Seungryul Baek
Ulsan National Institute of Science and Technology · Computer Science
About the Lab
Professor Seungryul Baek's research lab specializes in computer vision and machine learning, with a strong focus on 3D hand pose estimation, hand-object interaction, and synthetic data generation. The lab develops advanced deep learning frameworks for accurate 3D hand and object pose estimation under challenging conditions such as occlusion and cluttered backgrounds. A key research direction involves domain adaptation and data synthesis—particularly generating realistic and diverse synthetic data using GANs and skeleton-space modeling to enhance training efficiency and model generalization. The lab also explores temporal dynamics in video generation, especially for detecting deepfakes through analysis of style latent vector behavior over time.
Research Overview
Research Output Trend
Figures are computed from collected data and may differ slightly.
Selected Papers
15In 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 kinemati
Despite 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 t
Crucial 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.
Three 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 inte
This 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 modul
Generative 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 sa
In 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 m
Estimating 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 seg
Online 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 us
This 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 gen
Skeleton-based human action recognition has attracted significant interest due to its simplicity and good accuracy. Diverse end-to-end trainable frameworks based on skeletal representation have been proposed so far to map the representation to human action classes better. Most skeleton-based human action recognition approaches are based on the skeletons, which are heuristically pre-defined by the commercial sensors. Nevertheless, it is not confirmed whether the sensor-captured skeletons is the b
In this paper, we tackle the problem of 24 hours-monitoring patient actions in a ward such as stretching an arm out of the bed, falling out of the bed, where temporal movements are subtle or significant. In the concerned scenarios, the relations between scene layouts and body kinematics (skeletons) become important cues to recognize actions; however they are hard to be secured at a testing stage. To address this problem, we propose a kinematic-layout-aware random forest which takes into account
We propose a novel method called deep convolutional decision jungle (CDJ) and its learning algorithm for image classification. The CDJ maintains the structure of standard convolutional neural networks (CNNs), i.e. multiple layers of multiple response maps fully connected. Each response map-or node-in both the convolutional and fully-connected layers selectively respond to class labels s.t. each data sample travels via a specific soft route of those activated nodes. The proposed method CDJ automa
Three-dimensional human pose and shape estimation is an important problem in the computer vision community, with numerous applications such as augmented reality, virtual reality, human computer interaction, and so on. However, training accurate 3D human pose and shape estimators based on deep learning approaches requires a large number of images and corresponding 3D ground-truth pose pairs, which are costly to collect. To relieve this constraint, various types of weakly or self-supervised pose e
Research Areas
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