActVideoGen-Dataset for task-specific training, and establish ActVideoGen-Bench as a dedicated evaluation suite for measuring action quality and temporal coherence. Experiments across multiple TI2V backbones alongside the self-evolving strategy show consistent gains on ActVideoGen-Bench and VBench, demonstrating the effectiveness of SPIRAL.

cs.CV

Revisiting Photometric Ambiguity for Accurate Gaussian-Splatting Surface Reconstruction

Surface reconstruction with differentiable rendering has achieved impressive performance in recent years, yet the pervasive photometric ambiguities have strictly bottlenecked existing approaches. This paper presents AmbiSuR, a framework that explores an intrinsic solution upon Gaussian Splatting for the photometric ambiguity-robust surface 3D reconstruction with high performance. Starting by revisiting the foundation, our investigation uncovers two built-in primitive-wise ambiguities in representation, while revealing an intrinsic potential for ambiguity self-indication in Gaussian Splatting. Stemming from these, a photometric disambiguation is first introduced, constraining ill-posed geometry solution for definite surface formation. Then, we propose an ambiguity indication module that unleashes the self-indication potential to identify and further guide correcting underconstrained reconstructions. Extensive experiments demonstrate our superior surface reconstructions compared to existing methods across various challenging scenarios, excelling in broad compatibility. Project: https://fictionarry.github.io/AmbiSuR-Proj/ .

cs.CV

DegBins: Degradation-Driven Binning for Depth Super-Resolution

Depth super-resolution (DSR) aims to recover a high-resolution (HR) depth map from its low-resolution (LR) counterpart. With color image guidance, this task is typically formulated as learning the residual between HR and LR in a low-dimensional feature space. However, this additive formulation is insufficient to accurately capture the complex relationship between HR and LR, especially under spatially varying degradations. In this paper, we introduce DegBins, a novel DSR framework that leverages degradation-driven binning to adaptively enhance residual modeling. Specifically, DegBins reformulates the regression-based DSR as a hybrid classification-regression problem, where the residual depth is represented as a linear combination of discrete depth bins weighted by their learned probability distribution, yielding more flexible and expressive representations. Furthermore, DegBins models the degradation relationship between HR and LR in a high-dimensional feature space, enabling adaptive bin range adjustment and probability optimization conditioned on local degradation characteristics. To progressively improve reconstruction quality, DegBins adopts a multi-stage refinement scheme, where each stage performs finer-grained bin partitioning and probability updating based on the former estimation. This coarse-to-fine design facilitates more accurate depth recovery, particularly in regions with severe degradations or complex structural variations. Extensive experiments across five benchmarks demonstrate that DegBins consistently outperforms existing state-of-the-art methods in terms of accuracy, robustness, and generalization.

cs.CV

TriRelVLA: Triadic Relational Structure for Generalizable Embodied Manipulation

Vision-language-action (VLA) models perform well on training-seen robotic tasks but struggle to generalize to unseen scenes and objects. A key limitation lies in their implicit visual representations, which entangle object appearance, background, and scene layout. This makes policies sensitive to visual variations. Prior work improves transferability through structured intermediate representations that objectify visual content. However, these representations mainly capture scene semantics instead of action-relevant relations. As a result, action prediction remains tied to appearance statistics. We observe that manipulation actions depend on the object-hand-task relational structure, which governs interactions among task requirements, robot states, and object properties. Based on this observation, we propose TriRelVLA, a triadic relational VLA framework for generalizable embodied manipulation. Our approach consists of three components: 1) We construct explicit object-hand-task triadic representations from multimodal inputs as relational primitives. 2) We build a task-grounded relational graph. Task-guided cross-attention forms nodes, and a relation-aware graph transformer models interactions among them. 3) We perform relation-conditioned action generation. The relational structure is compressed into a bottleneck space and projected into the LLM for action prediction. This triadic relational bottleneck reduces reliance on appearance statistics and enables transfer across scenes, objects, and task compositions. We further introduce a real-world robotic dataset for fine-tuning. Experiments show strong performance on fine-tuned tasks and clear gains in cross-scene, cross-object, and cross-task generalization.

cs.CV

Flow4DGS-SLAM: Optical Flow-Guided 4D Gaussian Splatting SLAM

Handling the dynamic environments is a significant research challenge in Visual Simultaneous Localization and Mapping (SLAM). Recent research combines 3D Gaussian Splatting (3DGS) with SLAM to achieve both robust camera pose estimation and photorealistic renderings. However, using SLAM to efficiently reconstruct both static and dynamic regions remains challenging. In this work, we propose an efficient framework for dynamic 3DGS SLAM guided by optical flow. Using the input depth and prior optical flow, we first propose a category-agnostic motion mask generation strategy by fitting a camera ego-motion model to decompose the optical flow. This module separates dynamic and static Gaussians and simultaneously provides flow-guided camera pose initialization. We boost the training speed of dynamic 3DGS by explicitly modeling their temporal centers at keyframes. These centers are propagated using 3D scene flow priors and are dynamically initialized with an adaptive insertion strategy. Alongside this, we model the temporal opacity and rotation using a Gaussian Mixture Model (GMM) to adaptively learn the complex dynamics. The empirical results demonstrate our state-of-the-art performance in tracking, dynamic reconstruction, and training efficiency.

cs.CV

HandMCM: Multi-modal Point Cloud-based Correspondence State Space Model for 3D Hand Pose Estimation

3D hand pose estimation that involves accurate estimation of 3D human hand keypoint locations is crucial for many human-computer interaction applications such as augmented reality. However, this task poses significant challenges due to self-occlusion of the hands and occlusions caused by interactions with objects. In this paper, we propose HandMCM to address these challenges. Our HandMCM is a novel method based on the powerful state space model (Mamba). By incorporating modules for local information injection/filtering and correspondence modeling, the proposed correspondence Mamba effectively learns the highly dynamic kinematic topology of keypoints across various occlusion scenarios. Moreover, by integrating multi-modal image features, we enhance the robustness and representational capacity of the input, leading to more accurate hand pose estimation. Empirical evaluations on three benchmark datasets demonstrate that our model significantly outperforms current state-of-the-art methods, particularly in challenging scenarios involving severe occlusions. These results highlight the potential of our approach to advance the accuracy and reliability of 3D hand pose estimation in practical applications.

cs.CV

MotionScale: Reconstructing Appearance, Geometry, and Motion of Dynamic Scenes with Scalable 4D Gaussian Splatting

Realistic reconstruction of dynamic 4D scenes from monocular videos is essential for understanding the physical world. Despite recent progress in neural rendering, existing methods often struggle to recover accurate 3D geometry and temporally consistent motion in complex environments. To address these challenges, we propose MotionScale, a 4D Gaussian Splatting framework that scales efficiently to large scenes and extended sequences while maintaining high-fidelity structural and motion coherence. At the core of our approach is a scalable motion field parameterized by cluster-centric basis transformations that adaptively expand to capture diverse and evolving motion patterns. To ensure robust reconstruction over long durations, we introduce a progressive optimization strategy comprising two decoupled propagation stages: 1) A background extension stage that adapts to newly visible regions, refines camera poses, and explicitly models transient shadows; 2) A foreground propagation stage that enforces motion consistency through a specialized three-stage refinement process. Extensive experiments on challenging real-world benchmarks demonstrate that MotionScale significantly outperforms state-of-the-art methods in both reconstruction quality and temporal stability. Project page: https://hrzhou2.github.io/motion-scale-web/.

cs.CV

TeamHOI: Learning a Unified Policy for Cooperative Human-Object Interactions with Any Team Size

Physics-based humanoid control has achieved remarkable progress in enabling realistic and high-performing single-agent behaviors, yet extending these capabilities to cooperative human-object interaction (HOI) remains challenging. We present TeamHOI, a framework that enables a single decentralized policy to handle cooperative HOIs across any number of cooperating agents. Each agent operates using local observations while attending to other teammates through a Transformer-based policy network with teammate tokens, allowing scalable coordination across variable team sizes. To enforce motion realism while addressing the scarcity of cooperative HOI data, we further introduce a masked Adversarial Motion Prior (AMP) strategy that uses single-human reference motions while masking object-interacting body parts during training. The masked regions are then guided through task rewards to produce diverse and physically plausible cooperative behaviors. We evaluate TeamHOI on a challenging cooperative carrying task involving two to eight humanoid agents and varied object geometries. Finally, to promote stable carrying, we design a team-size- and shape-agnostic formation reward. TeamHOI achieves high success rates and demonstrates coherent cooperation across diverse configurations with a single policy.

cs.CV

EmbodiedSplat: Online Feed-Forward Semantic 3DGS for Open-Vocabulary 3D Scene Understanding

Understanding a 3D scene immediately with its exploration is essential for embodied tasks, where an agent must construct and comprehend the 3D scene in an online and nearly real-time manner. In this study, we propose EmbodiedSplat, an online feed-forward 3DGS for open-vocabulary scene understanding that enables simultaneous online 3D reconstruction and 3D semantic understanding from the streaming images. Unlike existing open-vocabulary 3DGS methods which are typically restricted to either offline or per-scene optimization setting, our objectives are two-fold: 1) Reconstructs the semantic-embedded 3DGS of the entire scene from over 300 streaming images in an online manner. 2) Highly generalizable to novel scenes with feed-forward design and supports nearly real-time 3D semantic reconstruction when combined with real-time 2D models. To achieve these objectives, we propose an Online Sparse Coefficients Field with a CLIP Global Codebook where it binds the 2D CLIP embeddings to each 3D Gaussian while minimizing memory consumption and preserving the full semantic generalizability of CLIP. Furthermore, we generate 3D geometric-aware CLIP features by aggregating the partial point cloud of 3DGS through 3D U-Net to compensate the 3D geometric prior to 2D-oriented language embeddings. Extensive experiments on diverse indoor datasets, including ScanNet, ScanNet++, and Replica, demonstrate both the effectiveness and efficiency of our method. Check out our project page in https://0nandon.github.io/EmbodiedSplat/.

cs.CV