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JoungBin Lee

Publications and source records attributed to JoungBin Lee.

6 recordsLinked to original sources

MVTrack4Gen: Multi-View Point Tracking as Geometric Supervision for 4D Video Generation

Synthesizing a novel-view video from a monocular reference video along a target camera trajectory requires both geometric consistency and motion fidelity with respect to the reference video. Existing methods based on explicit 3D representations are limited by the accuracy of off-the-shelf reconstruction modules, which often produce inaccurate geometry for dynamic objects in monocular videos. In contrast, camera-conditioning-only methods can achieve high visual quality but often struggle to preserve geometric and motion consistency. In this work, we introduce MVTrack4Gen (Multi-View point Tracking for Novel-View Generation), a motion-aware training framework that leverages multi-view point tracking as an additional geometric and motion supervision signal for camera-conditioning-only novel-view video diffusion models. Our key finding is that specific attention layers encode strong correspondence cues, where query features attend to key features at geometrically corresponding locations across views and over time, and the misalignment of these correspondences causes motion inconsistency. Based on this observation, we route these features into an auxiliary multi-view tracking head and jointly train the diffusion model with a point-tracking objective. By explicitly strengthening these motion-aware correspondences, MVTrack4Gen improves existing models to better follow the motion in the reference view and maintain cross-view geometric consistency. Across diverse benchmarks, our method achieves state-of-the-art geometric consistency and competitive camera accuracy.

cs.CV↗

Pose-dIVE: Pose-Diversified Augmentation with Diffusion Model for Person Re-Identification

Person re-identification (Re-ID) often faces challenges due to variations in human poses and camera viewpoints, which significantly affect the appearance of individuals across images. Existing datasets frequently lack diversity and scalability in these aspects, hindering the generalization of Re-ID models to new camera systems or environments. To overcome this, we propose Pose-dIVE, a novel data augmentation approach that incorporates sparse and underrepresented human pose and camera viewpoint examples into the training data, addressing the limited diversity in the original training data distribution. Our objective is to augment the training dataset to enable existing Re-ID models to learn features unbiased by human pose and camera viewpoint variations. By conditioning the diffusion model on both the human pose and camera viewpoint through the SMPL model, our framework generates augmented training data with diverse human poses and camera viewpoints. Experimental results demonstrate the effectiveness of our method in addressing human pose bias and enhancing the generalizability of Re-ID models compared to other data augmentation-based Re-ID approaches.

cs.CV↗

APPLE: Attribute-Preserving Pseudo-Labeling for Diffusion-Based Face Swapping

Face swapping aims to transfer the identity of a source face onto a target face while preserving target-specific attributes such as pose, expression, lighting, skin tone, and makeup. However, since real ground truth for face swapping is unavailable, achieving both accurate identity transfer and high-quality attribute preservation remains challenging. Recent diffusion-based approaches attempt to improve visual fidelity through conditional inpainting on masked target images, but the masked condition removes crucial appearance cues, resulting in plausible yet misaligned attributes. To address this limitation, we propose APPLE (Attribute-Preserving Pseudo-Labeling), a fully diffusion-based teacher-student framework for attribute-preserving face swapping. Our approach introduces a teacher design to produce pseudo-labels aligned with the target attributes through (1) a conditional deblurring formulation that improves the preservation of global attributes such as skin tone and illumination, and (2) an attribute-aware inversion scheme that further enhances fine-grained attribute preservation such as makeup. APPLE conditions the student on clean pseudo-labels rather than degraded masked inputs, enabling more faithful attribute preservation. As a result, APPLE achieves state-of-the-art performance in attribute preservation while maintaining competitive identity transferability.

cs.CV↗

WorldCam: Interactive Autoregressive 3D Gaming Worlds with Camera Pose as a Unifying Geometric Representation

Recent advances in video diffusion transformers have enabled interactive gaming world models that allow users to explore generated environments over extended horizons. However, existing approaches struggle with precise action control and long-horizon 3D consistency. Most prior works treat user actions as abstract conditioning signals, overlooking the fundamental geometric coupling between actions and the 3D world, whereby actions induce relative camera motions that accumulate into a global camera pose within a 3D world. In this paper, we establish camera pose as a unifying geometric representation to jointly ground immediate action control and long-term 3D consistency. First, we define a physics-based continuous action space and represent user inputs in the Lie algebra to derive precise 6-DoF camera poses, which are injected into the generative model via a camera embedder to ensure accurate action alignment. Second, we use global camera poses as spatial indices to retrieve relevant past observations, enabling geometrically consistent revisiting of locations during long-horizon navigation. To support this research, we introduce a large-scale dataset comprising 3,000 minutes of authentic human gameplay annotated with camera trajectories and textual descriptions. Extensive experiments show that our approach substantially outperforms state-of-the-art interactive gaming world models in action controllability, long-horizon visual quality, and 3D spatial consistency.

cs.CV↗

Grounding World Simulation Models in a Real-World Metropolis

What if a world simulation model could render not an imagined environment but a city that actually exists? Prior generative world models synthesize visually plausible yet artificial environments by imagining all content. We present Seoul World Model (SWM), a city-scale world model grounded in the real city of Seoul. SWM anchors autoregressive video generation through retrieval-augmented conditioning on nearby street-view images. However, this design introduces several challenges, including temporal misalignment between retrieved references and the dynamic target scene, limited trajectory diversity and data sparsity from vehicle-mounted captures at sparse intervals. We address these challenges through cross-temporal pairing, a large-scale synthetic dataset enabling diverse camera trajectories, and a view interpolation pipeline that synthesizes coherent training videos from sparse street-view images. We further introduce a Virtual Lookahead Sink to stabilize long-horizon generation by continuously re-grounding each chunk to a retrieved image at a future location. We evaluate SWM against recent video world models across three cities: Seoul, Busan, and Ann Arbor. SWM outperforms existing methods in generating spatially faithful, temporally consistent, long-horizon videos grounded in actual urban environments over trajectories reaching hundreds of meters, while supporting diverse camera movements and text-prompted scenario variations.

cs.CV↗

3D Scene Prompting for Scene-Consistent Camera-Controllable Video Generation

We present 3DScenePrompt, a framework that generates the next video chunk from arbitrary-length input while enabling precise camera control and preserving scene consistency. Unlike methods conditioned on a single image or a short clip, we employ dual spatio-temporal conditioning that reformulates context-view referencing across the input video. Our approach conditions on both temporally adjacent frames for motion continuity and spatially adjacent content for scene consistency. However, when generating beyond temporal boundaries, directly using spatially adjacent frames would incorrectly preserve dynamic elements from the past. We address this by introducing a 3D scene memory that represents exclusively the static geometry extracted from the entire input video. To construct this memory, we leverage dynamic SLAM with our newly introduced dynamic masking strategy that explicitly separates static scene geometry from moving elements. The static scene representation can then be projected to any target viewpoint, providing geometrically consistent warped views that serve as strong 3D spatial prompts while allowing dynamic regions to evolve naturally from temporal context. This enables our model to maintain long-range spatial coherence and precise camera control without sacrificing computational efficiency or motion realism. Extensive experiments demonstrate that our framework significantly outperforms existing methods in scene consistency, camera controllability, and generation quality. Project page : https://cvlab-kaist.github.io/3DScenePrompt/

cs.CV↗