Research Introduction

Computer Vision for Videos
— studying motion.

Hyeongmin Lee · SeoulTech, Dept. of Electronic Engineering

Hyeongmin Lee

About

Hyeongmin Lee

Assistant Professor · SeoulTech EE

  • 2018 – 2023 Yonsei University — Ph.D., Electrical & Electronic Engineering
  • 2021 Adobe Research — Research intern · video stabilization
  • 2023 – 2026 Twelve Labs — ML Research Scientist · video foundation models
  • 2026 – SeoulTech — Assistant Professor · ViViD Lab
Single-frame ambiguity · 01

Sunset, or sunrise?

From a single frame, you cannot tell.

Sunset and sunrise icons

Direction of motion exists only between frames.

Counterpoint

You can still call this “ice skating”.

The rink, the blade, the posture — the action category is in the frame.

A single still frame of a person ice skating

Single-frame appearance is enough to pick the right class label. But recognizing the activity is not the same as understanding the motion.

Single-frame ambiguity · 02

Glasses going up, or coming down?

Same problem with a real photograph.

A single ambiguous frame of glasses near the eyes
From this image alone

No model — and no human — can decide.

The intent, the before, the after — these all live in change, not in any single frame.

The thesis

Video understanding is not the same as image understanding.

Modern vision models are excellent at recognizing what appears in a frame. They are far less capable at reasoning about change across frames.

How models actually see video

Like an LED sign.

Each LED is fixed. Lights flip on and off. The motion is invented by our eyes.

A restaurant LED sign — fixed LEDs, blinking patterns that look like moving shapes
The illusion

No LED moves. They blink in a pattern, and our visual system sews that pattern into a moving shape.

Most video models work the same way: each frame is a still image. The model detects which patches change between frames — but never models the motion itself. The "video" lives in our perception, not in the model's representation.

Empirical evidence

Today's video foundation models cannot tell direction apart.

LDA visualization of “moving something up” vs. its reversed video.

LDA visualization of moving up vs. reversed across video FMs

TWLV-I: Analysis and Insights from Holistic Evaluation on Video Foundation Models · Twelve Labs, 2024 Technical report

UMT and InternVideo2 — strong on appearance — collapse forward and reverse motion into the same embedding cloud.

Where I work

Motion

Models are good at seeing things,
not at understanding motion.

Image interpolation

For images, interpolation is a pixel problem.

Decide each missing pixel from the values of its neighbors.

Pixel interpolation comparison: nearest, bilinear, bicubic

Nearest-neighbor, bilinear, bicubic — all decided by the spatial neighborhood. The methods differ in smoothness, but the underlying problem is the same: interpolate pixels from pixels right next to them.

Video interpolation

For video, neighboring pixels are the wrong neighbors.

Naively averaging two adjacent frames gives a ghosted double image.

Naive frame overlap produces ghosted, double-imaged result

The juggling balls in the input frames are at different positions. Treating "between" as a pixel average leaves both balls visible — neither was actually there at that moment.

Video interpolation

What we actually want.

A single ball, at the position it would have occupied between the two frames.

Desired intermediate frame: a single ball at the in-between position

To get here, the model has to know where each pixel in the new frame came from — i.e., it has to model the motion.

Motion estimation

Find where each output pixel came from.

The core operation behind every video frame interpolation method.

Motion estimation: input patches at different positions linked to the output patch

For every pixel of the new frame, look at the two adjacent frames and figure out where that content was. The vector linking these locations is the motion. How a method defines this vector — single pixel, fixed window, learned sampling — determines what it can handle.

Paper · CVPR 2020

AdaCoF: Adaptive Collaboration of Flows

Video frame interpolation as motion modeling.

AdaCoF: flow-based vs kernel-based vs ours

Prior VFI either referenced one location (flow-based) or a small fixed window (kernel-based). AdaCoF samples any location, any shape, with multiple pixels — a single operation that subsumes both.

Lee et al., CVPR 2020

What VFI looks like

Frame Interpolation

Synthesizing the frames between adjacent frames.

Slow-motion · drag-free comparison

RIFE: Real-Time Intermediate Flow Estimation · Huang et al. ECCV 2022

Paper · CVPR 2023 (Highlight, top 10%)

Exploring Discontinuity for VFI

Real videos have logos, subtitles, UI — discontinuous motion is everywhere.

The problem

Examples of discontinuous motion in real videos

One of our solutions — Discontinuity Map

Discontinuity Map architecture and visualization

Two ideas to make any VFI network robust to discontinuity: Figure-Text Mixing (FTM) as augmentation, and a lightweight Discontinuity Map (D-map) module that decides per-pixel where to copy vs. interpolate.

Lee*, Lee*, Shin, Son, Lee — CVPR 2023 Highlight

Paper · NeurIPS 2025

Compressing 4D Gaussian Splatting with motion priors

When the video is a 3D scene moving over time, motion lives in the trajectories.

Pixel-grid vs location-based representation

Stop treating each frame as a fresh pixel array. Represent the scene once as 3D points and move them through time.

NeurIPS 2025 results: wavelet transform + 99% size reduction

We apply a wavelet transform on each point's trajectory and discard the noisy high-frequency detail — exploiting the inherent smoothness of real motion. Up to ~99% storage reduction at competitive fidelity.

Lee & Baek — NeurIPS 2025

Looking forward

From predicting frames
to predicting the world.

Observation current scene + Interaction action / control input Diffusion World Model Imagined futures next action · closed loop Robot interacts in its imagination

Each step has been about modeling motion at a finer level — between adjacent frames (VFI), across a continuous 3D scene (4DGS), and now in response to an agent's actions (world models).

Where the field is going

World Models

Generative simulation of the visual world, conditioned on actions.

Wrap-up

One thread:
studying how things change.

VFI discontinuous motion 4D representation world models

Thank you.

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