Chung Min Kim

dblp:305/3515 · DBLP profile ↗
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12ranked-venue papers
3as first author
12since 2021 · last 2025
—ORCID · none

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Artificial intelligence and machine learning · 12 · 3 first-author · 12 since 2021Systems, architecture and hardware · 8 · 2 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 3 since 2021
YearPublicationVenuePosition
2025 Predict-Optimize-Distill: A Self-Improving Cycle for 4D Object Understanding
abstract
Humans can resort to long-form inspection to build intuition on predicting the 3D configurations of unseen objects. The more we observe the object motion, the better we get at predicting its 3D state immediately. Existing systems either optimize underlying representations from multi-view observations or train a feed-forward predictor from supervised datasets. We introduce Predict-Optimize-Distill (POD), a self-improving framework that interleaves prediction and optimization in a mutually reinforcing cycle to achieve better 4D object understanding with increasing observation time. Given a multi-view object scan and a long-form monocular video of human-object interaction, POD iteratively trains a neural network to predict local part poses from RGB frames, uses this predictor to initialize a global optimization which refines output poses through inverse rendering, then finally distills the results of optimization back into the model by generating synthetic self-labeled training data from novel viewpoints. Each iteration improves both the predictive model and the optimized motion trajectory, creating a virtuous cycle that bootstraps its own training data to learn about the pose configurations of an object. We also introduce a quasi-multiview mining strategy for reducing depth ambiguity by leveraging long video. We evaluate POD on 14 real-world and 5 synthetic objects with various joint types, including revolute and prismatic joints as well as multi-body configurations where parts detach or reattach independently. POD demonstrates significant improvement over a pure optimization baseline which gets stuck in local minima, particularly for longer videos. We also find that POD's performance improves with both video length and successive iterations of the self-improving cycle, highlighting its ability to scale performance with additional observations and looped refinement.
Mingxuan Wu, Justin Kerr, Chung Min Kim, Anthony Zhang, Brent Yi, Angjoo Kanazawa
ICCV4
2025 Persistent Object Gaussian Splat (POGS) for Tracking Human and Robot Manipulation of Irregularly Shaped Objects
abstract
Tracking and manipulating irregularly-shaped, previously unseen objects in dynamic environments is important for robotic applications in manufacturing, assembly, and logistics. Recently introduced Gaussian Splats [1] efficiently model object geometry, but lack persistent state estimation for taskoriented manipulation. We present Persistent Object Gaussian Splat (POGS), a system that embeds semantics, self-supervised visual features, and object grouping features into a compact representation that can be continuously updated to estimate the pose of scanned objects. POGS updates object states without requiring expensive rescanning or prior CAD models of objects. After an initial multi-view scene capture and training phase, POGS uses a single stereo camera to integrate depth estimates along with self-supervised vision encoder features for object pose estimation. POGS supports grasping, reorientation, and natural language-driven manipulation by refining object pose estimates, facilitating sequential object reset operations with human-induced object perturbations and tool servoing, where robots recover tool pose despite tool perturbations of up to 30°. POGS achieves up to 12 consecutive successful object resets and recovers from 80% of in-grasp tool perturbations.
Justin Yu, Kush Hari, Karim El-Refai, Arnav Dalal, Justin Kerr, Chung Min Kim, Richard Cheng, Muhammad Zubair Irshad, Kenneth Y. Goldberg
ICRA6
2025 Botany-Bot: Digital Twin Monitoring of Occluded and Underleaf Plant Structures with Gaussian Splats
abstract
Commercial plant phenotyping systems using fixed cameras cannot perceive many plant details due to leaf occlusion. In this paper, we present Botany-Bot, a system for building detailed “annotated digital twins” of living plants using two stereo cameras, a digital turntable inside a lightbox, an industrial robot arm, and 3D segmentated Gaussian Splat models. We also present robot algorithms for manipulating leaves to take high-resolution indexable images of occluded details such as stem buds and the underside/topside of leaves. Results from experiments suggest that Botany-Bot can segment leaves with 90.8% accuracy, detect leaves with 86.2% accuracy, lift/push leaves with 77.9% accuracy, and take detailed overside/underside images with 77.3% accuracy. Code, videos, and datasets are available at https://berkeleyautomation.github.io/Botany-Bot/.
Simeon Adebola, Chung Min Kim, Justin Kerr, Shuangyu Xie, Prithvi Akella, Jose Luis Susa Rincon, Eugen Solowjow, Kenneth Y. Goldberg
IROS2
2025 PyRoki: A Modular Toolkit for Robot Kinematic Optimization
abstract
Robot motion can have many goals. Depending on the task, we might optimize for pose error, speed, collision, or similarity to a human demonstration. Motivated by this, we present PyRoki: a modular, extensible, and deviceagnostic toolkit for solving kinematic optimization problems. PyRoki couples an interface for specifying kinematic variables and costs with an efficient nonlinear least squares optimizer. Unlike existing tools, it is also device-agnostic: optimization runs natively on CPU, GPU, and TPU. In this paper, we present (i) the design and implementation of PyRoki, (ii) motion retargeting and planning case studies that highlight the advantages of PyRoki’s modularity, and (iii) optimization benchmarking, where PyRoki can be 1.4-1.7x faster and converges to lower errors than cuRobo, an existing GPU-accelerated inverse kinematics library. The code is open-sourced at https://pyroki-toolkit.github.io.
Chung Min Kim, Brent Yi, Hongsuk Choi, Yi Ma 0001, Kenneth Y. Goldberg, Angjoo Kanazawa
IROS1
2025 Omni-Scan: Creating Visually-Accurate Digital Twin Object Models Using a Bimanual Robot with Handover and Gaussian Splat Merging
abstract
3D Gaussian Splats (3DGSs) are 3D object models derived from multi-view images. Such “digital twins” are useful for simulations, virtual reality, E-commerce, robot policy fine-tuning, and part inspection. 3D object scanning usually requires multi-camera arrays, precise laser scanners, or robot wrist-mounted cameras, which have restricted workspaces. We propose Omni-Scan, a pipeline for producing high-quality 3D Gaussian Splat models using a bi-manual robot that grasps an object with one gripper and rotates the object with respect to one stationary camera. The object is then re-grasped by a second gripper to expose surfaces that were occluded by the first gripper. We present the Omni-Scan robot pipeline using DepthAnything, Segment Anything, as well as RAFT optical flow models to identify and isolate objects held by a robot gripper while removing the gripper and the background. We then modify the 3DGS training pipeline to support concatenated datasets with gripper occlusion, producing an omni-directional (360°) model of the object. We apply Omni-Scan to part defect inspection, finding that it can identify visual or geometric defects in 12 different industrial and household objects with an average accuracy of 83.3%. More details and interactive videos of Omni-Scan 3DGS models can be found at https://berkeleyautomation.github.io/omni-scan/.
Tianshuang Qiu, Zehan Ma, Karim El-Refai, Hiya Shah, Chung Min Kim, Justin Kerr, Kenneth Y. Goldberg
IROS5
2024 GARField: Group Anything with Radiance Fields
abstract
Grouping is inherently ambiguous due to the multiple levels of granularity in which one can decompose a sceneshould the wheels of an excavator be considered separate or part of the whole? We propose Group Anything with Radiance Fields (GARField), an approach for decomposing 3D scenes into a hierarchy of semantically meaningful groups from posed image inputs. To do this we embrace group ambiguity through physical scale: by optimizing a scaleconditioned 3D affinity feature field, a point in the world can belong to different groups of different sizes. We optimize this field from a set of 2D masks provided by Segment Anything (SAM) in a way that respects coarse-to-fine hierarchy, using scale to consistently fuse conflicting masks from different viewpoints. From this field we can derive a hierarchy of possible groupings via automatic tree construction or user interaction. We evaluate GARField on a variety of in-the-wild scenes and find it effectively extracts groups at many levels: clusters of objects, objects, and various subparts. GARField inherently represents multi-view consistent groupings and produces higher fidelity groups than the input SAM masks. GARField's hierarchical grouping could have exciting downstream applications such as 3D asset extraction or dynamic scene understanding. Project site: https://www.garfield.studio/
Chung Min Kim, Mingxuan Wu, Justin Kerr, Kenneth Y. Goldberg, Matthew Tancik, Angjoo Kanazawa
CVPR1
2024 Lifelong LERF: Local 3D Semantic Inventory Monitoring Using FogROS2
abstract
Inventory monitoring in homes, factories, and retail stores relies on maintaining data despite objects being swapped, added, removed, or moved. We introduce Lifelong LERF, a method that allows a mobile robot with minimal compute to jointly optimize a dense language and geometric representation of its surroundings. Lifelong LERF maintains this representation over time by detecting semantic changes and selectively updating these regions of the environment, avoiding the need to exhaustively remap. Human users can query inventory by providing natural language queries and receiving a 3D heatmap of potential object locations. To manage the computational load, we use Fog-ROS2, a cloud robotics platform, to offload resource-intensive tasks. Lifelong LERF obtains poses from a monocular RGBD SLAM backend, and uses these poses to progressively optimize a Language Embedded Radiance Field (LERF) for semantic monitoring. Experiments with 3-5 objects arranged on a tabletop and a Turtlebot with a RealSense camera suggest that Lifelong LERF can persistently adapt to changes in objects with up to 91% accuracy.
Adam Rashid, Chung Min Kim, Justin Kerr, Letian Fu, Kush Hari, Ayah Ahmad, Kaiyuan Chen 0001, Marcus Gualtieri, Christian Juette, Nan Tian, Liu Ren 0001, Kenneth Y. Goldberg
ICRA2
2024 Language-Embedded Gaussian Splats (LEGS): Incrementally Building Room-Scale Representations with a Mobile Robot
abstract
Building semantic 3D maps is valuable for searching for objects of interest in offices, warehouses, stores, and homes. We present a mapping system that incrementally builds a Language-Embedded Gaussian Splat (LEGS): a detailed 3D scene representation that encodes both appearance and semantics in a unified representation. LEGS is trained online as a robot traverses its environment to enable localization of open-vocabulary object queries. We evaluate LEGS on 4 room-scale scenes where we query for objects in the scene to assess how LEGS can capture semantic meaning. We compare LEGS to LERF [1] and find that while both systems have comparable object query success rates, LEGS trains over 3.5x faster than LERF. Results suggest that a multi-camera setup and incremental bundle adjustment can boost visual reconstruction quality in constrained robot trajectories, and suggest LEGS can localize open-vocabulary and long-tail object queries with up to 66% accuracy. See project website at: berkeleyautomation.github.io/LEGS
Justin Yu, Kush Hari, Kishore Srinivas, Karim El-Refai, Adam Rashid, Chung Min Kim, Justin Kerr, Richard Cheng, Muhammad Zubair Irshad, Ashwin Balakrishna, Thomas Kollar, Kenneth Y. Goldberg
IROS6
2023 LERF: Language Embedded Radiance Fields
abstract
Humans describe the physical world using natural language to refer to specific 3D locations based on a vast range of properties: visual appearance, semantics, abstract associations, or actionable affordances. In this work we propose Language Embedded Radiance Fields (LERFs), a method for grounding language embeddings from off-the-shelf models like CLIP into NeRF, which enable these types of open-ended language queries in 3D. LERF learns a dense, multi-scale language field inside NeRF by volume rendering CLIP embeddings along training rays, supervising these embeddings across training views to provide multi-view consistency and smooth the underlying language field. After optimization, LERF can extract 3D relevancy maps for a broad range of language prompts interactively in real-time, which has potential use cases in robotics, understanding vision-language models, and interacting with 3D scenes. LERF enables pixel-aligned, zero-shot queries on the distilled 3D CLIP embeddings without relying on region proposals or masks, supporting long-tail open-vocabulary queries hierarchically across the volume. See the project website at: https://lerf.io.
Justin Kerr, Chung Min Kim, Kenneth Y. Goldberg, Angjoo Kanazawa, Matthew Tancik
ICCV2
2022 Mechanical Search on Shelves using a Novel "Bluction" Tool
abstract
Shelves are common in homes, warehouses, and commercial settings due to their storage efficiency. However, this efficiency comes at the cost of reduced visibility and accessibility. When looking from a side (lateral) view of a shelf, most objects will be fully occluded, resulting in a constrained lateral-access mechanical search problem. To address this problem, we introduce: (1) a novel bluction tool, which combines a thin pushing blade and a suction cup gripper, (2) a simulation pipeline and perception model that combine ray-casting with 2D Minkowski sums to efficiently generate target occupancy distributions, and (3) a novel search policy, which optimally reduces target object distribution support area using the bluction tool. Experimental data from 2000 simulated shelf trials and 18 trials with a physical Fetch robot suggest that a bluction tool can improve the average success rate by 26% in simulation and 67% in physical experiments over the highest-performing push-only policy.
Michael Danielczuk, Chung Min Kim, Letian Fu, Zachary Tam, Jeffrey Ichnowski, Anelia Angelova, Brian Ichter, Kenneth Y. Goldberg
ICRA3
2022 IPC-GraspSim: Reducing the Sim2Real Gap for Parallel-Jaw Grasping with the Incremental Potential Contact Model
abstract
Accurately simulating whether an object will be lifted securely or dropped during grasping is a longstanding Sim2Real challenge. Soft compliant jaw tips are almost universally used with parallel-jaw robot grippers due to their ability to increase contact area and friction between the jaws and the object to be manipulated. However, interactions between the compliant surfaces and rigid objects are notoriously difficult to model. We introduce IPC-GraspSim, a novel grasp simulator that extends Incremental Potential Contact (IPC) - a highly accurate collision + deformation model developed in 2020 for computer graphics. IPC-GraspSim models both the dynamics and the deformation of compliant jaw tips to reduce Sim2Real gap for robot grasping. We evaluate IPC-GraspSim using a set of 2,000 physical grasps across 16 adversarial objects where analytic models perform poorly. In comparison to both analytic quasistatic contact models (soft point contact, REACH, 6DFC) and dynamic grasp simulators (Isaac Gym with FleX), results suggest IPC-GraspSim can predict robustness with higher precision and recall (F1 = 0.85). IPC-GraspSim increases F1 score by 0.03 to 0.20 over analytic baselines and 0.09 over Isaac Gym, at a cost of 8000x and 1.5x more compute time, respectively. All data, code, videos, and supplementary material are available at https://sites.google.com/berkeley.edu/ipcgraspsim.
Chung Min Kim, Michael Danielczuk, Isabella Huang, Kenneth Y. Goldberg
ICRA1
2022 Mechanical Search on Shelves with Efficient Stacking and Destacking of Objects
Letian Fu, Michael Danielczuk, Chung Min Kim, Zachary Tam, Jeffrey Ichnowski, Anelia Angelova, Brian Ichter, Kenneth Y. Goldberg
ISRR4