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Mariko Isogawa

Publications and source records attributed to Mariko Isogawa.

At least 19 recordsLinked to original sources

Towards Real-Time Full-Waveform LiDAR Transformers via Intensity-Guided Token Reduction and Physics-Aware Augmentation

LiDAR is a critical sensor for autonomous driving and robotics, yet it remains vulnerable to adverse conditions such as fog, rain, transparent objects, and low-reflectance surfaces. Full-waveform LiDAR (FWL) addresses these limitations by capturing the complete return waveform as a histogram, preserving rich reflection characteristics including multi-path echoes and weak signals. While recent Transformer-based approaches have demonstrated promise on FWL data, two fundamental bottlenecks remain: high computational cost from redundant tokens in low-intensity background regions, and limited generalization due to scarce annotated training data. We address both bottlenecks by exploiting the physical structure inherent to FWL data. First, we propose FWL-ToPM, a token pruning and merging mechanism that leverages intensity distributions to selectively reduce tokens while retaining critical waveform content. Second, we introduce FWLAug, a data augmentation framework designed as a regularization method that preserves waveform structure, retaining the Time-of-Flight waveform of each ray and the frustum geometry, to improve generalization to unseen scenes. Evaluated on the Ghost-FWL benchmark, FWL-ToPM achieves over 8 times speedup at real-time throughput alongside a nearly 9-point F1 gain over the prior state of the art, establishing the first real-time FWL Transformer that simultaneously improves accuracy. FWLAug further improves performance on both the standard benchmark and an out-of-distribution test set of unseen scenes. Together, these methods push FWL-based perception toward practical deployment. The code and the OOD dataset are publicly available and can be accessed via the project page: https://keio-csg.github.io/FWL-ToPM

cs.CV↗

ELMA: Benchmarking Anaphoric Compositions for Long-Term Text-to-Motion Generation

Text-guided long-term human motion generation is essential for applications such as continuously operating digital avatars. Despite recent progress on short clips, existing models struggle with multi-segment instructions that involve anaphora, where constraints established in earlier segments must be preserved over time. In this paper, we introduce a novel task of long-term motion generation from such anaphoric compositions. To address this gap, we present ELMA, an episodic long-term motion dataset with dense segment-level annotations that preserve cross-segment dependencies. Built via a fully automated collection and filtering pipeline, ELMA extracts high-quality, continuous 30-second clips from in-the-wild videos, capturing the episodic narratives necessary for long-range state modeling. Using ELMA, we benchmark representative long-term motion generation models under independent and anaphoric instruction settings, and study whether contextual fine-tuning improves long-range state modeling. Our extensive experiments provide insights into the capabilities and limitations of existing models in handling context-dependent instructions. These findings highlight the challenge of modeling cross-segment dependencies and offer valuable directions for developing more coherent and semantically consistent long-term motion generation models.

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VLM-Guided Contact Retargeting and Generative Partner Modeling for Humanoid-Human Interaction

Humanoid-human interaction requires robots to operate under severe partial observability: during close physical contact, the human partner is occluded, truncated, or outside the robot's field of view, causing pose estimation to fail and often necessitating external tracking or privileged human state. At the same time, heavy mutual occlusions introduce errors into the human-human motion-capture data used for learning. We present REACT, a framework for learning deployable humanoid-human interaction policies from human-human demonstrations. REACT treats semantic contact structure as the key supervisory signal connecting demonstration processing, interaction learning, and onboard control. First, a VLM-guided contact modeling and retargeting pipeline identifies semantically meaningful contacts and transfers them onto humanoid-human geometry while preserving interaction structure. Using these annotations, privileged interaction policies learn physically grounded behaviors through interaction-aware contact rewards and are then distilled into deployable egocentric depth policies trained entirely from onboard sensing using photorealistic human depth rendering. To address severe partial observability, we introduce generative partner-state modeling objectives that predict partner motion from occluded egocentric views. We evaluate REACT in simulation and on a real Unitree G1 humanoid across five contact-rich interactions. Semantic contact modeling substantially improves preservation of demonstrated interactions, while generative partner-state modeling improves contact recall on four of five interactions, most under heavy occlusion. On real hardware, REACT performs all five interactions using onboard sensing alone.

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EgoReveal: Learning Active Vision and Object Manipulation under Partial Occlusions from Egocentric Demonstrations

Learning from Demonstrations (LfD) enables robots to learn object manipulation directly from human demonstrations. In contrast to resource-intensive and labor-intensive teleoperation, egocentric demonstrations are easy to collect, enabling scalable data collection. Manipulated objects are often partially occluded in everyday environments, yet prior egocentric demonstration-based methods that require no robots or specialized teaching devices do not explicitly address occlusions. To fill this gap, we propose EgoReveal, a framework that learns viewpoint-repositioning together with manipulation actions from egocentric human demonstrations to reposition the viewpoint and obtain target visibility under partial occlusions. EgoReveal instantiates this as two imitation policies: one predicts the future camera-arm pose sequence from the current view and camera-arm pose, and the other predicts the future control commands from object keypoints and a history of control commands. EgoReveal switches between the two based on target visibility. In experiments where the manipulated object is partially occluded initially, EgoReveal repositions the camera to obtain visibility and completes the task more reliably than fixed-camera baselines.

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Toward Markerless Video-based Tremor Analysis: Objective Quantification of Pathological Tremor in Mouse Preclinical Models

Tremor is a movement disorder characterized by involuntary, rhythmic oscillations of body parts and is a hallmark of several neurological conditions, including Parkinson's disease and essential tremor. Elucidating its underlying mechanisms relies heavily on mouse models, which offer genetic manipulability and translational relevance to human neural circuitry. Accordingly, these models are indispensable for studying tremor pathophysiology. So far, electromyography and accelerometers have been used as methods to quantitatively observe tremors in mice. However, these methods have several drawbacks, such as high costs and complex setups. In particular, the invasive surgical implantation of devices causes significant stress to the animals. Although RGB-based methods offer non-invasive and cost-effective alternatives, they often lack the sensitivity required to detect subtle tremors. Therefore, this paper addresses these challenges by achieving mouse tremor severity estimation using conventional RGB cameras only. To address the challenging task of isolating tremor-related vibrations while the mouse itself is also in motion, our pipeline incorporates segmentation-based pre-processing to extract the mouse region and a Tremor Score Estimation Module that captures subtle tremors with high sensitivity. In the experiments, we assessed tremors in unrestrained mice using a non-invasive method with two standard cameras. The results demonstrated a strong correlation with accelerometer measurements and confirmed that the method accurately captured the intensity-dependent characteristics of tremors. The project page is available at https://isogawalab.github.io/Video-based-Tremor-Analysis-Project/.

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EventEgoHands++: Event-based Egocentric 3D Hand Mesh Reconstruction with Real Dataset

3D hand mesh reconstruction is a challenging yet essential task for downstream applications, including human-robot interaction and AR/VR. Although conventional cameras have been widely adopted for this task, methods that rely on them struggle in low-light environments and under severe motion blur. To address these limitations, event-based cameras have recently attracted attention for their high dynamic range and high temporal resolution. However, applying event cameras to egocentric hand reconstruction remains challenging because camera wearer's motion produces dense background events that obscure hand-specific signals. Although the first egocentric event-based approach mitigates this issue using hand segmentation, its binary hand mask does not distinguish between left and right hands. As a result, the model lacks instance-level hand information and predicts both hands even when only one or neither hand is present. This limitation leads to incorrect inter-hand relationships and degraded reconstruction accuracy. In this paper, we propose EventEgoHands++, a framework for event-based 3D hand mesh reconstruction from an egocentric viewpoint. The proposed method incorporates a Hand Detector that estimates instance-level bounding boxes and masks for both the left and right hands. Moreover, we introduce Adaptive Attention, which dynamically gates the attention based on these detection results to accurately learn the spatial relationship and mutual interactions between the hands. To train and evaluate our framework, we extend the synthetic N-HOT3D dataset and newly construct EEH-R, the largest real-world event-based egocentric hand dataset to date, comprising approximately 1M annotated frames captured in environments including low-light conditions. Extensive experiments on both synthetic and real datasets demonstrate that our method consistently outperforms the baselines.

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BGM2Pose: Active 3D Human Pose Estimation with Non-Stationary Sounds

We propose BGM2Pose, a non-invasive 3D human pose estimation method using arbitrary music (e.g., background music) as active sensing signals. Unlike existing approaches that significantly limit practicality by employing intrusive chirp signals within the audible range, our method utilizes natural music that causes minimal discomfort to humans. Estimating human poses from standard music presents significant challenges. In contrast to sound sources specifically designed for measurement, regular music varies in both volume and pitch. These dynamic changes in signals caused by music are inevitably mixed with alterations in the sound field resulting from human motion, making it hard to extract reliable cues for pose estimation. To address these challenges, BGM2Pose introduces a Contrastive Pose Extraction Module that employs contrastive learning and hard negative sampling to eliminate musical components from the recorded data, isolating the pose information. Additionally, we propose a Frequency-wise Attention Module that enables the model to focus on subtle acoustic variations attributable to human movement by dynamically computing attention across frequency bands. Experiments suggest that our method outperforms the existing methods, demonstrating substantial potential for real-world applications. Project page: https://yutoshibata07.github.io/bgm2pose-project-page/

cs.CV↗

Sound-based Multi-Person 3D Pose Estimation

Can we recover the 3D poses of multiple people using only sound? This paper presents the first attempt to estimate multi-person 3D poses solely from acoustic signals. Estimating the poses of multiple individuals using acoustic signals is inherently challenging due to the superposition of motion-dependent signal variations. Unlike single-person scenarios, the presence of multiple subjects leads to overlapping acoustic signatures, making it difficult to attribute specific signal changes to an individual's pose. Furthermore, the complexity is compounded by inter-person reflections, which introduce intricate propagation delays that obscure the temporal motion-acoustic relationship. To address these issues, we propose SoundMHPE (Sound-based Multi-person Human Pose Estimator), a novel encoder-decoder framework consisting of two key components. First, the Acoustic Multi-scale Encoder captures diverse temporal and fine-grained frequency features to isolate subtle acoustic signatures from complex, overlapping signals. Second, the Temporal Pose Decoder employs an attention mechanism to disentangle multi-person information across successive frames. By jointly accounting for temporal dynamics and inter-person dependencies, this component precisely reconstructs frame-wise individual poses. To validate our approach, we constructed the 6-hour Acoustic Multi-person Pose (AMP) dataset consisting of 432K synchronized frames of multi-person pose and acoustic data, and demonstrated that our SoundMHPE outperforms baseline models. Project page: https://oumi03.github.io/sound-mhpe/

cs.CV↗

Hand Visibility Detector: Per-Keypoint Visibility Estimation for Hands

Hand Pose Estimation (HPE) is a fundamental technology for various applications such as AR/VR and robotics. In these applications, the visibility of each hand joint in the image is crucial for assessing the reliability of estimation results under occlusion. However, most existing HPE methods output joint positions without explicitly indicating their visibility. Although some methods account for occlusion or visibility, visibility estimation has mainly been used as an auxiliary signal for improving pose estimation. To our knowledge, per-joint hand visibility estimation has not been systematically studied as a standalone task. In this work, we propose Hand Visibility Detector, a model for estimating the visibility of individual hand joints, and present the first systematic investigation of visibility estimation as an independent task. We show that leveraging the prior knowledge of HPE models pretrained on large-scale data as a backbone yields high performance in this task. We further demonstrate the utility of Hand Visibility Detector on a downstream task of 3D hand pose annotation via multi-view triangulation of 2D keypoints, showing that visibility-weighted triangulation reduces reprojection error. Our method is released as a ready-to-use package, and the code and demo are available at https://github.com/ryhara/hand_visibility_detector .

cs.CV↗

Mesh-Aware Epipolar Matching for Multi-View Multi-Person 3D Pose Estimation in Basketball

Multi-view multi-person 3D pose estimation in team sports scenarios remains challenging due to player occlusions, appearance similarity caused by team uniforms, and the scarcity of annotated multi-view data, all of which limit the effectiveness and generalization capability of learning-based methods. In contrast, the performance of training-free approaches is inherently constrained by the accuracy of 2D keypoint detection and the robustness of cross-view association. To address these challenges, we propose Mesh-Aware Epipolar Matching (MAEM), a training-free framework for multi-view multi-person 3D pose estimation. Our method employs a monocular 3D human mesh recovery model as the frontend and introduces a two-stage epipolar matching strategy based on the recovered mesh outputs. Specifically, the proposed framework combines disjoint-set-union-based clustering with per-joint triangulation to achieve robust cross-view association and accurate 3D pose reconstruction. Experiments on two public multi-view basketball datasets demonstrate that MAEM consistently outperforms existing training-free association baselines while achieving competitive RGB-only performance in both indoor and outdoor basketball scenarios. MAEM achieves MPJPE/PA-MPJPE scores of 59.8/40.7 mm on SportCenter EPFL and 74.0/51.8 mm on Human-M3 Basketball, highlighting the effectiveness of dense mesh geometry for cross-view association without requiring target-domain training or fine-tuning.

cs.CV↗

Event-based Batting Impact Estimation

Estimating the precise timing of batting impact is crucial for understanding the rapid sensorimotor control. However, this task is challenging for RGB cameras due to insufficient temporal resolution and motion blur. Similarly, Inertial Measurement Units (IMUs) are impractical for actual matches due to sensor intrusiveness and their limited temporal precision. To overcome these limitations, we propose a novel framework leveraging event-based cameras, which offer microsecond resolution and high dynamic range, to estimate impact timing based on the weighted centroid distance between the detected ball and bat. To address the domain gap between event frames and RGB images that degrades segmentation accuracy, we generate high-density event frames. We then introduce a mask refinement network that leverages these frames and bidirectional mask information, optimized using a novel loss function. Experiments on real-world datasets demonstrate that our method achieves superior accuracy under challenging conditions, including low-light environments and severe occlusions, outperforming baselines by reducing the Mean Absolute Error by approximately 63%.

cs.CV↗

Learning to Assist: Physics-Grounded Human-Human Control via Multi-Agent Reinforcement Learning

Humanoid robotics has strong potential to transform daily service and caregiving applications. Although recent advances in general motion tracking within physics engines (GMT) have enabled virtual characters and humanoid robots to reproduce a broad range of human motions, these behaviors are primarily limited to contact-less social interactions or isolated movements. Assistive scenarios, by contrast, require continuous awareness of a human partner and rapid adaptation to their evolving posture and dynamics. In this paper, we formulate the imitation of closely interacting, force-exchanging human-human motion sequences as a multi-agent reinforcement learning problem. We jointly train partner-aware policies for both the supporter (assistant) agent and the recipient agent in a physics simulator to track assistive motion references. To make this problem tractable, we introduce a partner policies initialization scheme that transfers priors from single-human motion-tracking controllers, greatly improving exploration. We further propose dynamic reference retargeting and contact-promoting reward, which adapt the assistant's reference motion to the recipient's real-time pose and encourage physically meaningful support. We show that AssistMimic is the first method capable of successfully tracking assistive interaction motions on established benchmarks, demonstrating the benefits of a multi-agent RL formulation for physically grounded and socially aware humanoid control.

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Ghost-FWL: A Large-Scale Full-Waveform LiDAR Dataset for Ghost Detection and Removal

LiDAR has become an essential sensing modality in autonomous driving, robotics, and smart-city applications. However, ghost points (or ghosts), which are false reflections caused by multi-path laser returns from glass and reflective surfaces, severely degrade 3D mapping and localization accuracy. Prior ghost removal relies on geometric consistency in dense point clouds, failing on mobile LiDAR's sparse, dynamic data. We address this by exploiting full-waveform LiDAR (FWL), which captures complete temporal intensity profiles rather than just peak distances, providing crucial cues for distinguishing ghosts from genuine reflections in mobile scenarios. As this is a new task, we present Ghost-FWL, the first and largest annotated mobile FWL dataset for ghost detection and removal. Ghost-FWL comprises 24K frames across 10 diverse scenes with 7.5 billion peak-level annotations, which is 100x larger than existing annotated FWL datasets. Benefiting from this large-scale dataset, we establish a FWL-based baseline model for ghost detection and propose FWL-MAE, a masked autoencoder for efficient self-supervised representation learning on FWL data. Experiments show that our baseline outperforms existing methods in ghost removal accuracy, and our ghost removal further enhances downstream tasks such as LiDAR-based SLAM (66% trajectory error reduction) and 3D object detection (50x false positive reduction). The dataset and code is publicly available and can be accessed via the project page: https://keio-csg.github.io/Ghost-FWL

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Image-based Joint-level Detection for Inflammation in Rheumatoid Arthritis from Small and Imbalanced Data

Rheumatoid arthritis (RA) is an autoimmune disease characterized by systemic joint inflammation. Early diagnosis and tight follow-up are essential to the management of RA, as ongoing inflammation can cause irreversible joint damage. The detection of arthritis is important for diagnosis and assessment of disease activity; however, it often takes a long time for patients to receive appropriate specialist care. Therefore, there is a strong need to develop systems that can detect joint inflammation easily using RGB images captured at home. Consequently, we tackle the task of RA inflammation detection from RGB hand images. This task is highly challenging due to general issues in medical imaging, such as the scarcity of positive samples, data imbalance, and the inherent difficulty of the task itself. However, to the best of our knowledge, no existing work has explicitly addressed these challenges in RGB-based RA inflammation detection. This paper quantitatively demonstrates the difficulty of visually detecting inflammation by constructing a dedicated dataset, and we propose a inflammation detection framework with global local encoder that combines self-supervised pretraining on large-scale healthy hand images with imbalance-aware training to detect RA-related joint inflammation from RGB hand images. Our experiments demonstrated that the proposed approach improves F1-score by 0.2 points and Gmean by 0.25 points compared with the baseline model.

cs.CV↗

Disturbance-Free Surgical Video Generation from Multi-Camera Shadowless Lamps for Open Surgery

Video recordings of open surgeries are greatly required for education and research purposes. However, capturing unobstructed videos is challenging since surgeons frequently block the camera field of view. To avoid occlusion, the positions and angles of the camera must be frequently adjusted, which is highly labor-intensive. Prior work has addressed this issue by installing multiple cameras on a shadowless lamp and arranging them to fully surround the surgical area. This setup increases the chances of some cameras capturing an unobstructed view. However, manual image alignment is needed in post-processing since camera configurations change every time surgeons move the lamp for optimal lighting. This paper aims to fully automate this alignment task. The proposed method identifies frames in which the lighting system moves, realigns them, and selects the camera with the least occlusion to generate a video that consistently presents the surgical field from a fixed perspective. A user study involving surgeons demonstrated that videos generated by our method were superior to those produced by conventional methods in terms of the ease of confirming the surgical area and the comfort during video viewing. Additionally, our approach showed improvements in video quality over existing techniques. Furthermore, we implemented several synthesis options for the proposed view-synthesis method and conducted a user study to assess surgeons' preferences for each option.

cs.CV↗

DAOVI: Distortion-Aware Omnidirectional Video Inpainting

Omnidirectional videos that capture the entire surroundings are employed in a variety of fields such as VR applications and remote sensing. However, their wide field of view often causes unwanted objects to appear in the videos. This problem can be addressed by video inpainting, which enables the natural removal of such objects while preserving both spatial and temporal consistency. Nevertheless, most existing methods assume processing ordinary videos with a narrow field of view and do not tackle the distortion in equirectangular projection of omnidirectional videos. To address this issue, this paper proposes a novel deep learning model for omnidirectional video inpainting, called Distortion-Aware Omnidirectional Video Inpainting (DAOVI). DAOVI introduces a module that evaluates temporal motion information in the image space considering geodesic distance, as well as a depth-aware feature propagation module in the feature space that is designed to address the geometric distortion inherent to omnidirectional videos. The experimental results demonstrate that our proposed method outperforms existing methods both quantitatively and qualitatively.

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EventEgoHands: Event-based Egocentric 3D Hand Mesh Reconstruction

Reconstructing 3D hand mesh is challenging but an important task for human-computer interaction and AR/VR applications. In particular, RGB and/or depth cameras have been widely used in this task. However, methods using these conventional cameras face challenges in low-light environments and during motion blur. Thus, to address these limitations, event cameras have been attracting attention in recent years for their high dynamic range and high temporal resolution. Despite their advantages, event cameras are sensitive to background noise or camera motion, which has limited existing studies to static backgrounds and fixed cameras. In this study, we propose EventEgoHands, a novel method for event-based 3D hand mesh reconstruction in an egocentric view. Our approach introduces a Hand Segmentation Module that extracts hand regions, effectively mitigating the influence of dynamic background events. We evaluated our approach and demonstrated its effectiveness on the N-HOT3D dataset, improving MPJPE by approximately more than 4.5 cm (43%).

cs.CV↗

Event-based Egocentric Human Pose Estimation in Dynamic Environment

Estimating human pose using a front-facing egocentric camera is essential for applications such as sports motion analysis, VR/AR, and AI for wearable devices. However, many existing methods rely on RGB cameras and do not account for low-light environments or motion blur. Event-based cameras have the potential to address these challenges. In this work, we introduce a novel task of human pose estimation using a front-facing event-based camera mounted on the head and propose D-EventEgo, the first framework for this task. The proposed method first estimates the head poses, and then these are used as conditions to generate body poses. However, when estimating head poses, the presence of dynamic objects mixed with background events may reduce head pose estimation accuracy. Therefore, we introduce the Motion Segmentation Module to remove dynamic objects and extract background information. Extensive experiments on our synthetic event-based dataset derived from EgoBody, demonstrate that our approach outperforms our baseline in four out of five evaluation metrics in dynamic environments.

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