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Hyung Jin Chang

Publications and source records attributed to Hyung Jin Chang.

At least 19 recordsLinked to original sources

VolCo: Volumetric Contact for High-Fidelity Human Grasp Generation

Accurate contact modeling is fundamental to understanding hand-object interaction, yet existing contact representations are typically restricted to object surfaces and rely on hand-crafted rules to recover contact details, leading to severe penetrations and implausible results. To better exploit the rich detail in motion-capture data, we introduce Volumetric Contact (VolCo), a representation that expands surface points to a set of 3D volumetric grids. VolCo encodes 3D contact that allows precise hand part recovery, and is organized in an inherent hierarchy: local contact details within each volume and global hand geometry across all volumes. Our framework, VolCoDiff, employs two modules to capture local and global features following this hierarchy. For local contact details, we use a 3D variational autoencoder to model the possible hand configurations conditioned on the local object signed distance field (SDF). For global hand geometry, we design a prior-guided diffusion model that learns the distribution of compressed latent features aggregated from the volumetric grids. We evaluate our method on two benchmark datasets and demonstrate state-of-the-art performance in penetration and stability, indicating the capability to generate tight grasps with much less severe penetrations. Our code is available at https://github.com/chzh9311/volco.

cs.CV↗

FlatLab: A Unified Methodology Framework and Simulation-Based Benchmark for Robotic Manipulation of Flat Objects

Robotic manipulation of flat objects is challenging due to the ungraspable configurations and strong variations in object geometry and material. Existing methods rely on heuristic pre-manipulation and are often evaluated in closed settings with limited generalization. We propose a unified framework that decouples the manipulation into a strategy generator and an action execution module. The strategy generator predicts appropriate manipulation strategies from object point clouds by learning strategy-centric, object-invariant representations via simulated data transformation and contrastive learning. Conditioned on the predicted strategy, the execution module decomposes long-horizon manipulation into reusable action primitives and dynamically composes them to generate stable trajectories. To enable systematic evaluation, we introduce FlatLab, a comprehensive simulation benchmark for robotic flat object manipulation. FlatLab provides high-fidelity physical simulation of diverse rigid and deformable flat objects, automated multi-modal data collection, and standardized task definitions and evaluation protocols. Experiments conducted in FlatLab demonstrate that our approach generalizes effectively to unseen objects and categories, outperforming existing baselines. The project page and the code are provided at https://flatlab-web.github.io/.

cs.RO↗

Whence the Voice? Self-supervised Dual-source Audio-Visual Localisation via Selective Convergence

Localising multiple sound sources in visual scenes remains a fundamental challenge in multimodal perception due to an inherent circular dependency: separating mixed audio requires knowing source locations, while identifying sound-producing regions requires separated audio signals. In this paper, we focus on the dual-source setting and discover a selective convergence in self-supervised audio-visual learning: when presented with multiple sound sources, contrastive models naturally converge to the most salient audio-visual correspondence rather than attempting to represent all sources equally. This emergent phenomenon, analogous to human selective auditory attention, enables us to break the above circular dependency through a progressive two-stage framework: first, leveraging selective convergence to identify dominant sources, and then exploiting these learned priors to uncover remaining sources. Our self-supervised approach achieves the best performance among self-supervised methods on dual-source benchmarks without requiring any manual annotations, and even surpasses some weakly-supervised approaches \red{on certain metrics. Furthermore, we identify a fundamental evaluation inconsistency in existing benchmarks: comparing continuous localisation heatmaps against bounding-box annotations creates systematic biases, particularly for non-axis-aligned objects where the bounding box includes substantial background regions. To address this, we introduce pixel-level segmentation masks to the existing benchmark, enabling spatially-aligned evaluation. Together, these results suggest that embracing rather than suppressing selectivity offers a scalable, annotation-free route to multi-source localisation.

cs.MM↗

Gaze-Anchored Social Net: Decoding Implicit Relations via Joint Modeling

Human gaze does more than point to visual targets; it serves as a subtle indicator of social intent within static images, whereas standard models typically process individuals independently, treating gaze as an i.i.d. quantity or predicting social semantics in isolation. Recent multi-person methods attempt to address this but often treat social relations as rigid, post-hoc classifications decoupled from the gaze estimation process. This oversimplification fails to capture the nuanced nature of social intent, which acts as an underlying driver of gaze behavior rather than a secondary categorical output. We address these limitations by proposing ANCHOR, a target-centric paradigm designed to decode gaze-anchored social intent by modeling the joint distribution of visual attention and latent implicit relations. Our approach surfaces these dependencies as the latent structural scaffolding of gaze behavior. The architecture utilizes a relational attention mechanism to capture fine-grained interpersonal links, leveraging feature-wise modulation for efficient multi-person parsing from a single vision backbone. To stabilize the training of this coupled formulation, we implement an optimization synergy to resolve the inherent conflicts between spatial gaze accuracy and latent social reasoning. This approach ensures robust generalization by seeking stable, flat minima while simultaneously harmonizing competing task gradients. We validate our framework on an extended benchmark featuring dense multi-person annotations and novel social influence rankings. Our results demonstrate state-of-the-art performance and provide the first quantitative evidence that implicit social hierarchies can be robustly disentangled and learned directly from static gaze patterns.

cs.CV↗

Multi-THuMBS: Multi-person Tracking of 3D Human Meshes Beyond Video Shots

Tracking multi-person 3D human meshes from in-the-wild videos is a highly challenging problem due to complex interactions, frequent occlusions, and severe truncation inherent in unconstrained environments. While recent approaches have improved robustness against these issues, they largely overlook the critical challenge prevalent in real-world footage: frequent shot changes. These abrupt transitions in camera viewpoints often cause existing methods to lose track of human identities and fail in reconstructing temporally coherent trajectories. Although several recent works have explored 3D human mesh tracking under shot changes, they are still limited to single-person scenarios, making them inadequate for real-world videos where multiple people interact and appear simultaneously. To address this limitation, we propose Multi-THuMBS (Multi-person Tracking of 3D Human Meshes Beyond Video Shots) that leverages a state-of-the-art 3D scene prior to reconstruct the two boundary frames in a single shared 3D space. Human meshes are then registered within the shared 3D space, maintaining per-person identity and motion consistency across shot changes. Extensive experiments demonstrate that our approach yields significant improvements in 3D human mesh recovery, camera pose estimation, and identity tracking, thereby ensuring high-fidelity motion reconstruction with consistent identity preservation across shots compared to previous state-of-the-art methods.

cs.CV↗

AISPO: Enhancing Depth Reliability for Robotic Manipulation of Non-Lambertian Objects via Affine-Invariant Shape Prior

Reliable depth perception is critical for robotic manipulation, especially for non-Lambertian objects such as transparent or highly specular surfaces, where raw depth measurements are often corrupted or missing. These failures frequently propagate to motion planning, resulting in invalid grasp poses and execution errors. We propose AISPO, a depth completion framework that improves depth reliability for manipulation in challenging sensing conditions. AISPO combines multi-scale RGB-D feature fusion with an affine-invariant shape prior to enforce geometric consistency and mitigate catastrophic depth failures. Unlike methods that focus primarily on average depth accuracy, our approach emphasizes physical plausibility and structural integrity of the predicted depth maps. Extensive benchmark evaluations demonstrate competitive performance and strong generalization to unseen objects and novel scenes. Real-world grasping experiments further show that enhanced depth reliability significantly improves manipulation success rates, particularly for transparent objects where many existing methods fail to produce physically usable depth estimates.

cs.RO↗

Context-Aware Autoregressive Diffusion for Gloss-Wise Sign Language Production

To generate natural and accurate sentence-level sign language, synthesizing the "gloss", the fundamental semantic unit, is essential. However, most current sign-language production (SLP) methods generate entire sequences at once. While this end-to-end approach is often efficient, it is prone to temporal drift and hand motion blur as sentences get longer, and fails to accurately control individual glosses. In this paper, we propose the Context-aware Gloss-wise AutoRegressive Diffusion model (GARD), a gloss-wise diffusion framework that models coarticulation by conditioning on both semantic (linguistic) and kinematic (motion) contexts. To ensure natural continuity between gloss motions, GARD introduces two additional strategies: i) Inter-Gloss Transition Guidance, which applies gradient-based guidance to kinematically align inter-gloss boundaries and ensure seamless pose consistency. ii) Global Motion Harmonizer, refining the entire gloss motion sequence based on the boundary poses adjusted by Inter-Gloss Transition Guidance. Extensive experiments on Phoenix-T and CSL-Daily datasets demonstrate that GARD achieves superior performance over existing SLP methods in terms of both linguistic accuracy and motion similarity.

cs.CV↗

Enhancing Gaze Reasoning in Vision Foundation Models for Gaze Following

Gaze following requires both scene understanding and gaze reasoning to localize the gaze target of an in-scene person. Recently, vision foundation models (VFMs) have demonstrated strong performance on this task, enabling simpler architectures while outperforming prior methods. However, we observe a key limitation of VFM-based approaches: while VFMs substantially improve scene understanding, they contribute little to gaze reasoning. As a result, existing methods often rely on semantically salient objects rather than true gaze cues, leading to degraded performance when targets are not salient. To address this, we propose a novel training mechanism to enhance gaze reasoning in VFMs for gaze following. Our method includes: (1) a head-conditioned local LoRA, which enables localized adaptation to preserve scene token learning while improving head token learning for gaze reasoning; and (2) an out-of-cone penalty, which injects gaze cues into head tokens while aligning them with scene tokens. Experiments on the GazeFollow and VAT datasets demonstrate that our method achieves state-of-the-art performance, with particularly strong improvements when gaze targets are not semantically salient. Our findings offer valuable insights for advancing future gaze following research. We will release the code once the paper is accepted.

cs.CV↗

THOM: Generating Physically Plausible Hand-Object Meshes From Text

Generating photorealistic 3D hand-object interactions (HOIs) from text is important for applications like robotic grasping and AR/VR content creation. In practice, however, achieving both visual fidelity and physical plausibility remains difficult, as mesh extraction from text-generated Gaussians is inherently ill-posed and the resulting meshes are often unreliable for physics-based optimization. We present THOM, a training-free framework that generates physically plausible 3D HOI meshes directly from text prompts, without requiring template object meshes. THOM follows a two-stage pipeline: it first generates hand and object Gaussians guided by text, and then refines their interaction using physics-based optimization. To enable reliable interaction modeling, we introduce a mesh extraction method with an explicit vertex-to-Gaussian mapping, which enables topology-aware regularization. We further improve physical plausibility through contact-aware optimization and vision-language model (VLM)-guided translation refinement. Extensive experiments show that THOM produces high-quality HOIs with strong text alignment, visual realism, and interaction plausibility.

cs.CV↗

GraspALL: Adaptive Structural Compensation from Illumination Variation for Robotic Garment Grasping in Any Low-Light Conditions

Achieving accurate garment grasping under dynamically changing illumination is crucial for all-day operation of service robots.However, the reduced illumination in low-light scenes severely degrades garment structural features, leading to a significant drop in grasping robustness.Existing methods typically enhance RGB features by exploiting the illumination-invariant properties of non-RGB modalities, yet they overlook the varying dependence on non-RGB features under varying lighting conditions, which can introduce misaligned non-RGB cues and thereby weaken the model's adaptability to illumination changes when utilizing multimodal information.To address this problem, we propose GraspALL, an illumination-structure interactive compensation model.The innovation of GraspALL lies in encoding continuous illumination changes into quantitative references to guide adaptive feature fusion between RGB and non-RGB modalities according to varying lighting intensities, thereby generating illumination-consistent grasping representations.Experiments on the self-built garment grasping dataset demonstrate that GraspALL improves grasping accuracy by 32-44% over baselines under diverse illumination conditions.

cs.RO↗

VL4Gaze: Unleashing Vision-Language Models for Gaze Following

Human gaze provides essential cues for interpreting attention, intention, and social interaction in visual scenes, yet gaze understanding remains largely unexplored in current vision-language models (VLMs). While recent VLMs achieve strong scene-level reasoning across a range of visual tasks, there exists no benchmark that systematically evaluates or trains them for gaze interpretation, leaving open the question of whether gaze understanding can emerge from general-purpose vision-language pre-training. To address this gap, we introduce VL4Gaze, the first large-scale benchmark designed to investigate, evaluate, and unlock the potential of VLMs for gaze understanding. VL4Gaze contains 489K automatically generated question-answer pairs across 124K images and formulates gaze understanding as a unified VQA problem through four complementary tasks: (1) gaze object description, (2) gaze direction description, (3) gaze point location, and (4) ambiguous question recognition. We comprehensively evaluate both commercial and open-source VLMs under in-context learning and fine-tuning settings. The results show that even large-scale VLMs struggle to reliably infer gaze semantics and spatial localization without task-specific supervision. In contrast, training on VL4Gaze brings substantial and consistent improvements across all tasks, highlighting the importance of targeted multi-task supervision for developing gaze understanding capabilities in VLMs. We will release the dataset and code to support further research and development in this direction.

cs.CV↗

Force-Aware 3D Contact Modeling for Stable Grasp Generation

Contact-based grasp generation plays a crucial role in various applications. Recent methods typically focus on the geometric structure of objects, producing grasps with diverse hand poses and plausible contact points. However, these approaches often overlook the physical attributes of the grasp, specifically the contact force, leading to reduced stability of the grasp. In this paper, we focus on stable grasp generation using explicit contact force predictions. First, we define a force-aware contact representation by transforming the normal force value into discrete levels and encoding it using a one-hot vector. Next, we introduce force-aware stability constraints. We define the stability problem as an acceleration minimization task and explicitly relate stability with contact geometry by formulating the underlying physical constraints. Finally, we present a pose optimizer that systematically integrates our contact representation and stability constraints to enable stable grasp generation. We show that these constraints can help identify key contact points for stability which provide effective initialization and guidance for optimization towards a stable grasp. Experiments are carried out on two public benchmarks, showing that our method brings about 20% improvement in stability metrics and adapts well to novel objects.

cs.GR↗

RTGaze: Real-Time 3D-Aware Gaze Redirection from a Single Image

Gaze redirection methods aim to generate realistic human face images with controllable eye movement. However, recent methods often struggle with 3D consistency, efficiency, or quality, limiting their practical applications. In this work, we propose RTGaze, a real-time and high-quality gaze redirection method. Our approach learns a gaze-controllable facial representation from face images and gaze prompts, then decodes this representation via neural rendering for gaze redirection. Additionally, we distill face geometric priors from a pretrained 3D portrait generator to enhance generation quality. We evaluate RTGaze both qualitatively and quantitatively, demonstrating state-of-the-art performance in efficiency, redirection accuracy, and image quality across multiple datasets. Our system achieves real-time, 3D-aware gaze redirection with a feedforward network (~0.06 sec/image), making it 800x faster than the previous state-of-the-art 3D-aware methods.

cs.CV↗

Bidirectional Regression for Monocular 6DoF Head Pose Estimation and Reference System Alignment

Precise six-degree-of-freedom (6DoF) head pose estimation is crucial for safety-critical applications and human-computer interaction scenarios, yet existing monocular methods still struggle with robust pose estimation. We revisit this problem by introducing TRGv2, a lightweight extension of our previous Translation, Rotation, and Geometry (TRG) network, which explicitly models the bidirectional interaction between facial geometry and head pose. TRGv2 jointly infers facial landmarks and 6DoF pose through an iterative refinement loop with landmark-to-image projection, ensuring metric consistency among face size, rotation, and depth. To further improve generalization to out-of-distribution data, TRGv2 regresses correction parameters instead of directly predicting translation, combining them with a pinhole camera model for analytic depth estimation. In addition, we identify a previously overlooked source of bias in cross-dataset evaluations due to inconsistent head center definitions across different datasets. To address this, we propose a reference system alignment strategy that quantifies and corrects translation bias, enabling fair comparisons across datasets. Extensive experiments on ARKitFace, BIWI, and the challenging DD-Pose benchmarks demonstrate that TRGv2 outperforms state-of-the-art methods in both accuracy and efficiency. Code and newly annotated landmarks for DD-Pose will be publicly available.

cs.CV↗

High-Resolution Spatiotemporal Modeling with Global-Local State Space Models for Video-Based Human Pose Estimation

Modeling high-resolution spatiotemporal representations, including both global dynamic contexts (e.g., holistic human motion tendencies) and local motion details (e.g., high-frequency changes of keypoints), is essential for video-based human pose estimation (VHPE). Current state-of-the-art methods typically unify spatiotemporal learning within a single type of modeling structure (convolution or attention-based blocks), which inherently have difficulties in balancing global and local dynamic modeling and may bias the network to one of them, leading to suboptimal performance. Moreover, existing VHPE models suffer from quadratic complexity when capturing global dependencies, limiting their applicability especially for high-resolution sequences. Recently, the state space models (known as Mamba) have demonstrated significant potential in modeling long-range contexts with linear complexity; however, they are restricted to 1D sequential data. In this paper, we present a novel framework that extends Mamba from two aspects to separately learn global and local high-resolution spatiotemporal representations for VHPE. Specifically, we first propose a Global Spatiotemporal Mamba, which performs 6D selective space-time scan and spatial- and temporal-modulated scan merging to efficiently extract global representations from high-resolution sequences. We further introduce a windowed space-time scan-based Local Refinement Mamba to enhance the high-frequency details of localized keypoint motions. Extensive experiments on four benchmark datasets demonstrate that the proposed model outperforms state-of-the-art VHPE approaches while achieving better computational trade-offs.

cs.CV↗

Audio-Visual Separation with Hierarchical Fusion and Representation Alignment

Self-supervised audio-visual source separation leverages natural correlations between audio and vision modalities to separate mixed audio signals. In this work, we first systematically analyse the performance of existing multimodal fusion methods for audio-visual separation task, demonstrating that the performance of different fusion strategies is closely linked to the characteristics of the sound: middle fusion is better suited for handling short, transient sounds, while late fusion is more effective for capturing sustained and harmonically rich sounds. We thus propose a hierarchical fusion strategy that effectively integrates both fusion stages. In addition, training can be made easier by incorporating high-quality external audio representations, rather than relying solely on the audio branch to learn them independently. To explore this, we propose a representation alignment approach that aligns the latent features of the audio encoder with embeddings extracted from pre-trained audio models. Extensive experiments on MUSIC, MUSIC-21 and VGGSound datasets demonstrate that our approach achieves state-of-the-art results, surpassing existing methods under the self-supervised setting. We further analyse the impact of representation alignment on audio features, showing that it reduces modality gap between the audio and visual modalities.

cs.MM↗

Roll Your Eyes: Gaze Redirection via Explicit 3D Eyeball Rotation

We propose a novel 3D gaze redirection framework that leverages an explicit 3D eyeball structure. Existing gaze redirection methods are typically based on neural radiance fields, which employ implicit neural representations via volume rendering. Unlike these NeRF-based approaches, where the rotation and translation of 3D representations are not explicitly modeled, we introduce a dedicated 3D eyeball structure to represent the eyeballs with 3D Gaussian Splatting (3DGS). Our method generates photorealistic images that faithfully reproduce the desired gaze direction by explicitly rotating and translating the 3D eyeball structure. In addition, we propose an adaptive deformation module that enables the replication of subtle muscle movements around the eyes. Through experiments conducted on the ETH-XGaze dataset, we demonstrate that our framework is capable of generating diverse novel gaze images, achieving superior image quality and gaze estimation accuracy compared to previous state-of-the-art methods.

cs.CV↗

Instruction-Grounded Visual Projectors for Continual Learning of Generative Vision-Language Models

Continual learning enables pre-trained generative vision-language models (VLMs) to incorporate knowledge from new tasks without retraining data from previous ones. Recent methods update a visual projector to translate visual information for new tasks, connecting pre-trained vision encoders with large language models. However, such adjustments may cause the models to prioritize visual inputs over language instructions, particularly learning tasks with repetitive types of textual instructions. To address the neglect of language instructions, we propose a novel framework that grounds the translation of visual information on instructions for language models. We introduce a mixture of visual projectors, each serving as a specialized visual-to-language translation expert based on the given instruction context to adapt to new tasks. To avoid using experts for irrelevant instruction contexts, we propose an expert recommendation strategy that reuses experts for tasks similar to those previously learned. Additionally, we introduce expert pruning to alleviate interference from the use of experts that cumulatively activated in previous tasks. Extensive experiments on diverse vision-language tasks demonstrate that our method outperforms existing continual learning approaches by generating instruction-following responses.

cs.CV↗