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Hyeongwoo Kim

Publications and source records attributed to Hyeongwoo Kim.

At least 19 recordsLinked to original sources

STEER: Steerable Dyadic Head Avatars

Facial movement and expression are central to face-to-face communication, conveying turn-taking, attention, agreement, and engagement alongside speech. While speech-driven facial animation has made strong progress in lip synchronization and audio-conditioned motion generation, most methods treat conversational behavior as an emergent byproduct of audio, or expose only coarse sequence-level affect control. As a result, key non-verbal channels such as gaze contact and aversion, rhythmic head motion, and emotion remain difficult to explicitly control. We present STEER, a controllable 3D dyadic motion prior for reactive conversational head avatars. STEER factorizes conversational behavior into explicit controls for gaze, head rhythm, and emotion, allowing users to steer how an avatar listens, reacts, and engages with a conversation partner. Since temporally aligned annotations for these behaviors are not available in public dyadic corpora, we introduce a tracking and annotation pipeline that recovers behavioral pseudo-labels from in-the-wild dyadic video. A causal flow-matching transformer then learns partner-aware target motion conditioned on audio, partner motion, emotion and the proposed behavioral controls. We further embed STEER in a photorealistic avatar pipeline by extending a Universal Gaussian Head-Avatar Prior with a learned mapping from tracked parametric motion into its avatar-driving space. This enables controllable animation of high-fidelity Gaussian head avatars without re-training the underlying avatar model. STEER outperforms recent dyadic motion baselines on motion quality, dynamics, and diversity, remains competitive on partner coupling, and enables gaze, head-rhythm, and emotion edits together with an interactive live deployment. We make our code and dataset annotations available at our webpage.

cs.CV

Atom-level Protein Representation Learning Improves Protein Structure Prediction

Recent advances in generative modeling show that pretrained representations can improve generation as conditioning features or alignment targets. Motivated by this, we study protein representations for predicting structures beyond conventional function annotation. We propose TriProRep, a structure-aware pretraining method that jointly models three aligned residue-level views: amino-acid identity, backbone geometry, and local full-atom geometry, discretely encoded via VQ-VAE tokenizers. By pretraining to recover original tokens from generator-corrupted views, TriProRep learns to distinguish plausible but incorrect cross-view augmentations from the original protein. We further introduce RepSP, a benchmark for evaluating protein representations in structure-predictive settings. RepSP tests three uses of representations: homodimer co-folding from apo-chain representations, residue-level prediction of homodimer-derived interaction properties, and representation-aligned monomer structure prediction. Across these tasks, TriProRep improves over sequence-only and prior structure-aware representation models, while maintaining competitive performance on conventional benchmarks.

q-bio.BM

Polyglot: Multilingual Style Preserving Speech-Driven Facial Animation

Speech-Driven Facial Animation (SDFA) has gained significant attention due to its applications in movies, video games, and virtual reality. However, most existing models are trained on single-language data, limiting their effectiveness in real-world multilingual scenarios. In this work, we address multilingual SDFA, which is essential for realistic generation since language influences phonetics, rhythm, intonation, and facial expressions. Speaking style is also shaped by individual differences, not only by language. Existing methods typically rely on either language-specific or speaker-specific conditioning, but not both, limiting their ability to model their interaction. We introduce Polyglot, a unified diffusion-based architecture for personalized multilingual SDFA. Our method uses transcript embeddings to encode language information and style embeddings extracted from reference facial sequences to capture individual speaking characteristics. Polyglot does not require predefined language or speaker labels, enabling generalization across languages and speakers through self-supervised learning. By jointly conditioning on language and style, it captures expressive traits such as rhythm, articulation, and habitual facial movements, producing temporally coherent and realistic animations. Experiments show improved performance in both monolingual and multilingual settings, providing a unified framework for modeling language and personal style in SDFA.

cs.CV

Zero-Shot Video Deraining with Video Diffusion Models

Existing video deraining methods are often trained on paired datasets, either synthetic, which limits their ability to generalize to real-world rain, or captured by static cameras, which restricts their effectiveness in dynamic scenes with background and camera motion. Furthermore, recent works in fine-tuning diffusion models have shown promising results, but the fine-tuning tends to weaken the generative prior, limiting generalization to unseen cases. In this paper, we introduce the first zero-shot video deraining method for complex dynamic scenes that does not require synthetic data nor model fine-tuning, by leveraging a pretrained text-to-video diffusion model that demonstrates strong generalization capabilities. By inverting an input video into the latent space of diffusion models, its reconstruction process can be intervened and pushed away from the model's concept of rain using negative prompting. At the core of our approach is an attention switching mechanism that we found is crucial for maintaining dynamic backgrounds as well as structural consistency between the input and the derained video, mitigating artifacts introduced by naive negative prompting. Our approach is validated through extensive experiments on real-world rain datasets, demonstrating substantial improvements over prior methods and showcasing robust generalization without the need for supervised training.

cs.CV

DeepBioisostere: Discovering Bioisosteres with Deep Learning for a Fine Control of Multiple Molecular Properties

Optimizing molecular properties while preserving biological activity is a central challenge in drug design. Bioisosteric replacement, which substitutes a molecular fragment with a chemically or biologically analogous moiety, offers a powerful strategy for fine-tuning properties without disrupting target binding. However, existing in silico approaches often rely on expert-defined modification sites or suffer from modulating multiple molecular properties simultaneously. Here, we present DeepBioisostere, a deep generative model that performs end-to-end bioisosteric replacement by autonomously selecting and substituting molecular fragments to satisfy multiple target properties. The model captures complex relationships across the molecular graph, enabling the optimization of sophisticated properties such as drug-likeness and synthetic accessibility. By learning from experimental bio-assay data, DeepBioisostere proposes replacements that maintain biological activities, even generating potential bioisosteres beyond the training data. We demonstrate the effectiveness of the model in computational hit-to-lead optimization scenarios, highlighting its potential to accelerate rational molecular design without relying on expert heuristics or pre-established substitution rules.

q-bio.BM

Audio-Driven Universal Gaussian Head Avatars

We introduce the first method for audio-driven universal photorealistic avatar synthesis, combining a person-agnostic speech model with our novel Universal Head Avatar Prior (UHAP). UHAP is trained on cross-identity multi-view videos. In particular, our UHAP is supervised with neutral scan data, enabling it to capture the identity-specific details at high fidelity. In contrast to previous approaches, which predominantly map audio features to geometric deformations only while ignoring audio-dependent appearance variations, our universal speech model directly maps raw audio inputs into the UHAP latent expression space. This expression space inherently encodes, both, geometric and appearance variations. For efficient personalization to new subjects, we employ a monocular encoder, which enables lightweight regression of dynamic expression variations across video frames. By accounting for these expression-dependent changes, it enables the subsequent model fine-tuning stage to focus exclusively on capturing the subject's global appearance and geometry. Decoding these audio-driven expression codes via UHAP generates highly realistic avatars with precise lip synchronization and nuanced expressive details, such as eyebrow movement, gaze shifts, and realistic mouth interior appearance as well as motion. Extensive evaluations demonstrate that our method is not only the first generalizable audio-driven avatar model that can account for detailed appearance modeling and rendering, but it also outperforms competing (geometry-only) methods across metrics measuring lip-sync accuracy, quantitative image quality, and perceptual realism.

cs.CV

Contextual Gesture: Co-Speech Gesture Video Generation through Context-aware Gesture Representation

Co-speech gesture generation is crucial for creating lifelike avatars and enhancing human-computer interactions by synchronizing gestures with speech. Despite recent advancements, existing methods struggle with accurately identifying the rhythmic or semantic triggers from audio for generating contextualized gesture patterns and achieving pixel-level realism. To address these challenges, we introduce Contextual Gesture, a framework that improves co-speech gesture video generation through three innovative components: (1) a chronological speech-gesture alignment that temporally connects two modalities, (2) a contextualized gesture tokenization that incorporate speech context into motion pattern representation through distillation, and (3) a structure-aware refinement module that employs edge connection to link gesture keypoints to improve video generation. Our extensive experiments demonstrate that Contextual Gesture not only produces realistic and speech-aligned gesture videos but also supports long-sequence generation and video gesture editing applications, shown in Fig.1.

cs.CV

ProMode: A Speech Prosody Model Conditioned on Acoustic and Textual Inputs

Prosody conveys rich emotional and semantic information of the speech signal as well as individual idiosyncrasies. We propose a stand-alone model that maps text-to-prosodic features such as F0 and energy and can be used in downstream tasks such as TTS. The ProMode encoder takes as input acoustic features and time-aligned textual content, both are partially masked, and obtains a fixed-length latent prosodic embedding. The decoder predicts acoustics in the masked region using both the encoded prosody input and unmasked textual content. Trained on the GigaSpeech dataset, we compare our method with state-of-the-art style encoders. For F0 and energy predictions, we show consistent improvements for our model at different levels of granularity. We also integrate these predicted prosodic features into a TTS system and conduct perceptual tests, which show higher prosody preference compared to the baselines, demonstrating the model's potential in tasks where prosody modeling is important.

eess.AS

KinMo: Kinematic-aware Human Motion Understanding and Generation

Current human motion synthesis frameworks rely on global action descriptions, creating a modality gap that limits both motion understanding and generation capabilities. A single coarse description, such as run, fails to capture details such as variations in speed, limb positioning, and kinematic dynamics, leading to ambiguities between text and motion modalities. To address this challenge, we introduce KinMo, a unified framework built on a hierarchical describable motion representation that extends beyond global actions by incorporating kinematic group movements and their interactions. We design an automated annotation pipeline to generate high-quality, fine-grained descriptions for this decomposition, resulting in the KinMo dataset and offering a scalable and cost-efficient solution for dataset enrichment. To leverage these structured descriptions, we propose Hierarchical Text-Motion Alignment that progressively integrates additional motion details, thereby improving semantic motion understanding. Furthermore, we introduce a coarse-to-fine motion generation procedure to leverage enhanced spatial understanding to improve motion synthesis. Experimental results show that KinMo significantly improves motion understanding, demonstrated by enhanced text-motion retrieval performance and enabling more fine-grained motion generation and editing capabilities. Project Page: https://andypinxinliu.github.io/KinMo

cs.CV

Disentangling 3D from Large Vision-Language Models for Controlled Portrait Generation

We consider the problem of disentangling 3D from large vision-language models, which we show on generative 3D portraits. This allows free-form text control of appearance attributes like age, hair style, and glasses, and 3D geometry control of face expression and camera pose. In this setting, we assume we use a pre-trained large vision-language model (LVLM; CLIP) to generate from a smaller 2D dataset with no additional paired labels and with a pre-defined 3D morphable model (FLAME). First, we disentangle using canonicalization to a 2D reference frame from a deformable neural 3D triplane representation. But another form of entanglement arises from the significant noise in the LVLM's embedding space that describes irrelevant features. This damages output quality and diversity, but we overcome this with a Jacobian regularization that can be computed efficiently with a stochastic approximator. Compared to existing methods, our approach produces portraits with added text and 3D control, where portraits remain consistent when either control is changed. Broadly, this approach lets creators control 3D generators on their own 2D face data without needing resources to label large data or train large models.

cs.CV

VideoSPatS: Video SPatiotemporal Splines for Disentangled Occlusion, Appearance and Motion Modeling and Editing

We present an implicit video representation for occlusions, appearance, and motion disentanglement from monocular videos, which we call Video SPatiotemporal Splines (VideoSPatS). Unlike previous methods that map time and coordinates to deformation and canonical colors, our VideoSPatS maps input coordinates into Spatial and Color Spline deformation fields $D_s$ and $D_c$, which disentangle motion and appearance in videos. With spline-based parametrization, our method naturally generates temporally consistent flow and guarantees long-term temporal consistency, which is crucial for convincing video editing. Using multiple prediction branches, our VideoSPatS model also performs layer separation between the latent video and the selected occluder. By disentangling occlusions, appearance, and motion, our method enables better spatiotemporal modeling and editing of diverse videos, including in-the-wild talking head videos with challenging occlusions, shadows, and specularities while maintaining an appropriate canonical space for editing. We also present general video modeling results on the DAVIS and CoDeF datasets, as well as our own talking head video dataset collected from open-source web videos. Extensive ablations show the combination of $D_s$ and $D_c$ under neural splines can overcome motion and appearance ambiguities, paving the way for more advanced video editing models.

eess.IV

Discrete Diffusion Schrödinger Bridge Matching for Graph Transformation

Transporting between arbitrary distributions is a fundamental goal in generative modeling. Recently proposed diffusion bridge models provide a potential solution, but they rely on a joint distribution that is difficult to obtain in practice. Furthermore, formulations based on continuous domains limit their applicability to discrete domains such as graphs. To overcome these limitations, we propose Discrete Diffusion Schrödinger Bridge Matching (DDSBM), a novel framework that utilizes continuous-time Markov chains to solve the SB problem in a high-dimensional discrete state space. Our approach extends Iterative Markovian Fitting to discrete domains, and we have proved its convergence to the SB. Furthermore, we adapt our framework for the graph transformation, and show that our design choice of underlying dynamics characterized by independent modifications of nodes and edges can be interpreted as the entropy-regularized version of optimal transport with a cost function described by the graph edit distance. To demonstrate the effectiveness of our framework, we have applied DDSBM to molecular optimization in the field of chemistry. Experimental results demonstrate that DDSBM effectively optimizes molecules' property-of-interest with minimal graph transformation, successfully retaining other features. Source code is available $\href{https://github.com/junhkim1226/DDSBM}{here}$.

cs.LG

GaussianHeads: End-to-End Learning of Drivable Gaussian Head Avatars from Coarse-to-fine Representations

Real-time rendering of human head avatars is a cornerstone of many computer graphics applications, such as augmented reality, video games, and films, to name a few. Recent approaches address this challenge with computationally efficient geometry primitives in a carefully calibrated multi-view setup. Albeit producing photorealistic head renderings, it often fails to represent complex motion changes such as the mouth interior and strongly varying head poses. We propose a new method to generate highly dynamic and deformable human head avatars from multi-view imagery in real-time. At the core of our method is a hierarchical representation of head models that allows to capture the complex dynamics of facial expressions and head movements. First, with rich facial features extracted from raw input frames, we learn to deform the coarse facial geometry of the template mesh. We then initialize 3D Gaussians on the deformed surface and refine their positions in a fine step. We train this coarse-to-fine facial avatar model along with the head pose as a learnable parameter in an end-to-end framework. This enables not only controllable facial animation via video inputs, but also high-fidelity novel view synthesis of challenging facial expressions, such as tongue deformations and fine-grained teeth structure under large motion changes. Moreover, it encourages the learned head avatar to generalize towards new facial expressions and head poses at inference time. We demonstrate the performance of our method with comparisons against the related methods on different datasets, spanning challenging facial expression sequences across multiple identities. We also show the potential application of our approach by demonstrating a cross-identity facial performance transfer application.

cs.CV

Content and Style Aware Audio-Driven Facial Animation

Audio-driven 3D facial animation has several virtual humans applications for content creation and editing. While several existing methods provide solutions for speech-driven animation, precise control over content (what) and style (how) of the final performance is still challenging. We propose a novel approach that takes as input an audio, and the corresponding text to extract temporally-aligned content and disentangled style representations, in order to provide controls over 3D facial animation. Our method is trained in two stages, that evolves from audio prominent styles (how it sounds) to visual prominent styles (how it looks). We leverage a high-resource audio dataset in stage I to learn styles that control speech generation in a self-supervised learning framework, and then fine-tune this model with low-resource audio/3D mesh pairs in stage II to control 3D vertex generation. We employ a non-autoregressive seq2seq formulation to model sentence-level dependencies, and better mouth articulations. Our method provides flexibility that the style of a reference audio and the content of a source audio can be combined to enable audio style transfer. Similarly, the content can be modified, e.g. muting or swapping words, that enables style-preserving content editing.

cs.SD

PAV: Personalized Head Avatar from Unstructured Video Collection

We propose PAV, Personalized Head Avatar for the synthesis of human faces under arbitrary viewpoints and facial expressions. PAV introduces a method that learns a dynamic deformable neural radiance field (NeRF), in particular from a collection of monocular talking face videos of the same character under various appearance and shape changes. Unlike existing head NeRF methods that are limited to modeling such input videos on a per-appearance basis, our method allows for learning multi-appearance NeRFs, introducing appearance embedding for each input video via learnable latent neural features attached to the underlying geometry. Furthermore, the proposed appearance-conditioned density formulation facilitates the shape variation of the character, such as facial hair and soft tissues, in the radiance field prediction. To the best of our knowledge, our approach is the first dynamic deformable NeRF framework to model appearance and shape variations in a single unified network for multi-appearances of the same subject. We demonstrate experimentally that PAV outperforms the baseline method in terms of visual rendering quality in our quantitative and qualitative studies on various subjects.

cs.CV

HQ3DAvatar: High Quality Controllable 3D Head Avatar

Multi-view volumetric rendering techniques have recently shown great potential in modeling and synthesizing high-quality head avatars. A common approach to capture full head dynamic performances is to track the underlying geometry using a mesh-based template or 3D cube-based graphics primitives. While these model-based approaches achieve promising results, they often fail to learn complex geometric details such as the mouth interior, hair, and topological changes over time. This paper presents a novel approach to building highly photorealistic digital head avatars. Our method learns a canonical space via an implicit function parameterized by a neural network. It leverages multiresolution hash encoding in the learned feature space, allowing for high-quality, faster training and high-resolution rendering. At test time, our method is driven by a monocular RGB video. Here, an image encoder extracts face-specific features that also condition the learnable canonical space. This encourages deformation-dependent texture variations during training. We also propose a novel optical flow based loss that ensures correspondences in the learned canonical space, thus encouraging artifact-free and temporally consistent renderings. We show results on challenging facial expressions and show free-viewpoint renderings at interactive real-time rates for medium image resolutions. Our method outperforms all existing approaches, both visually and numerically. We will release our multiple-identity dataset to encourage further research. Our Project page is available at: https://vcai.mpi-inf.mpg.de/projects/HQ3DAvatar/

cs.CV

Neural Human Video Rendering by Learning Dynamic Textures and Rendering-to-Video Translation

Synthesizing realistic videos of humans using neural networks has been a popular alternative to the conventional graphics-based rendering pipeline due to its high efficiency. Existing works typically formulate this as an image-to-image translation problem in 2D screen space, which leads to artifacts such as over-smoothing, missing body parts, and temporal instability of fine-scale detail, such as pose-dependent wrinkles in the clothing. In this paper, we propose a novel human video synthesis method that approaches these limiting factors by explicitly disentangling the learning of time-coherent fine-scale details from the embedding of the human in 2D screen space. More specifically, our method relies on the combination of two convolutional neural networks (CNNs). Given the pose information, the first CNN predicts a dynamic texture map that contains time-coherent high-frequency details, and the second CNN conditions the generation of the final video on the temporally coherent output of the first CNN. We demonstrate several applications of our approach, such as human reenactment and novel view synthesis from monocular video, where we show significant improvement over the state of the art both qualitatively and quantitatively.

cs.GR

VideoForensicsHQ: Detecting High-quality Manipulated Face Videos

There are concerns that new approaches to the synthesis of high quality face videos may be misused to manipulate videos with malicious intent. The research community therefore developed methods for the detection of modified footage and assembled benchmark datasets for this task. In this paper, we examine how the performance of forgery detectors depends on the presence of artefacts that the human eye can see. We introduce a new benchmark dataset for face video forgery detection, of unprecedented quality. It allows us to demonstrate that existing detection techniques have difficulties detecting fakes that reliably fool the human eye. We thus introduce a new family of detectors that examine combinations of spatial and temporal features and outperform existing approaches both in terms of detection accuracy and generalization.

cs.CV