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Seungryul Baek

Publications and source records attributed to Seungryul Baek.

At least 19 recordsLinked to original sources

2nd Place Solution to the HANDS 2026 Workshop Challenge-Dexterous Grasp Motion Track: Single-Shot Trajectory Warping for Grasp Motion Generation

This report describes our 2nd place solution to the HANDS 2026 workshop challenge (Dexterous Grasp Motion track) in conjunction with ECCV 2026. In this challenge, we address grasp motion generation for the 12-DoF LinkerHand O6, aiming to produce physically plausible reach-and-lift trajectories for unseen objects from randomized initial hand poses in simulation. This task is particularly challenging because each grasp requires a per-step policy to make approximately $70$ twelve-dimensional decisions, with errors accumulating over time, while test objects and physical dynamics may differ from those encountered during training. To address these challenges, we propose editing a single successful GraspM3 demonstration instead of generating the motion step by step: a policy observes the object once and outputs a 12-D warp of the demonstration, which is then replayed open-loop. Moreover, we train the warp policy with one-step PPO over all $4{,}824$ training objects in parallel. As a result, our method achieved success rates of $94.61\%$ on the easy track, the highest of all submissions, and $57.18\%$ on the hard track of the private test set.

cs.RO

3rd Place Solution to Human Motion Challenges in Real-World and Clinical Settings (MoCha) @ECCV2026: Language-Aligned Motion Representations for Domain-Generalizable UPDRS-Gait Severity Estimation

In this work, we introduce language-aligned motion representations for domain-generalizable UPDRS-Gait severity estimation, aiming to learn semantically structured motion features that generalize across heterogeneous clinical domains. We first learn motion representations using a Bi-GRU backbone that captures the temporal dynamics of SMPL sequences. Prior to model training, motion captions are generated offline using Qwen2.5-7B-Instruct. The backbone is then trained with both classification and text-alignment objectives to learn discriminative and semantically structured motion representations while accounting for the class imbalance present in the training data. We subsequently adapt the learned backbone independently to each source domain so that the model can capture domain-specific motion characteristics. The resulting source-specific models are then merged at the parameter level to consolidate complementary knowledge across source domains into a single domain-generalized model. To further mitigate class imbalance, we perform GPT-5.5-based pseudo labeling, and our final merged models for each site do not use any class-prior correction during inference. The resulting model is evaluated under the unseen-site setting of the MoCha Challenge, using Macro F1 as the primary evaluation metric. Our method achieves a macro-F1 of 0.57 on the hidden test set with only 637K active parameters at inference, ranking 3rd among 58 leaderboard entries in the MoCha 2026 Challenge. The challenge attracted 1,669 submissions from 112 participants and offered monetary prizes sponsored by Machine Medicine Technologies.

cs.CV

Where Is the Bee? Detecting Tiny Pollinators with a Single Collaborative-Head Transformer

The CVPPA@ECCV 2026 BuzzSpot Challenge asks us to detect bees, bumblebees, hoverflies, and moths in 1920x1080 field keyframes. Its annotations carry 2 difficulties: the median box occupies 0.16% of a frame, and bees account for 80% of the labels. To cope with the small boxes, we compare 10 recorded detector configurations on held-out keyframes; plain Co-DINO with a Swin-L backbone has the highest mAP in this comparison, so we select it. Training then addresses the bee dominance in 2 ways: fine-tuning on a crop-mosaic pool in which the combined annotation share of the 3 rare classes rises from 19.9% to 55.1%, and a class-weighted simplex equiangular tight frame (ETF) loss that pulls the projected states of matched decoder queries toward fixed class directions. The full schedule spans 12+3+2 epochs. Without inference-time ensembling or test-time augmentation, we rank first on FinalTest at 0.5062 mAP@[.5:.95].

cs.CV

FlexiAvatar: Unified 3D Gaussian Human Avatars Under Arbitrary Body Visibility

Reconstructing animatable 3D human avatars from monocular video is a fundamental problem in computer vision with broad applications in AR/VR and digital content creation. Existing approaches typically couple parametric body models with neural rendering or 3D Gaussian splatting and optimize all body regions jointly from short videos, which often degrades fidelity in the visible areas. To overcome this limitation, we introduce FlexiAvatar, a unified framework that explicitly optimizes only the visible body regions, effectively eliminating artifacts arising from unobserved limbs. Our method integrates occlusion-robust SMPL-X tracking with part-specific residual refinement to capture high-frequency geometric and appearance details. To complete entirely unseen regions (e.g., back views), we leverage a diffusion-based approach to generate texture consistent with the observed appearance. Experiments on full-body (NeuMan, ZJU-MoCap, WildAvatar), upper/half-body (talk-show clips), and head-only (INSTA) inputs show that FlexiAvatar delivers consistently higher reconstruction quality, outperforming state-of-the-art methods by an average PSNR improvement of approximately 3% across datasets. Finally, by restricting optimization to observed regions, our method reduces the effective number of Gaussians that must be optimized and rendered, leading to reduced runtime and memory overhead in partial-visibility scenarios.

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

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

HandVQA: Diagnosing and Improving Fine-Grained Spatial Reasoning about Hands in Vision-Language Models

Understanding the fine-grained articulation of human hands is critical in high-stakes settings such as robot-assisted surgery, chip manufacturing, and AR/VR-based human-AI interaction. Despite achieving near-human performance on general vision-language benchmarks, current vision-language models (VLMs) struggle with fine-grained spatial reasoning, especially in interpreting complex and articulated hand poses. We introduce HandVQA, a large-scale diagnostic benchmark designed to evaluate VLMs' understanding of detailed hand anatomy through visual question answering. Built upon high-quality 3D hand datasets (FreiHAND, InterHand2.6M, FPHA), our benchmark includes over 1.6M controlled multiple-choice questions that probe spatial relationships between hand joints, such as angles, distances, and relative positions. We evaluate several state-of-the-art VLMs (LLaVA, DeepSeek and Qwen-VL) in both base and fine-tuned settings, using lightweight fine-tuning via LoRA. Our findings reveal systematic limitations in current models, including hallucinated finger parts, incorrect geometric interpretations, and poor generalization. HandVQA not only exposes these critical reasoning gaps but provides a validated path to improvement. We demonstrate that the 3D-grounded spatial knowledge learned from our benchmark transfers in a zero-shot setting, significantly improving accuracy of model on novel downstream tasks like hand gesture recognition (+10.33%) and hand-object interaction (+2.63%).

cs.CV

Local K-Similarity Constraint for Federated Learning with Label Noise

Federated learning on clients with noisy labels is a challenging problem, as such clients can infiltrate the global model, impacting the overall generalizability of the system. Existing methods proposed to handle noisy clients assume that a sufficient number of clients with clean labels are available, which can be leveraged to learn a robust global model while dampening the impact of noisy clients. This assumption fails when a high number of heterogeneous clients contain noisy labels, making the existing approaches ineffective. In such scenarios, it is important to locally regularize the clients before communication with the global model, to ensure the global model isn't corrupted by noisy clients. While pre-trained self-supervised models can be effective for local regularization, existing centralized approaches relying on pretrained initialization are impractical in a federated setting due to the potentially large size of these models, which increases communication costs. In that line, we propose a regularization objective for client models that decouples the pre-trained and classification models by enforcing similarity between close data points within the client. We leverage the representation space of a self-supervised pretrained model to evaluate the closeness among examples. This regularization, when applied with the standard objective function for the downstream task in standard noisy federated settings, significantly improves performance, outperforming existing state-of-the-art federated methods in multiple computer vision and medical image classification benchmarks. Unlike other techniques that rely on self-supervised pretrained initialization, our method does not require the pretrained model and classifier backbone to share the same architecture, making it architecture-agnostic.

cs.LG

Beyond Synthetic Replays: Turning Diffusion Features into Few-Shot Class-Incremental Learning Knowledge

Few-shot class-incremental learning (FSCIL) is challenging due to extremely limited training data while requiring models to acquire new knowledge without catastrophic forgetting. Recent works have explored generative models, particularly Stable Diffusion (SD), to address these challenges. However, existing approaches use SD mainly as a replay generator, whereas we demonstrate that SD's rich multi-scale representations can serve as a unified backbone. Motivated by this observation, we introduce Diffusion-FSCIL, which extracts four synergistic feature types from SD by capturing real image characteristics through inversion, providing semantic diversity via class-conditioned synthesis, enhancing generalization through controlled noise injection, and enabling replay without image storage through generative features. Unlike conventional approaches requiring synthetic buffers and separate classification backbones, our unified framework operates entirely in the latent space with only lightweight networks ($\approx$6M parameters). Extensive experiments on CUB-200, miniImageNet, and CIFAR-100 demonstrate state-of-the-art performance, with comprehensive ablations confirming the necessity of each feature type. Furthermore, we confirm that our streamlined variant maintains competitive accuracy while substantially improving efficiency, establishing the viability of generative models as practical and effective backbones for FSCIL.

cs.CV

Can Synthetic Images Conquer Forgetting? Beyond Unexplored Doubts in Few-Shot Class-Incremental Learning

Few-shot class-incremental learning (FSCIL) is challenging due to extremely limited training data; while aiming to reduce catastrophic forgetting and learn new information. We propose Diffusion-FSCIL, a novel approach that employs a text-to-image diffusion model as a frozen backbone. Our conjecture is that FSCIL can be tackled using a large generative model's capabilities benefiting from 1) generation ability via large-scale pre-training; 2) multi-scale representation; 3) representational flexibility through the text encoder. To maximize the representation capability, we propose to extract multiple complementary diffusion features to play roles as latent replay with slight support from feature distillation for preventing generative biases. Our framework realizes efficiency through 1) using a frozen backbone; 2) minimal trainable components; 3) batch processing of multiple feature extractions. Extensive experiments on CUB-200, \emph{mini}ImageNet, and CIFAR-100 show that Diffusion-FSCIL surpasses state-of-the-art methods, preserving performance on previously learned classes and adapting effectively to new ones.

cs.CV

Revisiting Reliability in the Reasoning-based Pose Estimation Benchmark

The reasoning-based pose estimation (RPE) benchmark has emerged as a widely adopted evaluation standard for pose-aware multimodal large language models (MLLMs). Despite its significance, we identified critical reproducibility and benchmark-quality issues that hinder fair and consistent quantitative evaluations. Most notably, the benchmark utilizes different image indices from those of the original 3DPW dataset, forcing researchers into tedious and error-prone manual matching processes to obtain accurate ground-truth (GT) annotations for quantitative metrics (\eg, MPJPE, PA-MPJPE). Furthermore, our analysis reveals several inherent benchmark-quality limitations, including significant image redundancy, scenario imbalance, overly simplistic poses, and ambiguous textual descriptions, collectively undermining reliable evaluations across diverse scenarios. To alleviate manual effort and enhance reproducibility, we carefully refined the GT annotations through meticulous visual matching and publicly release these refined annotations as an open-source resource, thereby promoting consistent quantitative evaluations and facilitating future advancements in human pose-aware multimodal reasoning.

cs.CV

Beyond Spatial Frequency: Pixel-wise Temporal Frequency-based Deepfake Video Detection

We introduce a deepfake video detection approach that exploits pixel-wise temporal inconsistencies, which traditional spatial frequency-based detectors often overlook. Traditional detectors represent temporal information merely by stacking spatial frequency spectra across frames, resulting in the failure to detect temporal artifacts in the pixel plane. Our approach performs a 1D Fourier transform on the time axis for each pixel, extracting features highly sensitive to temporal inconsistencies, especially in areas prone to unnatural movements. To precisely locate regions containing the temporal artifacts, we introduce an attention proposal module trained in an end-to-end manner. Additionally, our joint transformer module effectively integrates pixel-wise temporal frequency features with spatio-temporal context features, expanding the range of detectable forgery artifacts. Our framework represents a significant advancement in deepfake video detection, providing robust performance across diverse and challenging detection scenarios.

cs.CV

PoseBH: Prototypical Multi-Dataset Training Beyond Human Pose Estimation

We study multi-dataset training (MDT) for pose estimation, where skeletal heterogeneity presents a unique challenge that existing methods have yet to address. In traditional domains, \eg regression and classification, MDT typically relies on dataset merging or multi-head supervision. However, the diversity of skeleton types and limited cross-dataset supervision complicate integration in pose estimation. To address these challenges, we introduce PoseBH, a new MDT framework that tackles keypoint heterogeneity and limited supervision through two key techniques. First, we propose nonparametric keypoint prototypes that learn within a unified embedding space, enabling seamless integration across skeleton types. Second, we develop a cross-type self-supervision mechanism that aligns keypoint predictions with keypoint embedding prototypes, providing supervision without relying on teacher-student models or additional augmentations. PoseBH substantially improves generalization across whole-body and animal pose datasets, including COCO-WholeBody, AP-10K, and APT-36K, while preserving performance on standard human pose benchmarks (COCO, MPII, and AIC). Furthermore, our learned keypoint embeddings transfer effectively to hand shape estimation (InterHand2.6M) and human body shape estimation (3DPW). The code for PoseBH is available at: https://github.com/uyoung-jeong/PoseBH.

cs.CV

BIGS: Bimanual Category-agnostic Interaction Reconstruction from Monocular Videos via 3D Gaussian Splatting

Reconstructing 3Ds of hand-object interaction (HOI) is a fundamental problem that can find numerous applications. Despite recent advances, there is no comprehensive pipeline yet for bimanual class-agnostic interaction reconstruction from a monocular RGB video, where two hands and an unknown object are interacting with each other. Previous works tackled the limited hand-object interaction case, where object templates are pre-known or only one hand is involved in the interaction. The bimanual interaction reconstruction exhibits severe occlusions introduced by complex interactions between two hands and an object. To solve this, we first introduce BIGS (Bimanual Interaction 3D Gaussian Splatting), a method that reconstructs 3D Gaussians of hands and an unknown object from a monocular video. To robustly obtain object Gaussians avoiding severe occlusions, we leverage prior knowledge of pre-trained diffusion model with score distillation sampling (SDS) loss, to reconstruct unseen object parts. For hand Gaussians, we exploit the 3D priors of hand model (i.e., MANO) and share a single Gaussian for two hands to effectively accumulate hand 3D information, given limited views. To further consider the 3D alignment between hands and objects, we include the interacting-subjects optimization step during Gaussian optimization. Our method achieves the state-of-the-art accuracy on two challenging datasets, in terms of 3D hand pose estimation (MPJPE), 3D object reconstruction (CDh, CDo, F10), and rendering quality (PSNR, SSIM, LPIPS), respectively.

cs.CV

QORT-Former: Query-optimized Real-time Transformer for Understanding Two Hands Manipulating Objects

Significant advancements have been achieved in the realm of understanding poses and interactions of two hands manipulating an object. The emergence of augmented reality (AR) and virtual reality (VR) technologies has heightened the demand for real-time performance in these applications. However, current state-of-the-art models often exhibit promising results at the expense of substantial computational overhead. In this paper, we present a query-optimized real-time Transformer (QORT-Former), the first Transformer-based real-time framework for 3D pose estimation of two hands and an object. We first limit the number of queries and decoders to meet the efficiency requirement. Given limited number of queries and decoders, we propose to optimize queries which are taken as input to the Transformer decoder, to secure better accuracy: (1) we propose to divide queries into three types (a left hand query, a right hand query and an object query) and enhance query features (2) by using the contact information between hands and an object and (3) by using three-step update of enhanced image and query features with respect to one another. With proposed methods, we achieved real-time pose estimation performance using just 108 queries and 1 decoder (53.5 FPS on an RTX 3090TI GPU). Surpassing state-of-the-art results on the H2O dataset by 17.6% (left hand), 22.8% (right hand), and 27.2% (object), as well as on the FPHA dataset by 5.3% (right hand) and 10.4% (object), our method excels in accuracy. Additionally, it sets the state-of-the-art in interaction recognition, maintaining real-time efficiency with an off-the-shelf action recognition module.

cs.CV

Leveraging 2D Masked Reconstruction for Domain Adaptation of 3D Pose Estimation

RGB-based 3D pose estimation methods have been successful with the development of deep learning and the emergence of high-quality 3D pose datasets. However, most existing methods do not operate well for testing images whose distribution is far from that of training data. However, most existing methods do not operate well for testing images whose distribution is far from that of training data. This problem might be alleviated by involving diverse data during training, however it is non-trivial to collect such diverse data with corresponding labels (i.e. 3D pose). In this paper, we introduced an unsupervised domain adaptation framework for 3D pose estimation that utilizes the unlabeled data in addition to labeled data via masked image modeling (MIM) framework. Foreground-centric reconstruction and attention regularization are further proposed to increase the effectiveness of unlabeled data usage. Experiments are conducted on the various datasets in human and hand pose estimation tasks, especially using the cross-domain scenario. We demonstrated the effectiveness of ours by achieving the state-of-the-art accuracy on all datasets.

cs.CV

EmoTalkingGaussian: Continuous Emotion-conditioned Talking Head Synthesis

3D Gaussian splatting-based talking head synthesis has recently gained attention for its ability to render high-fidelity images with real-time inference speed. However, since it is typically trained on only a short video that lacks the diversity in facial emotions, the resultant talking heads struggle to represent a wide range of emotions. To address this issue, we propose a lip-aligned emotional face generator and leverage it to train our EmoTalkingGaussian model. It is able to manipulate facial emotions conditioned on continuous emotion values (i.e., valence and arousal); while retaining synchronization of lip movements with input audio. Additionally, to achieve the accurate lip synchronization for in-the-wild audio, we introduce a self-supervised learning method that leverages a text-to-speech network and a visual-audio synchronization network. We experiment our EmoTalkingGaussian on publicly available videos and have obtained better results than state-of-the-arts in terms of image quality (measured in PSNR, SSIM, LPIPS), emotion expression (measured in V-RMSE, A-RMSE, V-SA, A-SA, Emotion Accuracy), and lip synchronization (measured in LMD, Sync-E, Sync-C), respectively.

cs.CV

B-RIGHT: Benchmark Re-evaluation for Integrity in Generalized Human-Object Interaction Testing

Human-object interaction (HOI) is an essential problem in artificial intelligence (AI) which aims to understand the visual world that involves complex relationships between humans and objects. However, current benchmarks such as HICO-DET face the following limitations: (1) severe class imbalance and (2) varying number of train and test sets for certain classes. These issues can potentially lead to either inflation or deflation of model performance during evaluation, ultimately undermining the reliability of evaluation scores. In this paper, we propose a systematic approach to develop a new class-balanced dataset, Benchmark Re-evaluation for Integrity in Generalized Human-object Interaction Testing (B-RIGHT), that addresses these imbalanced problems. B-RIGHT achieves class balance by leveraging balancing algorithm and automated generation-and-filtering processes, ensuring an equal number of instances for each HOI class. Furthermore, we design a balanced zero-shot test set to systematically evaluate models on unseen scenario. Re-evaluating existing models using B-RIGHT reveals substantial the reduction of score variance and changes in performance rankings compared to conventional HICO-DET. Our experiments demonstrate that evaluation under balanced conditions ensure more reliable and fair model comparisons.

cs.CV