SearcharxivSearch

arXiv subjects

Kyeongbo Kong

Publications and source records attributed to Kyeongbo Kong.

At least 19 recordsLinked to original sources

3DZip: Spatial-Aware Feature Diversity-Guided Token Compression for 3D Question Answering

Recent 3D vision-language models (3D VLMs) construct geometry aware tokens by projecting 2D visual features into world coordinates, enabling spatial reasoning for tasks such as 3D question answering. However, this design generates thousands of tokens per scene, resulting in substantial computational and memory overhead. While token compression has been extensively studied in 2D VLMs, existing approaches rely on semantic relevance or attention-based selection that overlook the structured spatial nature of 3D tokens. Moreover, redundancy in 3D representations cannot be resolved by spatial proximity alone, as object-level token imbalance persists even after spatial aggregation. To address this, we propose 3DZip, a three-stage token compression framework that first applies coarse voxelization to remove point-level redundancy, then selects anchor tokens based on feature-space diversity via a Determinantal Point Process, and finally merges remaining tokens under spatial constraints to preserve geometric coherence. Experiments on three 3D question answering benchmarks demonstrate that 3DZip consistently outperforms existing compression methods, retaining 94.7% of the original performance with only 128 tokens, achieving a $1.92\times$ faster inference speed.

cs.CV

RestoreKV: Recovering Full-Cache Behavior Under Aggressive Query-Agnostic KV Cache Eviction

Query-agnostic KV cache eviction compresses a context once and reuses the resulting cache for arbitrary future queries, but performance can collapse under tight budgets. Existing methods primarily improve which original KV pairs are retained. We introduce RestoreKV, which complements this selection-based formulation with learned restoration under the same total KV budget. Our key insight is that, although the information lost through eviction is context-specific, the mechanism for generating its compact complement can be shared across contexts. After context prefill, a few restore tokens attend to the full KV cache in a single LoRA-adapted pass, generating a compact, context-conditioned restore cache. The base importance scorer and eviction rule remain unchanged, and the adapters are disabled for all subsequent queries and decoding. RestoreKV is trained through parameter-efficient self-distillation from the frozen full-cache model, optimizing only $0.4\%$ of the parameters and requiring no task-specific tuning. Across four backbones and four long-context benchmarks, RestoreKV substantially reduces compression-induced degradation. On Qwen3-4B, it improves 59 of 60 paired, budget-matched settings across five base eviction methods; at a $5\%$ budget, it raises KVzip from $38.2$ to $73.2$ on RULER-4K. Applied to KVzip+, RestoreKV reaches $86.4$ RULER accuracy at $16\times$ compression on the KVPress Benchmark, while adding less than $0.5\%$ one-time cache-construction overhead in a 32K-context evaluation. Our project page is available at https://paper.pnu-cvsp.com/RestoreKV/

cs.CL

Structured Redundancy Modeling for Efficient Visual Token Pruning in High-Resolution MLLMs

Recent high-resolution Multimodal Large Language Models (MLLMs) generate thousands of visual tokens per input, leading to a visual token explosion that introduces severe latency bottlenecks. While token pruning mitigates this issue, state-of-the-art subset-optimization methods typically rely on iterative subset construction to jointly capture visual diversity and instruction relevance. As visual token counts scale, this sequential dependency introduces significant selection overhead, severely limiting the translation of theoretical FLOPs reductions into actual wall-clock speedups. To address this limitation, we propose Single-Forward Pruner (SFPruner), a structural reformulation of visual token pruning that embeds redundancy control directly into the scoring space, bypassing the need for iterative combinatorial optimization. Our non-iterative framework achieves redundancy-aware importance selection in a single forward pass through two complementary mechanisms. First, to attenuate redundancy at the covariance level, we introduce a semantics-guided ridge leverage scheme. By integrating instruction relevance and visual saliency, this mechanism suppresses dominant covariance directions and mitigates representation bias. Second, ranking-based directional masking resolves residual overlap through asymmetric similarity competition, where higher-scoring tokens explicitly suppress redundant lower-scoring alternatives via parallel tensor operations. Extensive evaluations demonstrate that our approach maintains stable selection costs, reducing the token selection process by up to 110 ms, from 112.4 ms to just 2.5 ms at 512 tokens in Qwen2.5-VL. This structural efficiency successfully translates theoretical token reductions into tangible inference speedups while preserving highly competitive performance against state-of-the-art techniques under aggressive compression.

cs.CV

On the Design of Mixture-of-Experts for Dynamic Gaussian Splatting

Dynamic scene reconstruction remains challenging due to the heterogeneous and spatially varying nature of real-world motion. Although recent 3D Gaussian Splatting methods have introduced diverse deformation formulations for dynamic novel view synthesis, each method typically relies on a single deformation model within its representation, which limits robustness across diverse dynamic scenarios. In this work, we study a fundamental problem-multi-deformation modeling for dynamic 3D Gaussian representations-under two distinct integration constraints that differ in when and how multiple deformation experts interact during training. From a Mixture-of-Experts (MoE) perspective, we view multi-deformation modeling as the problem of combining multiple specialized deformation models within a unified 3D representation. We first introduce Mixture of Deformation Experts (MoDE), which integrates multiple deformation experts directly into the deformable Gaussian Splatting pipeline through joint optimization. In MoDE, experts operate on a shared canonical Gaussian representation, enabling multi-deformation modeling without introducing additional training stages or modifying the original optimization schedule. In contrast, we further present Mixture of Experts for Dynamic Gaussian Splatting (MoE-GS) under a different integration constraint, where deformation experts are optimized independently and combined through a separate routing stage. As a result, expert interaction occurs over non-canonical Gaussian representations after individual optimization. Together, these two approaches provide alternative strategies for multi-deformation modeling, clarifying how integration constraints shape the design and behavior of deformation experts in dynamic 3D Gaussian representations. Our code is available at: https://github.com/cvsp-lab/MoE-GS-studio.

cs.CV

LivingWorld: Interactive 4D World Generation with Environmental Dynamics

We introduce LivingWorld, an interactive framework for generating 4D worlds with environmental dynamics from a single image. While recent advances in 3D scene generation enable large-scale environment creation, most approaches focus primarily on reconstructing static geometry, leaving scene-scale environmental dynamics such as clouds, water, or smoke largely unexplored. Modeling such dynamics is challenging because motion must remain coherent across an expanding scene while supporting low-latency user feedback. LivingWorld addresses this challenge by progressively constructing a globally coherent motion field as the scene expands. To maintain global consistency during expansion, we introduce a geometry-aware alignment module that resolves directional and scale ambiguities across views. We further represent motion using a compact hash-based motion field, enabling efficient querying and stable propagation of dynamics throughout the scene. This representation also supports bidirectional motion propagation during rendering, producing long and temporally coherent 4D sequences without relying on expensive video-based refinement. On a single RTX 5090 GPU, generating each new scene expansion step requires 9 seconds, followed by 3 seconds for motion alignment and motion field updates, enabling interactive 4D world generation with globally coherent environmental dynamics. Video demonstrations are available at paper.pnu-cvsp.com/LivingWorld.

cs.CV

HOIGS: Human-Object Interaction Gaussian Splatting

Reconstructing dynamic scenes with complex human-object interactions is a fundamental challenge in computer vision and graphics. Existing Gaussian Splatting methods either rely on human pose priors while neglecting dynamic objects, or approximate all motions within a single field, limiting their ability to capture interaction-rich dynamics. To address this gap, we propose Human-Object Interaction Gaussian Splatting (HOIGS), which explicitly models interaction-induced deformation between humans and objects through a cross-attention-based HOI module. Distinct deformation baselines are employed to extract features: HexPlane for humans and Cubic Hermite Spline (CHS) for objects. By integrating these heterogeneous features, HOIGS effectively captures interdependent motions and improves deformation estimation in scenarios involving occlusion, contact, and object manipulation. Comprehensive experiments on multiple datasets demonstrate that our method consistently outperforms state-of-the-art human-centric and 4D Gaussian approaches, highlighting the importance of explicitly modeling human-object interactions for high-fidelity reconstruction.

cs.CV

Focus Matters: Phase-Aware Suppression for Hallucination in Vision-Language Models

Large Vision-Language Models (LVLMs) have achieved impressive progress in multimodal reasoning, yet they remain prone to object hallucinations, generating descriptions of objects that are not present in the input image. Recent approaches attempt to mitigate hallucinations by suppressing unreliable visual signals in the vision encoder, but many rely on iterative optimization for each input, resulting in substantial inference latency. In this work, we investigate the internal attention dynamics of vision encoders in LVLMs and identify a consistent three-phase structure of visual information processing: diffusion, focus, and rediffusion. Our analysis reveals that hallucination behavior is particularly sensitive to tokens receiving low attention during the focus phase. Motivated by this observation, we propose a lightweight inference-time intervention that selectively suppresses such tokens during the focus phase. The method operates in a training-free manner using statistics from a single forward pass and employs a Determinantal Point Process (DPP) to preserve diverse visual cues while filtering redundant tokens. Extensive experiments across multiple LVLM backbones and decoding strategies demonstrate that the proposed approach consistently reduces hallucination metrics while maintaining competitive caption quality. Moreover, compared to adversarial uncertainty estimation methods, our approach achieves comparable hallucination mitigation with negligible additional inference latency.

cs.CV

TRiGS: Temporal Rigid-Body Motion for Scalable 4D Gaussian Splatting

Recent 4D Gaussian Splatting (4DGS) methods achieve impressive dynamic scene reconstruction but often rely on piecewise linear velocity approximations and short temporal windows. This disjointed modeling leads to severe temporal fragmentation, forcing primitives to be repeatedly eliminated and regenerated to track complex nonlinear dynamics. This makeshift approximation eliminates the long-term temporal identity of objects and causes an inevitable proliferation of Gaussians, hindering scalability to extended video sequences. To address this, we propose TRiGS, a novel 4D representation that utilizes unified, continuous geometric transformations. By integrating $SE(3)$ transformations, hierarchical Bezier residuals, and learnable local anchors, TRiGS models geometrically consistent rigid motions for individual primitives. This continuous formulation preserves temporal identity and effectively mitigates unbounded memory growth. Extensive experiments demonstrate that TRiGS achieves high fidelity rendering on standard benchmarks while uniquely scaling to extended video sequences (e.g., 600 to 1200 frames) without severe memory bottlenecks, significantly outperforming prior works in temporal stability.

cs.CV

MoE-GS: Mixture of Experts for Dynamic Gaussian Splatting

Recent advances in dynamic scene reconstruction have significantly benefited from 3D Gaussian Splatting, yet existing methods show inconsistent performance across diverse scenes, indicating no single approach effectively handles all dynamic challenges. To overcome these limitations, we propose Mixture of Experts for Dynamic Gaussian Splatting (MoE-GS), a unified framework integrating multiple specialized experts via a novel Volume-aware Pixel Router. Unlike sparsity-oriented MoE architectures in large language models, MoE-GS is designed to improve dynamic novel view synthesis quality by combining heterogeneous deformation priors, rather than to reduce training or inference-time FLOPs. Our router adaptively blends expert outputs by projecting volumetric Gaussian-level weights into pixel space through differentiable weight splatting, ensuring spatially and temporally coherent results. Although MoE-GS improves rendering quality, the increased model capacity and reduced FPS are inherent to the MoE architecture. To mitigate this, we explore two complementary directions: (1) single-pass multi-expert rendering and gate-aware Gaussian pruning, which improve efficiency within the MoE framework, and (2) a distillation strategy that transfers MoE performance to individual experts, enabling lightweight deployment without architectural changes. To the best of our knowledge, MoE-GS is the first approach incorporating Mixture-of-Experts techniques into dynamic Gaussian splatting. Extensive experiments on the N3V and Technicolor datasets demonstrate that MoE-GS consistently outperforms state-of-the-art methods with improved efficiency. Video demonstrations are available at cvsp-lab.github.io/MoE-GS.

cs.CV

AgilePruner: An Empirical Study of Attention and Diversity for Adaptive Visual Token Pruning in Large Vision-Language Models

Large Vision-Language Models (LVLMs) have adopted visual token pruning strategies to mitigate substantial computational overhead incurred by extensive visual token sequences. While prior works primarily focus on either attention-based or diversity-based pruning methods, in-depth analysis of these approaches' characteristics and limitations remains largely unexplored. In this work, we conduct thorough empirical analysis using effective rank (erank) as a measure of feature diversity and attention score entropy to investigate visual token processing mechanisms and analyze the strengths and weaknesses of each approach. Our analysis reveals two insights: (1) Our erank-based quantitative analysis shows that many diversity-oriented pruning methods preserve substantially less feature diversity than intended; moreover, analysis using the CHAIR dataset reveals that the diversity they do retain is closely tied to increased hallucination frequency compared to attention-based pruning. (2) We further observe that attention-based approaches are more effective on simple images where visual evidence is concentrated, while diversity-based methods better handle complex images with distributed features. Building on these empirical insights, we show that incorporating image-aware adjustments into existing hybrid pruning strategies consistently improves their performance. We also provide a minimal instantiation of our empirical findings through a simple adaptive pruning mechanism, which achieves strong and reliable performance across standard benchmarks as well as hallucination-specific evaluations. Our project page available at https://cvsp-lab.github.io/AgilePruner.

cs.CV

VIPA: Visual Informative Part Attention for Referring Image Segmentation

Referring Image Segmentation (RIS) aims to segment a target object described by a natural language expression. Existing methods have evolved by leveraging the vision information into the language tokens. To more effectively exploit visual contexts for fine-grained segmentation, we propose a novel Visual Informative Part Attention (VIPA) framework for referring image segmentation. VIPA leverages the informative parts of visual contexts, called a visual expression, which can effectively provide the structural and semantic visual target information to the network. This design reduces high-variance cross-modal projection and enhances semantic consistency in an attention mechanism of the referring image segmentation. We also design a visual expression generator (VEG) module, which retrieves informative visual tokens via local-global linguistic context cues and refines the retrieved tokens for reducing noise information and sharing informative visual attributes. This module allows the visual expression to consider comprehensive contexts and capture semantic visual contexts of informative regions. In this way, our framework enables the network's attention to robustly align with the fine-grained regions of interest. Extensive experiments and visual analysis demonstrate the effectiveness of our approach. Our VIPA outperforms the existing state-of-the-art methods on four public RIS benchmarks.

cs.CV

Programmable-Room: Interactive Textured 3D Room Meshes Generation Empowered by Large Language Models

We present Programmable-Room, a framework which interactively generates and edits a 3D room mesh, given natural language instructions. For precise control of a room's each attribute, we decompose the challenging task into simpler steps such as creating plausible 3D coordinates for room meshes, generating panorama images for the texture, constructing 3D meshes by integrating the coordinates and panorama texture images, and arranging furniture. To support the various decomposed tasks with a unified framework, we incorporate visual programming (VP). VP is a method that utilizes a large language model (LLM) to write a Python-like program which is an ordered list of necessary modules for the various tasks given in natural language. We develop most of the modules. Especially, for the texture generating module, we utilize a pretrained large-scale diffusion model to generate panorama images conditioned on text and visual prompts (i.e., layout, depth, and semantic map) simultaneously. Specifically, we enhance the panorama image generation quality by optimizing the training objective with a 1D representation of a panorama scene obtained from bidirectional LSTM. We demonstrate Programmable-Room's flexibility in generating and editing 3D room meshes, and prove our framework's superiority to an existing model quantitatively and qualitatively. Project page is available in https://jihyun0510.github.io/Programmable_Room_Page/.

cs.CV

Optimizing 4D Gaussians for Dynamic Scene Video from Single Landscape Images

To achieve realistic immersion in landscape images, fluids such as water and clouds need to move within the image while revealing new scenes from various camera perspectives. Recently, a field called dynamic scene video has emerged, which combines single image animation with 3D photography. These methods use pseudo 3D space, implicitly represented with Layered Depth Images (LDIs). LDIs separate a single image into depth-based layers, which enables elements like water and clouds to move within the image while revealing new scenes from different camera perspectives. However, as landscapes typically consist of continuous elements, including fluids, the representation of a 3D space separates a landscape image into discrete layers, and it can lead to diminished depth perception and potential distortions depending on camera movement. Furthermore, due to its implicit modeling of 3D space, the output may be limited to videos in the 2D domain, potentially reducing their versatility. In this paper, we propose representing a complete 3D space for dynamic scene video by modeling explicit representations, specifically 4D Gaussians, from a single image. The framework is focused on optimizing 3D Gaussians by generating multi-view images from a single image and creating 3D motion to optimize 4D Gaussians. The most important part of proposed framework is consistent 3D motion estimation, which estimates common motion among multi-view images to bring the motion in 3D space closer to actual motions. As far as we know, this is the first attempt that considers animation while representing a complete 3D space from a single landscape image. Our model demonstrates the ability to provide realistic immersion in various landscape images through diverse experiments and metrics. Extensive experimental results are https://cvsp-lab.github.io/ICLR2025_3D-MOM/.

cs.CV

Enhancing Stability in Training Conditional Generative Adversarial Networks via Selective Data Matching

Conditional generative adversarial networks (cGANs) have demonstrated remarkable success due to their class-wise controllability and superior quality for complex generation tasks. Typical cGANs solve the joint distribution matching problem by decomposing two easier sub-problems: marginal matching and conditional matching. In this paper, we proposes a simple but effective training methodology, selective focusing learning, which enforces the discriminator and generator to learn easy samples of each class rapidly while maintaining diversity. Our key idea is to selectively apply conditional and joint matching for the data in each mini-batch.Specifically, we first select the samples with the highest scores when sorted using the conditional term of the discriminator outputs (real and generated samples). Then we optimize the model using the selected samples with only conditional matching and the other samples with joint matching. From our toy experiments, we found that it is the best to apply only conditional matching to certain samples due to the content-aware optimization of the discriminator. We conducted experiments on ImageNet (64x64 and 128x128), CIFAR-10, CIFAR-100 datasets, and Mixture of Gaussian, noisy label settings to demonstrate that the proposed method can substantially (up to 35.18% in terms of FID) improve all indicators with 10 independent trials. Code is available at https://github.com/pnu-cvsp/Enhancing-Stability-in-Training-Conditional-GAN-via-Selective-Data-Matching.

cs.LG

AttentionHand: Text-driven Controllable Hand Image Generation for 3D Hand Reconstruction in the Wild

Recently, there has been a significant amount of research conducted on 3D hand reconstruction to use various forms of human-computer interaction. However, 3D hand reconstruction in the wild is challenging due to extreme lack of in-the-wild 3D hand datasets. Especially, when hands are in complex pose such as interacting hands, the problems like appearance similarity, self-handed occclusion and depth ambiguity make it more difficult. To overcome these issues, we propose AttentionHand, a novel method for text-driven controllable hand image generation. Since AttentionHand can generate various and numerous in-the-wild hand images well-aligned with 3D hand label, we can acquire a new 3D hand dataset, and can relieve the domain gap between indoor and outdoor scenes. Our method needs easy-to-use four modalities (i.e, an RGB image, a hand mesh image from 3D label, a bounding box, and a text prompt). These modalities are embedded into the latent space by the encoding phase. Then, through the text attention stage, hand-related tokens from the given text prompt are attended to highlight hand-related regions of the latent embedding. After the highlighted embedding is fed to the visual attention stage, hand-related regions in the embedding are attended by conditioning global and local hand mesh images with the diffusion-based pipeline. In the decoding phase, the final feature is decoded to new hand images, which are well-aligned with the given hand mesh image and text prompt. As a result, AttentionHand achieved state-of-the-art among text-to-hand image generation models, and the performance of 3D hand mesh reconstruction was improved by additionally training with hand images generated by AttentionHand.

cs.CV

Embedding-Free Transformer with Inference Spatial Reduction for Efficient Semantic Segmentation

We present an Encoder-Decoder Attention Transformer, EDAFormer, which consists of the Embedding-Free Transformer (EFT) encoder and the all-attention decoder leveraging our Embedding-Free Attention (EFA) structure. The proposed EFA is a novel global context modeling mechanism that focuses on functioning the global non-linearity, not the specific roles of the query, key and value. For the decoder, we explore the optimized structure for considering the globality, which can improve the semantic segmentation performance. In addition, we propose a novel Inference Spatial Reduction (ISR) method for the computational efficiency. Different from the previous spatial reduction attention methods, our ISR method further reduces the key-value resolution at the inference phase, which can mitigate the computation-performance trade-off gap for the efficient semantic segmentation. Our EDAFormer shows the state-of-the-art performance with the efficient computation compared to the existing transformer-based semantic segmentation models in three public benchmarks, including ADE20K, Cityscapes and COCO-Stuff. Furthermore, our ISR method reduces the computational cost by up to 61% with minimal mIoU performance degradation on Cityscapes dataset. The code is available at https://github.com/hyunwoo137/EDAFormer.

cs.CV

AnoSeg: Anomaly Segmentation Network Using Self-Supervised Learning

Anomaly segmentation, which localizes defective areas, is an important component in large-scale industrial manufacturing. However, most recent researches have focused on anomaly detection. This paper proposes a novel anomaly segmentation network (AnoSeg) that can directly generate an accurate anomaly map using self-supervised learning. For highly accurate anomaly segmentation, the proposed AnoSeg considers three novel techniques: Anomaly data generation based on hard augmentation, self-supervised learning with pixel-wise and adversarial losses, and coordinate channel concatenation. First, to generate synthetic anomaly images and reference masks for normal data, the proposed method uses hard augmentation to change the normal sample distribution. Then, the proposed AnoSeg is trained in a self-supervised learning manner from the synthetic anomaly data and normal data. Finally, the coordinate channel, which represents the pixel location information, is concatenated to an input of AnoSeg to consider the positional relationship of each pixel in the image. The estimated anomaly map can also be utilized to improve the performance of anomaly detection. Our experiments show that the proposed method outperforms the state-of-the-art anomaly detection and anomaly segmentation methods for the MVTec AD dataset. In addition, we compared the proposed method with the existing methods through the intersection over union (IoU) metric commonly used in segmentation tasks and demonstrated the superiority of our method for anomaly segmentation.

eess.IV

Core-set Sampling for Efficient Neural Architecture Search

Neural architecture search (NAS), an important branch of automatic machine learning, has become an effective approach to automate the design of deep learning models. However, the major issue in NAS is how to reduce the large search time imposed by the heavy computational burden. While most recent approaches focus on pruning redundant sets or developing new search methodologies, this paper attempts to formulate the problem based on the data curation manner. Our key strategy is to search the architecture using summarized data distribution, i.e., core-set. Typically, many NAS algorithms separate searching and training stages, and the proposed core-set methodology is only used in search stage, thus their performance degradation can be minimized. In our experiments, we were able to save overall computational time from 30.8 hours to 3.5 hours, 8.8x reduction, on a single RTX 3090 GPU without sacrificing accuracy.

cs.LG