Hanbyul Joo
Seoul National University · Computer Science
About the Lab
Professor Hanbyul Joo's research lab specializes in 3D human motion and shape estimation, focusing on developing advanced deep learning methods to reconstruct detailed 3D human bodies and their motions from monocular images or video. The lab addresses key challenges such as occlusion, large-scale social interactions, and high-fidelity modeling of full-body motion—including face and fingers—using multi-view systems and novel neural representations. A central theme is the creation of large-scale, ethical, and diverse datasets like Ego4D to enable robust and generalizable models for egocentric and social interaction scenarios.
Research Overview
Research Output Trend
Figures are computed from collected data and may differ slightly.
Selected Papers
15Recent advances in image-based 3D human shape estimation have been driven by the significant improvement in representation power afforded by deep neural networks. Although current approaches have demonstrated the potential in real world settings, they still fail to produce reconstructions with the level of detail often present in the input images. We argue that this limitation stems primarily form two conflicting requirements; accurate predictions require large context, but precise predictions r
We present an approach to capture the 3D structure and motion of a group of people engaged in a social interaction. The core challenges in capturing social interactions are: (1) occlusion is functional and frequent, (2) subtle motion needs to be measured over a space large enough to host a social group, and (3) human appearance and configuration variation is immense. The Panoptic Studio is a system organized around the thesis that social interactions should be measured through the perceptual int
We introduce Ego4D, a massive-scale egocentric video dataset and benchmark suite. It offers 3,670 hours of dailylife activity video spanning hundreds of scenarios (household, outdoor, workplace, leisure, etc.) captured by 931 unique camera wearers from 74 worldwide locations and 9 different countries. The approach to collection is designed to uphold rigorous privacy and ethics standards, with consenting participants and robust de-identification procedures where relevant. Ego4D dramatically expan
We present an approach to capture the 3D motion of a group of people engaged in a social interaction. The core challenges in capturing social interactions are: (1) occlusion is functional and frequent; (2) subtle motion needs to be measured over a space large enough to host a social group; (3) human appearance and configuration variation is immense; and (4) attaching markers to the body may prime the nature of interactions. The Panoptic Studio is a system organized around the thesis that social
We present the first method to capture the 3D total motion of a target person from a monocular view input. Given an image or a monocular video, our method reconstructs the motion from body, face, and fingers represented by a 3D deformable mesh model. We use an efficient representation called 3D Part Orientation Fields (POFs), to encode the 3D orientations of all body parts in the common 2D image space. POFs are predicted by a Fully Convolutional Network, along with the joint confidence maps. To
Differently from 2D image datasets such as COCO, largescale human datasets with 3D ground-truth annotations are very difficult to obtain in the wild. In this paper, we address this problem by augmenting existing 2D datasets with high-quality 3D pose fits. Remarkably, the resulting annotations are sufficient to train from scratch 3D pose regressor networks that outperform the current state-of-the-art on in the-wild benchmarks such as 3DPW. Additionally, training on our augmented data is straightf
We present an approach that uses a multi-camera system to train fine-grained detectors for keypoints that are prone to occlusion, such as the joints of a hand. We call this procedure multiview bootstrapping: first, an initial keypoint detector is used to produce noisy labels in multiple views of the hand. The noisy detections are then triangulated in 3D using multiview geometry or marked as outliers. Finally, the reprojected triangulations are used as new labeled training data to improve the det
Prior work for articulated 3D shape reconstruction often relies on specialized multi-view and depth sensors or pre-built deformable 3D models. Such methods do not scale to diverse sets of objects in the wild. We present a method that requires neither of them. It aims to create high-fidelity, articulated 3D models from many casual RGB videos in a differentiable rendering framework. Our key in-sight is to merge three schools of thought: (1) classic deformable shape models that make use of articula
We present a framework for modeling interactional communication in dyadic conversations: given multimodal inputs of a speaker, we autoregressively output multiple possibilities of corresponding listener motion. We combine the motion and speech audio of the speaker using a motion-audio cross attention transformer. Furthermore, we enable non-deterministic prediction by learning a discrete latent representation of realistic listener motion with a novel motion-encoding VQ-VAE. Our method organically
We present the first single-network approach for 2D~whole-body pose estimation, which entails simultaneous localization of body, face, hands, and feet keypoints. Due to the bottom-up formulation, our method maintains constant real-time performance regardless of the number of people in the image. The network is trained in a single stage using multi-task learning, through an improved architecture which can handle scale differences between body/foot and face/hand keypoints. Our approach considerabl
The following topics are dealt with: learning (artificial intelligence); feature extraction; image classification; neural nets; image representation; object detection; image segmentation; convolution; feedforward neural nets; video signal processing.
We propose a method for building large collections of human poses with full 3D annotations captured `in the wild', for which specialized capture equipment cannot be used. We start with a dataset with 2D keypoint annotations such as COCO and MPII and generates corresponding 3D poses. This is done via Exemplar Fine-Tuning (EFT), a new method to fit a 3D parametric model to 2D keypoints. EFT is accurate and can exploit a data-driven pose prior to resolve the depth reconstruction ambiguity that come
Many traditional challenges in reconstructing 3D motion, such as matching across wide baselines and handling occlusion, reduce in significance as the number of unique viewpoints increases. However, to obtain this benefit, a new challenge arises: estimating precisely which cameras observe which points at each instant in time. We present a maximum a posteriori (MAP) estimate of the time-varying visibility of the target points to reconstruct the 3D motion of an event from a large number of cameras.
We present an approach to capture the 3D motion of a group of people engaged\nin a social interaction. The core challenges in capturing social interactions\nare: (1) occlusion is functional and frequent; (2) subtle motion needs to be\nmeasured over a space large enough to host a social group; (3) human appearance\nand configuration variation is immense; and (4) attaching markers to the body\nmay prime the nature of interactions. The Panoptic Studio is a system organized\naround the thesis that s
Research Areas
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