Dongki Jung

dblp:265/6073 · DBLP profile ↗
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12ranked-venue papers
6as first author
11since 2021 · last 2026
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 10 · 4 first-author · 10 since 2021Graphics, computer vision, multimedia, augmented reality and games · 8 · 5 first-author · 7 since 2021Systems, architecture and hardware · 3 · 3 since 2021
YearPublicationVenuePosition
2026 UAV4D: Dynamic Neural Rendering of Human-Centric UAV Imagery Using Gaussian Splatting
abstract
Despite significant advancements in dynamic neural rendering, existing methods fail to address the unique challenges posed by UAV-captured scenarios, particularly those involving monocular camera setups, top-down perspective, and multiple small, moving humans, which are not adequately represented in existing datasets. In this work, we introduce UAV4D, a framework for enabling photorealistic rendering for dynamic real-world scenes captured by UAVs. Specifically, we address the challenge of reconstructing dynamic scenes with multiple moving pedestrians from monocular video data without the need for additional sensors. We use a combination of a 3D foundation model and a human mesh reconstruction model to reconstruct both the scene background and humans. We propose a novel approach to resolve the scene scale ambiguity and place both humans and the scene in world coordinates by identifying human-scene contact points. Additionally, we exploit the SMPL model and background mesh to initialize Gaussian splats, enabling holistic scene rendering. We evaluated our method on three complex UAV-captured datasets: VisDrone, Manipal-UAV, and Okutama-Action, each with distinct characteristics and 10-50 humans. Our results demonstrate the benefits of our approach over existing methods in novel view synthesis, achieving a 1.5 dB PSNR improvement and superior visual sharpness.
Dongki Jung, Christopher Maxey, Sungmin Eum, Yonghan Lee 0001, Dinesh Manocha, Heesung Kwon
AAAI2
2026 MoRe: Monocular Geometry Refinement via Graph Optimization for Cross-View Consistency
abstract
Monocular 3D foundation models offer an extensible solution for perception tasks, making them attractive for broader 3D vision applications. In this paper, we propose MoRe, a training-free Monocular Geometry Refinement method designed to improve cross-view consistency and achieve scale alignment. To induce inter-frame relationships, our method employs feature matching between frames to establish correspondences. Rather than applying simple least squares optimization on these matched points, we formulate a graph-based optimization framework that performs local planar approximation using the estimated 3D points and surface normals estimated by monocular foundation models. This formulation addresses the scale ambiguity inherent in monocular geometric priors while preserving the underlying 3D structure. We further demonstrate that MoRe not only enhances 3D reconstruction but also improves novel view synthesis, particularly in sparse-view rendering scenarios.
Dongki Jung, Yonghan Lee 0001, Sungmin Eum, Heesung Kwon, Dinesh Manocha
WACV1
2025 EDM: Equirectangular Projection-Oriented Dense Kernelized Feature Matching
abstract
We introduce the first learning-based dense matching algorithm, termed Equirectangular Projection-Oriented Dense Kernelized Feature Matching (EDM), specifically designed for omnidirectional images. Equirectangular projection (ERP) images, with their large fields of view, are particularly suited for dense matching techniques that aim to establish comprehensive correspondences across images. However, ERP images are subject to significant distortions, which we address by leveraging the spherical camera model and geodesic flow refinement in the dense matching method. To further mitigate these distortions, we propose spherical positional embeddings based on 3D Cartesian coordinates of the feature grid. Additionally, our method incorporates bidirectional transformations between spherical and Cartesian coordinate systems during refinement, utilizing a unit sphere to improve matching performance. We demonstrate that our proposed method achieves notable performance enhancements, with improvements of +26.72 and +42.62 in AUC@5° on the Matterport3D and Stanford2D3D datasets. Project Page: https://jdk9405.github.io/EDM
Dongki Jung, Yonghan Lee 0001, Somi Jeong, Taejae Lee, Dinesh Manocha, Suyong Yeon
CVPR1
2025 IM360: Large-Scale Indoor Mapping with 360 Cameras
Dongki Jung, Yonghan Lee 0001, Dinesh Manocha
ICCV1
2025 RPG360: Robust 360 Depth Estimation with Perspective Foundation Models and Graph Optimization
abstract
The increasing use of 360$^\circ$ images across various domains has emphasized the need for robust depth estimation techniques tailored for omnidirectional images. However, obtaining large-scale labeled datasets for 360$^\circ$ depth estimation remains a significant challenge. In this paper, we propose RPG360, a training-free robust 360$^\circ$ monocular depth estimation method that leverages perspective foundation models and graph optimization. Our approach converts 360$^\circ$ images into six- face cubemap representations, where a perspective foundation model is employed to estimate depth and surface normals. To address depth scale inconsistencies across different faces of the cubemap, we introduce a novel depth scale alignment technique using graph-based optimization, which parameterizes the predicted depth and normal maps while incorporating an additional per-face scale parameter. This optimization ensures depth scale consistency across the six-face cubemap while preserving 3D structural integrity. Furthermore, as foundation models exhibit inherent robustness in zero-shot settings, our method achieves superior performance across diverse datasets, including Matterport3D, Stanford2D3D, and 360Loc. We also demonstrate the versatility of our depth estimation approach by validating its benefits in downstream tasks such as feature matching 3.2 ∼ 5.4% and Structure from Motion 0.2 ∼ 9.7% in AUC@5$^\circ$.
Dongki Jung, Yonghan Lee 0001, Dinesh Manocha
NeurIPS1
2024 WayIL: Image-based Indoor Localization with Wayfinding Maps
abstract
This paper tackles a localization problem in large-scale indoor environments with wayfinding maps. A wayfinding map abstractly portrays the environment, and humans can localize themselves based on the map. However, when it comes to using it for robot localization, large geometrical discrepancies between the wayfinding map and the real world make it hard to use conventional localization methods. Our objective is to estimate a robot pose within a wayfinding map, utilizing RGB images from perspective cameras. We introduce two different imagination modules which are inspired by how humans can comprehend and interpret their surroundings for localization purposes. These modules jointly learn how to effectively observe the first-person-view (FPV) world to interpret bird-eye-view (BEV) maps. Providing explicit guidance to the two imagination modules significantly improves the precision of the localization system. We demonstrate the effectiveness of the proposed approach using real-world datasets, which are collected from various large-scale crowded indoor environments. The experimental results show that, in 85% of scenarios, the proposed localization system can estimate its pose within 3m in large indoor spaces. Project Site: https://rllab-snu.github.io/projects/WayIL/
Obin Kwon, Dongki Jung, Youngji Kim, Soohyun Ryu, Suyong Yeon, Songhwai Oh
ICRA2
2023 TMO: Textured Mesh Acquisition of Objects with a Mobile Device by using Differentiable Rendering
abstract
We present a new pipeline for acquiring a textured mesh in the wild with a single smartphone which offers access to images, depth maps, and valid poses. Our method first introduces an RGBD-aided structure from motion, which can yield filtered depth maps and refines camera poses guided by corresponding depth. Then, we adopt the neural implicit surface reconstruction method, which allows for high-quality mesh and develops a new training process for applying a regularization provided by classical multi-view stereo methods. Moreover, we apply a differentiable rendering to fine-tune incomplete texture maps and generate textures which are perceptually closer to the original scene. Our pipeline can be applied to any common objects in the real world without the need for either in-the-lab environments or accurate mask images. We demonstrate results of captured objects with complex shapes and validate our method numerically against existing 3D reconstruction and texture mapping methods.
Dongki Jung, Taejae Lee, Youngdong Jung, Dinesh Manocha
CVPR2
2022 SelfTune: Metrically Scaled Monocular Depth Estimation through Self-Supervised Learning
abstract
Monocular depth estimation in the wild inherently predicts depth up to an unknown scale. To resolve scale ambiguity issue, we present a learning algorithm that leverages monocular simultaneous localization and mapping (SLAM) with proprioceptive sensors. Such monocular SLAM systems can provide metrically scaled camera poses. Given these metric poses and monocular sequences, we propose a self-supervised learning method for the pre-trained supervised monocular depth networks to enable metrically scaled depth estimation. Our approach is based on a teacher-student formulation which guides our network to predict high-quality depths. We demonstrate that our approach is useful for various applications such as mobile robot navigation and is applicable to diverse environments. Our full system shows improvements over recent self-supervised depth estimation and completion methods on EuRoC, OpenLORIS, and ScanNet datasets.
Dongki Jung, Yonghan Lee 0001, Deokhwa Kim, Dinesh Manocha
ICRA2
2021 Just a Few Points are All You Need for Multi-view Stereo: A Novel Semi-supervised Learning Method for Multi-view Stereo
abstract
While learning-based multi-view stereo (MVS) methods have recently shown successful performances in quality and efficiency, limited MVS data hampers generalization to unseen environments. A simple solution is to generate various large-scale MVS datasets, but generating dense ground truth for 3D structure requires a huge amount of time and resources. On the other hand, if the reliance on dense ground truth is relaxed, MVS systems will generalize more smoothly to new environments. To this end, we first introduce a novel semi-supervised multi-view stereo framework called a Sparse Ground truth-based MVS Network (SGT-MVSNet) that can reliably reconstruct the 3D structures even with a few ground truth 3D points. Our strategy is to divide the accurate and erroneous regions and individually conquer them based on our observation that a probability map can separate these regions. We propose a self-supervision loss called the 3D Point Consistency Loss to enhance the 3D reconstruction performance, which forces the 3D points back-projected from the corresponding pixels by the predicted depth values to meet at the same 3D co-ordinates. Finally, we propagate these improved depth pre-dictions toward edges and occlusions by the Coarse-to-fine Reliable Depth Propagation module. We generate the spare ground truth of the DTU dataset for evaluation and extensive experiments verify that our SGT-MVSNet outperforms the state-of-the-art MVS methods on the sparse ground truth setting. Moreover, our method shows comparable reconstruction results to the supervised MVS methods though we only used tens and hundreds of ground truth 3D points.
Taekyung Kim 0002, Seokeon Choi, Dongki Jung, Changick Kim
ICCV4
2021 DnD: Dense Depth Estimation in Crowded Dynamic Indoor Scenes
abstract
We present a novel approach for estimating depth from a monocular camera as it moves through complex and crowded indoor environments, e.g., a department store or a metro station. Our approach predicts absolute scale depth maps over the entire scene consisting of a static background and multiple moving people, by training on dynamic scenes. Since it is difficult to collect dense depth maps from crowded indoor environments, we design our training framework without requiring depths produced from depth sensing devices. Our network leverages RGB images and sparse depth maps generated from traditional 3D reconstruction methods to estimate dense depth maps. We use two constraints to handle depth for non-rigidly moving people without tracking their motion explicitly. We demonstrate that our approach offers consistent improvements over recent depth estimation methods on the NAVERLABS dataset, which includes complex and crowded scenes.
Dongki Jung, Yonghan Lee 0001, Deokhwa Kim, Changick Kim, Dinesh Manocha
ICCV1
2021 SelfDeco: Self-Supervised Monocular Depth Completion in Challenging Indoor Environments
abstract
We present a novel algorithm for self-supervised monocular depth completion. Our approach is based on training a neural network that requires only sparse depth measurements and corresponding monocular video sequences without dense depth labels. Our self-supervised algorithm is designed for challenging indoor environments with textureless regions, glossy and transparent surfaces, moving people, longer and diverse depth ranges and scenes captured by complex ego-motions. Our novel architecture leverages both deep stacks of sparse convolution blocks to extract sparse depth features and pixel-adaptive convolutions to fuse image and depth features. We compare with existing approaches in NYUv2, KITTI and NAVERLABS indoor datasets, and observe 5 - 34 % improvements in root- means-square error (RMSE) reduction.
Dongki Jung, Yonghan Lee 0001, Deokhwa Kim, Dinesh Manocha
ICRA2
2020 Arbitrary Style Transfer Using Graph Instance Normalization
abstract
Style transfer is the image synthesis task, which applies a style of one image to another while preserving the content. In statistical methods, the adaptive instance normalization (AdaIN) whitens the source images and applies the style of target images through normalizing the mean and variance of features. However, computing feature statistics for each instance would neglect the inherent relationship between features, so it is hard to learn global styles while fitting to the individual training dataset. In this paper, we present a novel learnable normalization technique for style transfer using graph convolutional networks, termed Graph Instance Normalization (GrIN). This algorithm makes the style transfer approach more robust by taking into account similar information shared between instances. Besides, this simple module is also applicable to other tasks like image-to-image translation or domain adaptation.
Dongki Jung, Seunghan Yang, Changick Kim
ICIP1