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Byungjun Kim

Publications and source records attributed to Byungjun Kim.

At least 19 recordsLinked to original sources

SchurQuant: Groupwise Discrete Optimization for Layer-Wise LLM Quantization

Weight-only post-training quantization (PTQ) enables the deployment of large language models under tight memory budgets, but accuracy often collapses at 2-3 bits. Existing backpropagation-free PTQ optimizers have two limitations: group decisions ignore the correction that the remaining continuous suffix can absorb, and discrete refinements typically keep the affine quantization grid fixed. We introduce SCHUROPT, which analytically eliminates the suffix's optimal continuous response, yielding an exact groupwise quadratic with Schur-complement curvature. It then alternates closed-form row-wise scale/zero-point refitting with coordinate descent over integer codes. With the GPTQ objective fixed, SCHUROPT improves mean zero-shot accuracy on 2-bit Qwen3-4B by 11.88 percentage points (pp). At higher precision, however, tighter reconstruction does not consistently improve end-model metrics. SCHURQUANT therefore combines SCHUROPT with quantized-prefix teacher reconstruction, reference-weight regularization, residual-add targets, and teacher-decision token weighting. Across eight Llama and Qwen models, SCHURQUANT achieves the highest mean zero-shot accuracy among the evaluated backpropagation free PTQ baselines, outperforming the strongest baseline by 9.65 pp at 2 bits.

cs.LG

HOPE: Hand-Object Pressure Estimation from Monocular Videos

Estimating physical pressure from vision is essential for understanding contact-rich hand-object interaction. However, prior vision-based pressure estimation methods are largely limited to planar surfaces and single image input, making them difficult to apply to dynamic hand-object interaction with diverse objects. We instead formulate pressure estimation as a hand-centric video prediction problem with monocular video as input. This formulation predicts temporally evolving per-vertex normal pressure and contact directly on the hand mesh, yielding a unified output space independent of object shape and sensor layout. Building on this formulation, we propose \textbf{HOPE}, a framework with two key components. First, we lift tactile-glove pressure, planar-sensor pressure, and distance-based hand-object contact annotations into a shared hand vertex space, allowing bare-hand contact data to regularize pressure learning where metric labels are unavailable. Second, we introduce a vertex-anchored video transformer that treats each vertex as a persistent token, aggregates visual features and hand pose over time, and uses a contact-gated pressure head to enforce that pressure vanishes without contact. Experiments on OpenTouch, PressureVisionDB, and hand-object contact benchmarks validate HOPE across object-pressure, surface-pressure, and contact-supervised HOI settings. Despite using metric pressure supervision primarily from gloved-hand videos, HOPE generalizes to bare-hand egocentric and in-the-wild videos, producing joint contact and pressure predictions beyond the scope of contact-only or planar-pressure baselines.

cs.CV

Robot-Factored World Models via Robot Rendering

Action-conditioned video world models predict future observations from an initial observation and an action signal. In robotics, actions influence future observations through two distinct processes: they are first realized into robot motion by the robot body and controller, and the scene then responds through contact and object motion. Conditioning directly on action commands asks the world model to learn the realization process itself, while conditioning on logged future states leaks the interaction outcomes it is meant to predict. We propose robot-factored world models, which move two robot-specific factors outside the world model. First, action realization: each command is rolled through the robot's own controller and kinematics into a deployment-available nominal trajectory, a middle signal that avoids both action-realization learning and future-state leakage. Second, robot rendering: this nominal trajectory is rendered through the robot URDF, factoring the robot's geometry, kinematics, and appearance out of the model and into explicit rendered robot geometry. To resolve depth ambiguity, we pair end-effector depth with scene depth, giving geometric cues for contact and occlusion beyond image-plane overlap. Together, camera-aware static RGB/depth context and rendered robot geometry form a shared visual world-model interface that stays consistent across viewpoints and robot embodiments, so the model sees the action only as visible robot geometry and learns how objects respond to it. Our experiments show that the rendered interface outperforms vector-conditioned baselines and generalizes to unseen robot embodiments at inference. We further demonstrate that our model generates robot manipulation videos from human demonstrations by retargeting and rendering the hand motion as robot geometry.

cs.RO

HRDexDB: A Paired Human-Robot Dataset for Cross-Embodiment Dexterous Grasping

We present HRDexDB, a paired cross-embodiment dexterous grasping dataset of high-fidelity dexterous grasping sequences featuring both human and diverse robotic hands. Unlike existing datasets, HRDexDB provides a comprehensive collection of grasping trajectories across human hands and multiple robot hand embodiments, spanning 100 diverse objects. Leveraging state-of-the-art vision methods and a dedicated multi-camera system, HRDexDB offers high-precision spatiotemporal 3D ground-truth motion for both the agent and the manipulated object. The dataset comprises 2.1K grasping trials, each enriched with synchronized visual and kinematic modalities, with contact-force signals available for tactile-enabled robotic hands. By providing closely aligned captures of human dexterity and robotic execution on the same target objects under comparable grasping motions, HRDexDB serves as a foundational benchmark for cross-embodiment dexterous manipulation.

cs.RO

Vanast: Virtual Try-On with Human Image Animation via Synthetic Triplet Supervision

We present Vanast, a unified framework that generates garment-transferred human animation videos directly from a single human image, garment images, and a pose guidance video. Conventional two-stage pipelines treat image-based virtual try-on and pose-driven animation as separate processes, which often results in identity drift, garment distortion, and front-back inconsistency. Our model addresses these issues by performing the entire process in a single unified step to achieve coherent synthesis. To enable this setting, we construct large-scale triplet supervision. Our data generation pipeline includes generating identity-preserving human images in alternative outfits that differ from garment catalog images, capturing full upper and lower garment triplets to overcome the single-garment-posed video pair limitation, and assembling diverse in-the-wild triplets without requiring garment catalog images. We further introduce a Dual Module architecture for video diffusion transformers to stabilize training, preserve pretrained generative quality, and improve garment accuracy, pose adherence, and identity preservation while supporting zero-shot garment interpolation. Together, these contributions allow Vanast to produce high-fidelity, identity-consistent animation across a wide range of garment types.

cs.CV

MotionCFG: Boosting Motion Dynamics via Stochastic Concept Perturbation

Despite recent advances in Text-to-Video (T2V) synthesis, generating high-fidelity and dynamic motion remains a significant challenge. Existing methods primarily rely on Classifier-Free Guidance (CFG), often with explicit negative prompts (e.g. "static", "blurry"), to suppress undesired artifacts. However, such explicit negations frequently introduce unintended semantic bias and distort object integrity; a phenomenon we define as Content-Motion Drift. To address this, we propose MotionCFG, a framework that enhances motion dynamics by contrasting a target concept with its noise-perturbed counterparts. Specifically, by injecting Gaussian noise into the concept embeddings, MotionCFG creates localized negative anchors that encapsulate a broad complementary space of sub-optimal motion variations. Unlike explicit negations, this approach facilitates implicit hard negative mining without shifting the global semantic identity, allowing for a focused refinement of temporal details. Combined with a piecewise guidance schedule that confines intervention to the early denoising steps, MotionCFG consistently improves motion dynamics across state-of-the-art T2V frameworks with negligible computational overhead and minimal compromise in visual quality. Additionally, we demonstrate that this noise-induced contrastive mechanism is effective not only for sharpening motion trajectories but also for steering complex, non-linear concepts such as precise object numerosity, which are typically difficult to modulate via standard text-based guidance.

cs.CV

Dexterous World Models

Recent progress in 3D reconstruction has made it easy to create realistic digital twins from everyday environments. However, current digital twins remain largely static and are limited to navigation and view synthesis without embodied interactivity. To bridge this gap, we introduce Dexterous World Model (DWM), a scene-action-conditioned video diffusion framework that models how dexterous human actions induce dynamic changes in static 3D scenes. Given a static 3D scene rendering and an egocentric hand motion sequence, DWM generates temporally coherent videos depicting plausible human-scene interactions. Our approach conditions video generation on (1) static scene renderings following a specified camera trajectory to ensure spatial consistency, and (2) egocentric hand mesh renderings that encode both geometry and motion cues to model action-conditioned dynamics directly. To train DWM, we construct a hybrid interaction video dataset. Synthetic egocentric interactions provide fully aligned supervision for joint locomotion and manipulation learning, while fixed-camera real-world videos contribute diverse and realistic object dynamics. Experiments demonstrate that DWM enables realistic and physically plausible interactions, such as grasping, opening, and moving objects, while maintaining camera and scene consistency. This framework represents a first step toward video diffusion-based interactive digital twins and enables embodied simulation from egocentric actions.

cs.CV

Diverse Text-to-Image Generation via Contrastive Noise Optimization

Text-to-image (T2I) diffusion models have demonstrated impressive performance in generating high-fidelity images, largely enabled by text-guided inference. However, this advantage often comes with a critical drawback: limited diversity, as outputs tend to collapse into similar modes under strong text guidance. Existing approaches typically optimize intermediate latents or text conditions during inference, but these methods deliver only modest gains or remain sensitive to hyperparameter tuning. In this work, we introduce Contrastive Noise Optimization, a simple yet effective method that addresses the diversity issue from a distinct perspective. Unlike prior techniques that adapt intermediate latents, our approach shapes the initial noise to promote diverse outputs. Specifically, we develop a contrastive loss defined in the Tweedie data space and optimize a batch of noise latents. Our contrastive optimization repels instances within the batch to maximize diversity while keeping them anchored to a reference sample to preserve fidelity. We further provide theoretical insights into the mechanism of this preprocessing to substantiate its effectiveness. Extensive experiments across multiple T2I backbones demonstrate that our approach achieves a superior quality-diversity Pareto frontier while remaining robust to hyperparameter choices.

cs.GR

Durian: Dual Reference Image-Guided Portrait Animation with Attribute Transfer

We present Durian, the first method for generating portrait animation videos with cross-identity attribute transfer from one or more reference images to a target portrait. Training such models typically requires attribute pairs of the same individual, which are rarely available at scale. To address this challenge, we propose a self-reconstruction formulation that leverages ordinary portrait videos to learn attribute transfer without explicit paired data. Two frames from the same video act as a pseudo pair: one serves as an attribute reference and the other as an identity reference. To enable this self-reconstruction training, we introduce a Dual ReferenceNet that processes the two references separately and then fuses their features via spatial attention within a diffusion model. To make sure each reference functions as a specialized stream for either identity or attribute information, we apply complementary masking to the reference images. Together, these two components guide the model to reconstruct the original video, naturally learning cross-identity attribute transfer. To bridge the gap between self-reconstruction training and cross-identity inference, we introduce a mask expansion strategy and augmentation schemes, enabling robust transfer of attributes with varying spatial extent and misalignment. Durian achieves state-of-the-art performance on portrait animation with attribute transfer. Moreover, its dual reference design uniquely supports multi-attribute composition and smooth attribute interpolation within a single generation pass, enabling highly flexible and controllable synthesis.

cs.CV

KPoEM: A Human-Annotated Dataset for Emotion Classification and RAG-Based Poetry Generation in Korean Modern Poetry

This study introduces KPoEM (Korean Poetry Emotion Mapping), a novel dataset that serves as a foundation for both emotion-centered analysis and generative applications in modern Korean poetry. Despite advancements in NLP, poetry remains underexplored due to its complex figurative language and cultural specificity. We constructed a multi-label dataset of 7,662 entries (7,007 line-level and 615 work-level), annotated with 44 fine-grained emotion categories from five influential Korean poets. The KPoEM emotion classification model, fine-tuned through a sequential strategy -- moving from general-purpose corpora to the specialized KPoEM dataset -- achieved an F1-micro score of 0.60, significantly outperforming previous models (0.43). The model demonstrates an enhanced ability to identify temporally and culturally specific emotional expressions while preserving core poetic sentiments. Furthermore, applying the structured emotion dataset to a RAG-based poetry generation model demonstrates the empirical feasibility of generating texts that reflect the emotional and cultural sensibilities of Korean literature. This integrated approach strengthens the connection between computational techniques and literary analysis, opening new pathways for quantitative emotion research and generative poetics. Overall, this study provides a foundation for advancing emotion-centered analysis and creation in modern Korean poetry.

cs.CL

HairCUP: Hair Compositional Universal Prior for 3D Gaussian Avatars

We present a universal prior model for 3D head avatars with explicit hair compositionality. Existing approaches to build generalizable priors for 3D head avatars often adopt a holistic modeling approach, treating the face and hair as an inseparable entity. This overlooks the inherent compositionality of the human head, making it difficult for the model to naturally disentangle face and hair representations, especially when the dataset is limited. Furthermore, such holistic models struggle to support applications like 3D face and hairstyle swapping in a flexible and controllable manner. To address these challenges, we introduce a prior model that explicitly accounts for the compositionality of face and hair, learning their latent spaces separately. A key enabler of this approach is our synthetic hairless data creation pipeline, which removes hair from studio-captured datasets using estimated hairless geometry and texture derived from a diffusion prior. By leveraging a paired dataset of hair and hairless captures, we train disentangled prior models for face and hair, incorporating compositionality as an inductive bias to facilitate effective separation. Our model's inherent compositionality enables seamless transfer of face and hair components between avatars while preserving identity. Additionally, we demonstrate that our model can be fine-tuned in a few-shot manner using monocular captures to create high-fidelity, hair-compositional 3D head avatars for unseen subjects. These capabilities highlight the practical applicability of our approach in real-world scenarios, paving the way for flexible and expressive 3D avatar generation.

cs.CV

PHISH in MESH: Korean Adversarial Phonetic Substitution and Phonetic-Semantic Feature Integration Defense

As malicious users increasingly employ phonetic substitution to evade hate speech detection, researchers have investigated such strategies. However, two key challenges remain. First, existing studies have overlooked the Korean language, despite its vulnerability to phonetic perturbations due to its phonographic nature. Second, prior work has primarily focused on constructing datasets rather than developing architectural defenses. To address these challenges, we propose (1) PHonetic-Informed Substitution for Hangul (PHISH) that exploits the phonological characteristics of the Korean writing system, and (2) Mixed Encoding of Semantic-pHonetic features (MESH) that enhances the detector's robustness by incorporating phonetic information at the architectural level. Our experimental results demonstrate the effectiveness of our proposed methods on both perturbed and unperturbed datasets, suggesting that they not only improve detection performance but also reflect realistic adversarial behaviors employed by malicious users.

cs.CL

DART: An AIGT Detector using AMR of Rephrased Text

As large language models (LLMs) generate more human-like texts, concerns about the side effects of AI-generated texts (AIGT) have grown. So, researchers have developed methods for detecting AIGT. However, two challenges remain. First, the performance of detecting black-box LLMs is low because existing models focus on probabilistic features. Second, most AIGT detectors have been tested on a single-candidate setting, which assumes that we know the origin of an AIGT and which may deviate from the real-world scenario. To resolve these challenges, we propose DART, which consists of four steps: rephrasing, semantic parsing, scoring, and multiclass classification. We conducted three experiments to test the performance of DART. The experimental result shows that DART can discriminate multiple black-box LLMs without probabilistic features and the origin of AIGT.

cs.CL

Leveraging Large Language Models for Active Merchant Non-player Characters

We highlight two significant issues leading to the passivity of current merchant non-player characters (NPCs): pricing and communication. While immersive interactions with active NPCs have been a focus, price negotiations between merchant NPCs and players remain underexplored. First, passive pricing refers to the limited ability of merchants to modify predefined item prices. Second, passive communication means that merchants can only interact with players in a scripted manner. To tackle these issues and create an active merchant NPC, we propose a merchant framework based on large language models (LLMs), called MART, which consists of an appraiser module and a negotiator module. We conducted two experiments to explore various implementation options under different training methods and LLM sizes, considering a range of possible game environments. Our findings indicate that finetuning methods, such as supervised finetuning (SFT) and knowledge distillation (KD), are effective in using smaller LLMs to implement active merchant NPCs. Additionally, we found three irregular cases arising from the responses of LLMs.

cs.AI

Fine-Grained and Thematic Evaluation of LLMs in Social Deduction Game

Recent studies have investigated whether large language models (LLMs) can support obscured communication, which is characterized by core aspects such as inferring subtext and evading suspicions. To conduct the investigation, researchers have used social deduction games (SDGs) as their experimental environment, in which players conceal and infer specific information. However, prior work has often overlooked how LLMs should be evaluated in such settings. Specifically, we point out two limitations with the evaluation methods they employed. First, metrics used in prior studies are coarse-grained as they are based on overall game outcomes that often fail to capture event-level behaviors; Second, error analyses have lacked structured methodologies capable of producing insights that meaningfully support evaluation outcomes. To address these limitations, we propose a microscopic and systematic approach to the investigation. Specifically, we introduce six fine-grained metrics that resolve the first issue. To tackle the second issue, we conducted a thematic analysis and identified four major reasoning failures that undermine LLMs' performance in obscured communication.

cs.AI

Guess The Unseen: Dynamic 3D Scene Reconstruction from Partial 2D Glimpses

In this paper, we present a method to reconstruct the world and multiple dynamic humans in 3D from a monocular video input. As a key idea, we represent both the world and multiple humans via the recently emerging 3D Gaussian Splatting (3D-GS) representation, enabling to conveniently and efficiently compose and render them together. In particular, we address the scenarios with severely limited and sparse observations in 3D human reconstruction, a common challenge encountered in the real world. To tackle this challenge, we introduce a novel approach to optimize the 3D-GS representation in a canonical space by fusing the sparse cues in the common space, where we leverage a pre-trained 2D diffusion model to synthesize unseen views while keeping the consistency with the observed 2D appearances. We demonstrate our method can reconstruct high-quality animatable 3D humans in various challenging examples, in the presence of occlusion, image crops, few-shot, and extremely sparse observations. After reconstruction, our method is capable of not only rendering the scene in any novel views at arbitrary time instances, but also editing the 3D scene by removing individual humans or applying different motions for each human. Through various experiments, we demonstrate the quality and efficiency of our methods over alternative existing approaches.

cs.CV

Deep Learning-based Modulation Classification of Practical OFDM Signals for Spectrum Sensing

In this study, the modulation of symbols on OFDM subcarriers is classified for transmissions following Wi-Fi~6 and 5G downlink specifications. First, our approach estimates the OFDM symbol duration and cyclic prefix length based on the cyclic autocorrelation function. We propose a feature extraction algorithm characterizing the modulation of OFDM signals, which includes removing the effects of a synchronization error. The obtained feature is converted into a 2D histogram of phase and amplitude and this histogram is taken as input to a convolutional neural network (CNN)-based classifier. The classifier does not require prior knowledge of protocol-specific information such as Wi-Fi preamble or resource allocation of 5G physical channels. The classifier's performance, evaluated using synthetic and real-world measured over-the-air (OTA) datasets, achieves a minimum accuracy of 97\% accuracy with OTA data when SNR is above the value required for data transmission.

cs.NI

PEGASUS: Personalized Generative 3D Avatars with Composable Attributes

We present PEGASUS, a method for constructing a personalized generative 3D face avatar from monocular video sources. Our generative 3D avatar enables disentangled controls to selectively alter the facial attributes (e.g., hair or nose) while preserving the identity. Our approach consists of two stages: synthetic database generation and constructing a personalized generative avatar. We generate a synthetic video collection of the target identity with varying facial attributes, where the videos are synthesized by borrowing the attributes from monocular videos of diverse identities. Then, we build a person-specific generative 3D avatar that can modify its attributes continuously while preserving its identity. Through extensive experiments, we demonstrate that our method of generating a synthetic database and creating a 3D generative avatar is the most effective in preserving identity while achieving high realism. Subsequently, we introduce a zero-shot approach to achieve the same goal of generative modeling more efficiently by leveraging a previously constructed personalized generative model.

cs.CV