Jungeon Kim

dblp:228/5100 · also Jun-Geon Kim · DBLP profile ↗
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11ranked-venue papers
4as first author
9since 2021 · last 2025
0000-0003-4212-1970ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 11 · 4 first-author · 9 since 2021Artificial intelligence and machine learning · 4 · 1 first-author · 4 since 2021
YearPublicationVenuePosition
2025 Deep Polycuboid Fitting for Compact 3D Representation of Indoor Scenes
abstract
This paper presents a novel framework for compactly representing a 3D indoor scene using a set of polycuboids through a deep learning-based fitting method. Indoor scenes mainly consist of man-made objects, such as furniture, which often exhibit rectilinear geometry. This property allows indoor scenes to be represented using combinations of polycuboids, providing a compact representation that benefits downstream applications like furniture rearrangement. Our framework takes a noisy point cloud as input and first detects six types of cuboid faces using a transformer network. Then, a graph neural network is used to validate the spatial relationships of the detected faces to form potential polycuboids. Finally, each polycuboid instance is reconstructed by forming a set of boxes based on the aggregated face labels. To train our networks, we introduce a synthetic dataset encompassing a diverse range of cuboid and polycuboid shapes that reflect the characteristics of indoor scenes. Our framework generalizes well to real-world indoor scene datasets, including Replica, ScanNet, and scenes captured with an iPhone. The versatility of our method is demonstrated through practical applications, such as virtual room tours and scene editing.
Gahye Lee, Hyejeong Yoon, Jungeon Kim, Seungyong Lee 0001
3DV3
2025 Multiview Geometric Regularization of Gaussian Splatting for Accurate Radiance Fields
abstract
Abstract Recent methods, such as 2D Gaussian Splatting and Gaussian Opacity Fields, have aimed to address the geometric inaccuracies of 3D Gaussian Splatting while retaining its superior rendering quality. However, these approaches still struggle to reconstruct smooth and reliable geometry, particularly in scenes with significant color variation across viewpoints, due to their per‐point appearance modeling and single‐view optimization constraints. In this paper, we propose an effective multiview geometric regularization strategy that integrates multiview stereo (MVS) depth, RGB, and normal constraints into Gaussian Splatting initialization and optimization. Our key insight is the complementary relationship between MVS‐derived depth points and Gaussian Splatting‐optimized positions: MVS robustly estimates geometry in regions of high color variation through local patch‐based matching and epipolar constraints, whereas Gaussian Splatting provides more reliable and less noisy depth estimates near object boundaries and regions with lower color variation. To leverage this insight, we introduce a median depth‐based multiview relative depth loss with uncertainty estimation, effectively integrating MVS depth information into Gaussian Splatting optimization. We also propose an MVS‐guided Gaussian Splatting initialization to avoid Gaussians falling into suboptimal positions. Extensive experiments validate that our approach successfully combines these strengths, enhancing both geometric accuracy and rendering quality across diverse indoor and outdoor scenes.
Jungeon Kim, Geonsoo Park, Seungyong Lee 0001
Comput. Graph. Forum1
2024 Deep Cost Ray Fusion for Sparse Depth Video Completion
Jungeon Kim, Soongjin Kim, Jaesik Park, Seungyong Lee 0001
ECCV (26)1
2022 CostDCNet: Cost Volume Based Depth Completion for a Single RGB-D Image
Jaewon Kam, Jungeon Kim, Soongjin Kim, Jaesik Park, Seungyong Lee 0001
ECCV (2)2
2022 Realistic Blur Synthesis for Learning Image Deblurring
Jaesung Rim, Geonung Kim, Jungeon Kim, Junyong Lee 0001, Seungyong Lee 0001, Sunghyun Cho
ECCV (7)3
2022 TextureMe: High-Quality Textured Scene Reconstruction in Real Time
abstract
Three-dimensional (3D) reconstruction using an RGB-D camera has been widely adopted for realistic content creation. However, high-quality texture mapping onto the reconstructed geometry is often treated as an offline step that should run after geometric reconstruction. In this article, we propose TextureMe , a novel approach that jointly recovers 3D surface geometry and high-quality texture in real time. The key idea is to create triangular texture patches that correspond to zero-crossing triangles of truncated signed distance function (TSDF) progressively in a global texture atlas. Our approach integrates color details into the texture patches in parallel with the depth map integration to a TSDF. It also actively updates a pool of texture patches to adapt TSDF changes and minimizes misalignment artifacts that occur due to camera drift and image distortion. Our global texture atlas representation is fully compatible with conventional texture mapping. As a result, our approach produces high-quality textures without utilizing additional texture map optimization, mesh parameterization, or heavy post-processing. High-quality scenes produced by our real-time approach are even comparable to the results from state-of-the-art methods that run offline.
Jungeon Kim, Hyomin Kim, Hyeonseo Nam, Jaesik Park, Seungyong Lee 0001
ACM Trans. Graph.1
2022 LaplacianFusion: Detailed 3D Clothed-Human Body Reconstruction
abstract
We propose LaplacianFusion , a novel approach that reconstructs detailed and controllable 3D clothed-human body shapes from an input depth or 3D point cloud sequence. The key idea of our approach is to use Laplacian coordinates, well-known differential coordinates that have been used for mesh editing, for representing the local structures contained in the input scans, instead of implicit 3D functions or vertex displacements used previously. Our approach reconstructs a controllable base mesh using SMPL, and learns a surface function that predicts Laplacian coordinates representing surface details on the base mesh. For a given pose, we first build and subdivide a base mesh, which is a deformed SMPL template, and then estimate Laplacian coordinates for the mesh vertices using the surface function. The final reconstruction for the pose is obtained by integrating the estimated Laplacian coordinates as a whole. Experimental results show that our approach based on Laplacian coordinates successfully reconstructs more visually pleasing shape details than previous methods. The approach also enables various surface detail manipulations, such as detail transfer and enhancement.
Hyomin Kim, Hyeonseo Nam, Jungeon Kim, Jaesik Park, Seungyong Lee 0001
ACM Trans. Graph.3
2021 Deep Virtual Markers for Articulated 3D Shapes
abstract
We propose deep virtual markers, a framework for estimating dense and accurate positional information for various types of 3D data. We design a concept and construct a framework that maps 3D points of 3D articulated models, like humans, into virtual marker labels. To realize the framework, we adopt a sparse convolutional neural network and classify 3D points of an articulated model into virtual marker labels. We propose to use soft labels for the classifier to learn rich and dense interclass relationships based on geodesic distance. To measure the localization accuracy of the virtual markers, we test FAUST challenge, and our result outperforms the state-of-the-art. We also observe outstanding performance on the generalizability test, unseen data evaluation, and different 3D data types (meshes and depth maps). We show additional applications using the estimated virtual markers, such as non-rigid registration, texture transfer, and realtime dense marker prediction from depth maps.
Hyomin Kim, Jungeon Kim, Jaewon Kam, Jaesik Park, Seungyong Lee 0001
ICCV2
2021 Spatiotemporal Texture Reconstruction for Dynamic Objects Using a Single RGB-D Camera
abstract
Abstract This paper presents an effective method for generating a spatiotemporal (time‐varying) texture map for a dynamic object using a single RGB‐D camera. The input of our framework is a 3D template model and an RGB‐D image sequence. Since there are invisible areas of the object at a frame in a single‐camera setup, textures of such areas need to be borrowed from other frames. We formulate the problem as an MRF optimization and define cost functions to reconstruct a plausible spatiotemporal texture for a dynamic object. Experimental results demonstrate that our spatiotemporal textures can reproduce the active appearances of captured objects better than approaches using a single texture map.
Hyomin Kim, Jungeon Kim, Hyeonseo Nam, Jaesik Park, Seungyong Lee 0001
Comput. Graph. Forum2
2019 Global Texture Mapping for Dynamic Objects
abstract
Abstract We propose a novel framework to generate a global texture atlas for a deforming geometry. Our approach distinguishes from prior arts in two aspects. First, instead of generating a texture map for each timestamp to color a dynamic scene, our framework reconstructs a global texture atlas that can be consistently mapped to a deforming object. Second, our approach is based on a single RGB‐D camera, without the need of a multiple‐camera setup surrounding a scene. In our framework, the input is a 3D template model with an RGB‐D image sequence, and geometric warping fields are found using a state‐of‐the‐art non‐rigid registration method [GXW*15] to align the template mesh to noisy and incomplete input depth images. With these warping fields, our multi‐scale approach for texture coordinate optimization generates a sharp and clear texture atlas that is consistent with multiple color observations over time. Our approach is accelerated by graphical hardware and provides a handy configuration to capture a dynamic geometry along with a clean texture atlas. We demonstrate our approach with practical scenarios, particularly human performance capture. We also show that our approach is resilient on misalignment issues caused by imperfect estimation of warping fields and inaccurate camera parameters.
Jungeon Kim, Hyomin Kim, Jaesik Park, Seungyong Lee 0001
Comput. Graph. Forum1
2018 Semantic Reconstruction: Reconstruction of Semantically Segmented 3D Meshes via Volumetric Semantic Fusion
abstract
Abstract Semantic segmentation partitions a given image or 3D model of a scene into semantically meaning parts and assigns predetermined labels to the parts. With well‐established datasets, deep networks have been successfully used for semantic segmentation of RGB and RGB‐D images. On the other hand, due to the lack of annotated large‐scale 3D datasets, semantic segmentation for 3D scenes has not yet been much addressed with deep learning. In this paper, we present a novel framework for generating semantically segmented triangular meshes of reconstructed 3D indoor scenes using volumetric semantic fusion in the reconstruction process. Our method integrates the results of CNN‐based 2D semantic segmentation that is applied to the RGB‐D stream used for dense surface reconstruction. To reduce the artifacts from noise and uncertainty of single‐view semantic segmentation, we introduce adaptive integration for the volumetric semantic fusion and CRF‐based semantic label regularization. With these methods, our framework can easily generate a high‐quality triangular mesh of the reconstructed 3D scene with dense (i.e., per‐vertex) semantic labels. Extensive experiments demonstrate that our semantic segmentation results of 3D scenes achieves the state‐of‐the‐art performance compared to the previous voxel‐based and point cloud‐based methods.
Junho Jeon, Jinwoong Jung, Jungeon Kim, Seungyong Lee 0001
Comput. Graph. Forum3