EDBT 2026 Demo / reviewers in the wild / expert
Seungryul Baek
dblp:188/6205
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25ranked-venue papers
5as first author
17since 2021 · last 2025
0000-0002-0856-6880ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 25 · 5 first-author · 17 since 2021Artificial intelligence and machine learning · 19 · 4 first-author · 13 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Text2Relight: Creative Portrait Relighting with Text GuidanceabstractWe present a lighting-aware image editing pipeline that, given a portrait image and a text prompt, performs single image relighting. Our model modifies the lighting and color of both the foreground and background to align with the provided text description. The unbounded nature in creativeness of a text allows us to describe the lighting of a scene with any sensory features including temperature, emotion, smell, time, and so on. However, the modeling of such mapping between the unbounded text and lighting is extremely challenging due to the lack of dataset where there exists no scalable data that provides large pairs of text and relighting, and therefore, current text-driven image editing models does not generalize to lighting-specific use cases. We overcome this problem by introducing a novel data synthesis pipeline: First, diverse and creative text prompts that describe the scenes with various lighting are automatically generated under a crafted hierarchy using a large language model (e.g., ChatGPT). A text-guided image generation model creates a lighting image that best matches the text. As a condition of the lighting images, we perform image-based relighting for both foreground and background using a single portrait image or a set of OLAT (One-Light-at-A-Time) images captured from lightstage system. Particularly for the background relighting, we represent the lighting image as a set of point lights and transfer them to other background images. A generative diffusion model learns the synthesized large-scale data with auxiliary task augmentation (e.g., portrait delighting and light positioning) to correlate the latent text and lighting distribution for text-guided portrait relighting. In our experiment, we demonstrate that our model outperforms existing text-guided image generation models, showing high-quality portrait relighting results with a strong generalization to unconstrained scenes. Junuk Cha, Mengwei Ren, Krishna Kumar Singh, He Zhang 0004, Yannick Hold-Geoffroy, Hyunjoon Jung, Jae Shin Yoon, Seungryul Baek |
AAAI | 9 |
| 2025 | QORT-Former: Query-optimized Real-time Transformer for Understanding Two Hands Manipulating ObjectsabstractSignificant 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. Elkhan Ismayilzada, MD Khalequzzaman Chowdhury Sayem, Yihalem Yimolal Tiruneh, Mubarrat Tajoar Chowdhury, Muhammadjon Boboev, Seungryul Baek |
AAAI | 6 |
| 2025 | PoseBH: Prototypical Multi-Dataset Training Beyond Human Pose EstimationabstractWe 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, e.g. 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 key-point 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. Uyoung Jeong, Jonathan Freer, Seungryul Baek, Hyung Jin Chang, Kwang In Kim |
CVPR | 3 |
| 2025 | BIGS: Bimanual Category-agnostic Interaction Reconstruction from Monocular Videos via 3D Gaussian SplattingabstractReconstructing 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. Jeongwan On, Kyeonghwan Gwak, Gunyoung Kang, Junuk Cha, Soohyun Hwang, Hyein Hwang, Seungryul Baek |
CVPR | 7 |
| 2025 | Beyond Spatial Frequency: Pixel-Wise Temporal Frequency-Based Deepfake Video Detection
Taehoon Kim 0004, Jongwook Choi 0001, Yonghyun Jeong, Haeun Noh, Jaejun Yoo 0001, Seungryul Baek |
ICCV | 6 |
| 2024 | Text2HOI: Text-Guided 3D Motion Generation for Hand-Object InteractionabstractThis paper introduces the first text-guided work for generating the sequence of hand-object interaction in 3D. The main challenge arises from the lack of labeled data where existing ground-truth datasets are nowhere near generalizable in interaction type and object category, which inhibits the modeling of diverse 3D hand-object interaction with the correct physical implication (e.g., contacts and semantics) from text prompts. To address this challenge, we propose to decompose the interaction generation task into two subtasks: hand-object contact generation; and hand-object motion generation. For contact generation, a VAE-based network takes as input a text and an object mesh, and generates the probability of contacts between the surfaces of hands and the object during the interaction. The network learns a variety of local geometry structure of diverse objects that is independent of the objects' category, and thus, it is applicable to general objects. For motion generation, a Transformer-based diffusion model utilizes this 3D contact map as a strong prior for generating physically plausible hand-object motion as a function of text prompts by learning from the augmented labeled dataset; where we annotate text labels from many existing 3D hand and object motion data. Finally, we further introduce a hand refiner module that minimizes the distance between the object surface and hand joints to improve the temporal stability of the object-hand contacts and to suppress the penetration artifacts. In the experiments, we demonstrate that our method can generate more realistic and diverse interactions compared to other baseline methods. We also show that our method is applicable to unseen objects. We will release our model and newly labeled data as a strong foundation for future research. Codes and data are available in: https://github.com/JunukCha/Text2HOI. Junuk Cha, Jihyeon Kim, Jae Shin Yoon, Seungryul Baek |
CVPR | 4 |
| 2024 | Exploiting Style Latent Flows for Generalizing Deepfake Video DetectionabstractThis paper presents a new approach for the detection of fake videos, based on the analysis of style latent vectors and their abnormal behavior in temporal changes in the generated videos. We discovered that the generated facial videos suffer from the temporal distinctiveness in the temporal changes of style latent vectors, which are inevitable during the generation of temporally stable videos with various facial expressions and geometric transformations. Our framework utilizes the StyleGRU module, trained by contrastive learning, to represent the dynamic properties of style latent vectors. Additionally, we introduce a style attention module that integrates StyleGRU-generated features with content-based features, enabling the detection of visual and temporal artifacts. We demonstrate our approach across various benchmark scenarios in deepfake detection, showing its superiority in cross-dataset and cross-manipulation scenarios. Through further analysis, we also validate the importance of using temporal changes of style latent vectors to improve the generality of deepfake video detection. Jongwook Choi 0001, Taehoon Kim 0004, Yonghyun Jeong, Seungryul Baek |
CVPR | 4 |
| 2024 | SDDGR: Stable Diffusion-Based Deep Generative Replay for Class Incremental Object DetectionabstractIn the field of class incremental leaming (CIL), generative replay has become increasingly prominent as a method to mitigate the catastrophic forgetting, alongside the continuous improvements in generative models. However, its application in class incremental object detection (CIOD) has been significantly limited, primarily due to the complexities of scenes involving multiple labels. In this paper, we propose a novel approach called stable diffusion deep generative replay (SDDGR) for CIOD. Our method utilizes a diffusion-based generative model with pre-trained text-to-image diffusion networks to generate realistic and diverse synthetic images. SDDGR incorporates an iterative refinement strategy to produce high-quality images encompassing old classes. Additionally, we adopt an L2 knowledge distillation technique to improve the retention of prior knowledge in synthetic images. Furthermore, our approach includes pseudo-labeling for old objects within new task images, preventing misclassification as background elements. Extensive experiments on the COCO 2017 dataset demonstrate that SD-DGR significantly outperforms existing algorithms, achieving a new state-of-the-art in various CIOD scenarios. Hoseong Cho, Jihyeon Kim, Yihalem Yimolal Tiruneh, Seungryul Baek |
CVPR | 5 |
| 2024 | Benchmarks and Challenges in Pose Estimation for Egocentric Hand Interactions with Objects
Zicong Fan, Takehiko Ohkawa, Linlin Yang 0001, Nie Lin, Zhishan Zhou, Jiajun Liang, Zhong Gao, Xuanyang Zhang, Feng Lu 0005, Karim Abou Zeid, Bastian Leibe, Jeongwan On, Seungryul Baek, Saurabh Gupta 0001, Yoichi Sato 0001, Otmar Hilliges, Hyung Jin Chang, Angela Yao |
ECCV (25) | 17 |
| 2024 | Class-Wise Buffer Management for Incremental Object Detection: An Effective Buffer Training StrategyabstractClass incremental learning aims to solve a problem that arises when continuously adding unseen class instances to an existing model This approach has been extensively studied in the context of image classification; however its applicability to object detection is not well established yet. Existing frame-works using replay methods mainly collect replay data without considering the model being trained and tend to rely on randomness or the number of labels of each sample. Also, despite the effectiveness of the replay, it was not yet optimized for the object detection task. In this paper, we introduce an effective buffer training strategy (eBTS) that creates the optimized replay buffer on object detection. Our approach incorporates guarantee minimum and hierarchical sampling to establish the buffer customized to the trained model. Furthermore, we use the circular experience replay training to optimally utilize the accumulated buffer data. Experiments on the MS COCO dataset demonstrate that our eBTS achieves state-of-the-art performance compared to the existing replay schemes. Jihyeon Kim, Yihalem Yimolal Tiruneh, Jeongwan On, Jihyun Song, Sunhwa Choi, Seungryul Baek |
ICASSP | 9 |
| 2024 | 3D Reconstruction of Interacting Multi-Person in Clothing from a Single ImageabstractThis paper introduces a novel pipeline to reconstruct the geometry of interacting multi-person in clothing on a globally coherent scene space from a single image. The main challenge arises from the occlusion: a part of a human body is not visible from a single view due to the occlusion by others or the self, which introduces missing geometry and physical implausibility (e.g., penetration). We overcome this challenge by utilizing two human priors for complete 3D geometry and surface contacts. For the geometry prior, an encoder learns to regress the image of a person with missing body parts to the latent vectors; a decoder decodes these vectors to produce 3D features of the associated geometry; and an implicit network combines these features with a surface normal map to reconstruct a complete and detailed 3D humans. For the contact prior, we develop an image-space contact detector that outputs a probability distribution of surface contacts between people in 3D. We use these priors to globally refine the body poses, enabling the penetration-free and accurate reconstruction of interacting multi-person in clothing on the scene space. The results demonstrate that our method is complete, globally coherent, and physically plausible compared to existing methods. Junuk Cha, Nhat Nguyen Bao Truong, Jae Shin Yoon, Seungryul Baek |
WACV | 6 |
| 2024 | RMFER: Semi-supervised Contrastive Learning for Facial Expression Recognition with Reaction Mashup VideoabstractFacial expression recognition (FER) has greatly benefited from deep learning but still faces challenges in dataset collection due to the nuanced nature of facial expressions. In this study, we present a novel unlabeled dataset and semi-supervised contrastive learning framework that utilizes Reaction Mashup (RM) videos, a video that includes multiple individuals reacting to the same film. We created a Reaction Mashup dataset (RMset) from these videos. Our framework integrates three distinct modules: A classification module for supervised facial expression categorization, an attention module for inter-sample attention learning, and a contrastive module for attention-based contrastive learning using RMset. We utilize both the classification and attention modules for the initial training, subsequently incorporating the contrastive module to enhance the learning process. Our experiments demonstrate that our method improves feature learning and outperforms state-of-the-art models on three benchmark FER datasets. Codes are available at https://github.com/yunseongcho/RMFER. Hoseong Cho, Yunhoe Ku, Eunseo Kim, Muhammadjon Boboev, Joonseok Lee, Seungryul Baek |
WACV | 8 |
| 2023 | BoIR: Box-Supervised Instance Representation for Multi-Person Pose Estimation
Uyoung Jeong, Seungryul Baek, Hyung Jin Chang, Kwang In Kim |
BMVC | 2 |
| 2023 | Transformer-based Unified Recognition of Two Hands Manipulating ObjectsabstractUnderstanding the hand-object interactions from an egocentric video has received a great attention recently. So far, most approaches are based on the convolutional neural network (CNN) features combined with the temporal encoding via the long shortterm memory (LSTM) or graph convolution network (GCN) to provide the unified understanding of two hands, an object and their interactions. In this paper, we propose the Transformer-based unified framework that provides better understanding of two hands manipulating objects. In our framework, we insert the whole image depicting two hands, an object and their interactions as input and jointly estimate 3 information from each frame: poses of two hands, pose of an object and object types. Afterwards, the action class defined by the hand-object interactions is predicted from the entire video based on the estimated information combined with the contact map that encodes the interaction between two hands and an object. Experiments are conducted on H2O and FPHA benchmark datasets and we demonstrated the superiority of our method achieving the state-of-the-art accuracy. Ablative studies further demonstrate the effectiveness of each proposed module. Hoseong Cho, Jihyeon Kim, Seongyeong Lee, Elkhan Ismayilzada, Seungryul Baek |
CVPR | 6 |
| 2023 | Image-free Domain Generalization via CLIP for 3D Hand Pose EstimationabstractRGB-based 3D hand pose estimation has been successful for decades thanks to large-scale databases and deep learning. However, the hand pose estimation network does not operate well for hand pose images whose characteristics are far different from the training data. This is caused by various factors such as illuminations, camera angles, diverse backgrounds in the input images, etc. Many existing methods tried to solve it by supplying additional large-scale unconstrained/target domain images to augment data space; however collecting such large-scale images takes a lot of labors. In this paper, we present a simple image-free domain generalization approach for the hand pose estimation framework that uses only source domain data. We try to manipulate the image features of the hand pose estimation network by adding the features from text descriptions using the CLIP (Contrastive Language-Image Pretraining) model. The manipulated image features are then exploited to train the hand pose estimation network via the contrastive learning framework. In experiments with STB and RHD datasets, our algorithm shows improved performance over the state-of-the-art domain generalization approaches. Seongyeong Lee, Hansoo Park, Dong Uk Kim, Jihyeon Kim, Muhammadjon Boboev, Seungryul Baek |
WACV | 6 |
| 2022 | Multi-Person 3D Pose and Shape Estimation via Inverse Kinematics and Refinement
Junuk Cha, Muhammad Saqlain, GeonU Kim, Mingyu Shin, Seungryul Baek |
ECCV (5) | 5 |
| 2021 | End-to-End Detection and Pose Estimation of Two Interacting HandsabstractThree dimensional hand pose estimation has reached a level of maturity, enabling real-world applications for single-hand cases. However, accurate estimation of the pose of two closely interacting hands still remains a challenge as in this case, one hand often occludes the other. We present a new algorithm that accurately estimates hand poses in such a challenging scenario. The crux of our algorithm lies in a framework that jointly trains the estimators of interacting hands, leveraging their inter-dependence. Further, we employ a GAN-type discriminator of interacting hand pose that helps avoid physically implausible configurations, e.g. intersecting fingers, and exploit the visibility of joints to improve intermediate 2D pose estimation. We incorporate them into a single model that learns to detect hands and estimate their pose based on a unified criterion of pose estimation accuracy. To our knowledge, this is the first attempt to build an end-to-end network that detects and estimates the pose of two closely interacting hands (as well as single hands). In the experiments with three datasets representing challenging real-world scenarios, our algorithm demonstrated significant and consistent performance improvements over state-of-the-arts. Donguk Kim 0002, Kwang In Kim, Seungryul Baek |
ICCV | 3 |
| 2020 | Weakly-Supervised Domain Adaptation via GAN and Mesh Model for Estimating 3D Hand Poses Interacting ObjectsabstractDespite recent successes in hand pose estimation, there yet remain challenges on RGB-based 3D hand pose estimation (HPE) under hand-object interaction (HOI) scenarios where severe occlusions and cluttered backgrounds exhibit. Recent RGB HOI benchmarks have been collected either in real or synthetic domain, however, the size of datasets is far from enough to deal with diverse objects combined with hand poses, and 3D pose annotations of real samples are lacking, especially for occluded cases. In this work, we propose a novel end-to-end trainable pipeline that adapts the hand-object domain to the single hand-only domain, while learning for HPE. The domain adaption occurs in image space via 2D pixel-level guidance by Generative Adversarial Network (GAN) and 3D mesh guidance by mesh renderer (MR). Via the domain adaption in image space, not only 3D HPE accuracy is improved, but also HOI input images are translated to segmented and de-occluded hand-only images. The proposed method takes advantages of both the guidances: GAN accurately aligns hands, while MR effectively fills in occluded pixels. The experiments using Dexter-Object, Ego-Dexter and HO3D datasets show that our method significantly outperforms state-of-the-arts trained by hand-only data and is comparable to those supervised by HOI data. Note our method is trained primarily by hand-only images with pose labels, and HOI images without pose labels. Seungryul Baek, Kwang In Kim, Tae-Kyun Kim 0001 |
CVPR | 1 |
| 2020 | Measuring Generalisation to Unseen Viewpoints, Articulations, Shapes and Objects for 3D Hand Pose Estimation Under Hand-Object Interaction
Anil Armagan, Guillermo Garcia-Hernando, Seungryul Baek, Shreyas Hampali, Mahdi Rad, Shipeng Xie, Mingxiu Chen, Boshen Zhang, Fu Xiong, Yang Xiao 0007, Zhiguo Cao 0001, Junsong Yuan 0001, Pengfei Ren 0001, Weiting Huang, Haifeng Sun 0001, Marek Hrúz, Jakub Kanis, Zdenek Krnoul, Qingfu Wan, Shile Li, Linlin Yang 0001, Dongheui Lee, Angela Yao, Weiguo Zhou, Sijia Mei, Adrian Spurr, Umar Iqbal 0001, Pavlo Molchanov 0001, Philippe Weinzaepfel, Romain Brégier, Grégory Rogez, Vincent Lepetit, Tae-Kyun Kim 0001 |
ECCV (23) | 3 |
| 2020 | Sampling Strategies for GAN Synthetic DataabstractGenerative Adversarial Networks (GANs) have been used widely to generate large volumes of synthetic data. This data is being utilised for augmenting with real examples in order to train deep Convolutional Neural Networks (CNNs). Studies have shown that the generated examples lack sufficient realism to train deep CNNs and are poor in diversity. Unlike previous studies of randomly augmenting the synthetic data with real data, we present our simple, effective and easy to implement synthetic data sampling methods to train deep CNNs more efficiently and accurately. To this end, we propose to maximally utilise the parameters learned during training of the GAN itself. These include discriminator's realism confidence score and the confidence on the target label of the synthetic data. In addition to this, we explore reinforcement learning (RL) to automatically search a subset of meaningful synthetic examples from a large pool of GAN synthetic data. We evaluate our method on two challenging face attribute classification data sets viz. AffectNet and CelebA. Our extensive experiments clearly demonstrate the need of sampling synthetic data before augmentation, which also improves the performance of one of the state-of-the-art deep CNNs in vitro. Binod Bhattarai, Seungryul Baek, Rumeysa Bodur, Tae-Kyun Kim 0001 |
ICASSP | 2 |
| 2019 | Pushing the Envelope for RGB-Based Dense 3D Hand Pose Estimation via Neural RenderingabstractEstimating 3D hand meshes from single RGB images is challenging, due to intrinsic 2D-3D mapping ambiguities and limited training data. We adopt a compact parametric 3D hand model that represents deformable and articulated hand meshes. To achieve the model fitting to RGB images, we investigate and contribute in three ways: 1) Neural rendering: inspired by recent work on human body, our hand mesh estimator (HME) is implemented by a neural network and a differentiable renderer, supervised by 2D segmentation masks and 3D skeletons. HME demonstrates good performance for estimating diverse hand shapes and improves pose estimation accuracies. 2) Iterative testing refinement: Our fitting function is differentiable. We iteratively refine the initial estimate using the gradients, in the spirit of iterative model fitting methods like ICP. The idea is supported by the latest research on human body. 3) Self-data augmentation: collecting sized RGB-mesh (or segmentation mask)-skeleton triplets for training is a big hurdle. Once the model is successfully fitted to input RGB images, its meshes i.e. shapes and articulations, are realistic, and we augment view-points on top of estimated dense hand poses. Experiments using three RGB-based benchmarks show that our framework offers beyond state-of-the-art accuracy in 3D pose estimation, as well as recovers dense 3D hand shapes. Each technical component above meaningfully improves the accuracy in the ablation study. Seungryul Baek, Kwang In Kim, Tae-Kyun Kim 0001 |
CVPR | 1 |
| 2018 | Augmented Skeleton Space Transfer for Depth-Based Hand Pose EstimationabstractCrucial to the success of training a depth-based 3D hand pose estimator (HPE) is the availability of comprehensive datasets covering diverse camera perspectives, shapes, and pose variations. However, collecting such annotated datasets is challenging. We propose to complete existing databases by generating new database entries. The key idea is to synthesize data in the skeleton space (instead of doing so in the depth-map space) which enables an easy and intuitive way of manipulating data entries. Since the skeleton entries generated in this way do not have the corresponding depth map entries, we exploit them by training a separate hand pose generator (HPG) which synthesizes the depth map from the skeleton entries. By training the HPG and HPE in a single unified optimization framework enforcing that 1) the HPE agrees with the paired depth and skeleton entries; and 2) the HPG-HPE combination satisfies the cyclic consistency (both the input and the output of HPG-HPE are skeletons) observed via the newly generated unpaired skeletons, our algorithm constructs a HPE which is robust to variations that go beyond the coverage of the existing database. Our training algorithm adopts the generative adversarial networks (GAN) training process. As a by-product, we obtain a hand pose discriminator (HPD) that is capable of picking out realistic hand poses. Our algorithm exploits this capability to refine the initial skeleton estimates in testing, further improving the accuracy. We test our algorithm on four challenging benchmark datasets (ICVL, MSRA, NYU and Big Hand 2.2M datasets) and demonstrate that our approach outperforms or is on par with state-of-the-art methods quantitatively and qualitatively. Seungryul Baek, Kwang In Kim, Tae-Kyun Kim 0001 |
CVPR | 1 |
| 2018 | First-Person Hand Action Benchmark With RGB-D Videos and 3D Hand Pose AnnotationsabstractIn this work we study the use of 3D hand poses to recognize first-person dynamic hand actions interacting with 3D objects. Towards this goal, we collected RGB-D video sequences comprised of more than 100K frames of 45 daily hand action categories, involving 26 different objects in several hand configurations. To obtain hand pose annotations, we used our own mo-cap system that automatically infers the 3D location of each of the 21 joints of a hand model via 6 magnetic sensors and inverse kinematics. Additionally, we recorded the 6D object poses and provide 3D object models for a subset of hand-object interaction sequences. To the best of our knowledge, this is the first benchmark that enables the study of first-person hand actions with the use of 3D hand poses. We present an extensive experimental evaluation of RGB-D and pose-based action recognition by 18 baselines/state-of-the-art approaches. The impact of using appearance features, poses, and their combinations are measured, and the different training/testing protocols are evaluated. Finally, we assess how ready the 3D hand pose estimation field is when hands are severely occluded by objects in egocentric views and its influence on action recognition. From the results, we see clear benefits of using hand pose as a cue for action recognition compared to other data modalities. Our dataset and experiments can be of interest to communities of 3D hand pose estimation, 6D object pose, and robotics as well as action recognition. Guillermo Garcia-Hernando, Shanxin Yuan, Seungryul Baek, Tae-Kyun Kim 0001 |
CVPR | 3 |
| 2017 | Kinematic-Layout-aware Random Forests for Depth-based Action Recognition
Seungryul Baek, Zhiyuan Shi 0001, Masato Kawade, Tae-Kyun Kim 0001 |
BMVC | 1 |
| 2017 | Real-Time Online Action Detection Forests Using Spatio-Temporal ContextsabstractOnline action detection (OAD) is challenging since 1) robust yet computationally expensive features cannot be straightforwardly used due to the real-time processing requirements and 2) the localization and classification of actions have to be performed even before they are fully observed. We propose a new random forest (RF)-based online action detection framework that addresses these challenges. Our algorithm uses computationally efficient skeletal joint features. High accuracy is achieved by using robust convolutional neural network (CNN)-based features which are extracted from the raw RGBD images, plus the temporal relationships between the current frame of interest, and the past and futures frames. While these high-quality features are not available in real-time testing scenario, we demonstrate that they can be effectively exploited in training RF classifiers: We use these spatio-temporal contexts to craft RF's new split functions improving RFs' leaf node statistics. Experiments with challenging MSRAction3D, G3D, and OAD datasets demonstrate that our algorithm significantly improves the accuracy over the state-of-the-art on-line action detection algorithms while achieving the real-time efficiency of existing skeleton-based RF classifiers. Seungryul Baek, Kwang In Kim, Tae-Kyun Kim 0001 |
WACV | 1 |